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Messages - Drizzle

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1
Bugs / Fusion Cannon does not work with High Technicalities
« on: November 06, 2023, 02:53:24 am »
After seeing that my damage didn't stray from my damage range in the combat stats window, I edited my character to have max Intelligence and fired the FC several times, then I did the same with 5 Int. Neither experiment deviated from the damage range despite my character having taken High Technicalities.

2
Bugs / Fusion Cannon radius is inconsistent
« on: November 05, 2023, 12:13:29 am »
Despite both the weapon description and its targeted ability stating that it has a radius of 3 tiles, NPCs on the very edge seem to not get hit despite the ability showing they should. It seems to not hit NPCs on the edge more consistently if using the targeted ability over a normal attack.

Edit: on further testing, it seems that the actual radius is 2.

3
Bugs / Fusion Cannon does not work with Heavy Metal
« on: November 04, 2023, 11:15:25 pm »
Just as the title says. Despite Heavy Metal's description stating heavy weapons in general apply, when you have the Fusion Cannon and a LMG or a minigun on the other slot plus armor with over 50% penalty equipped, it will not provide its damage reduction nor damage bonus.

4
So several questions: I haven't really dipped my toes into the other psi schools besides good ol TM and PK, so what other psi abilities do you use? Also, do you believe forceful innerveration is that vital>

With MT I do Cryokinesis/Pyrokinesis/Thermodynamic Destabilization/Cryo Orb and Pryokinetic Stream until it gets replaced by Plasma Beam when available. I switch in TC for high HP bosses like in the Arena, namely Neural Overload/Fear/Mental Breakdown. And of course Electrokinesis spam against robots.
I played it another time with just 6 Int, no FI, and all psi schools besides TM maxed and honestly? It's not vital, but it is nice. Those 3 extra slots from FI could be used for LTI/Contraction/Stasis but I didn't really struggle without them.

FI is there so the build can reach the highest psi skill threshold while still having max psi slots, as the MT TM playstyle requires all of them.
I wouldn't say it's required, since you still get 5 slots at 6 Int. But again, it is nice to have.

5
General / Re: Where do you think it will take place?
« on: June 01, 2022, 02:31:53 am »
Hexagon and augmentations could be cool, but I don't think it'll be there.
Personally, going off the rather direct and straightforward titles that the game and DLC were given, I'm going to bet you'll play as one of the Faceless or infiltrate them, maybe even become one of them. Dude says they're one part man after all. It could be a prequel dealing with the Hollow Earth incident.

6
Knifegaf graciously made a highlight video for the build!

https://www.youtube.com/watch?v=3enMJsrP63g

Now for a bit of extra analysis since I've played it to its fullest potential. As seen in the video, there is a bit of a weakness against late game melee enemies, but between your high mechanical resistance and high damage output, you can shrug off the occasional guy that gets through. A good option is casting cryo orb behind the NPC so that they'll get hit by the shard and it won't reach you, though it's only safe if done in a straight line. Throwing it into a diagonal runs the risk of a stray shard and you're not high in cold resistance.
Crit immune enemies are also a pain, so are those highly resistant to both energy and heat damage. Nagas are nearly impervious to everything MT can dish out, but if you've got PK maxed then you can spam Electrokinesis, and otherwise resort to stacking distortions; and let's not forget Mk3 EMP grenades. A 4 plate TiChrome armor and reinforced boots should make you nearly immune to plasma damage as well, so you can use Hemopsychosis as much as you want to against them.

7
Builds / Re: Weak as hell early game PSI on dominating?
« on: April 02, 2022, 02:47:57 am »
At 150Q, a regen vest recovers 50 HP every turn, for a total of 500 within 10 turns from a full charge, and this isn't counting Fast Metabolism. The only situation where a Sturdy vest would be better is if you die in two attacks to any mook, or you're not Hemopsychosis and are trying to stay within SI range. 30 HP is no substantial difference anyway, it's barely 9 more HP within SI, and one knife attack otherwise.

Crit chance reduction/vulnerability is a worthless stat, even for tanks. Most NPCs won't pass 10% base chance, and it would take hundreds of attacks in a single battle for the reduced or extra chance to make a difference. I don't think I should explain why you won't be able to receive hundreds of attacks in anything other than a tincan build. Melee resistance is just really not worth the extra AP and the strength needed, not to mention, shields are shit. While the beetle carapace gives you extra threshold in the tacvest that's basically the bonus you would've gotten from the riot gear melee resistance. Hoddurform is just a nice bonus, and really good on TC builds to one shot late game bosses; I never said it was mandatory. And Psychosis can make use of it just as well, there's nothing that makes it better for Tranq.

Paranoia's detection bonus is so low that it won't let you detect stealthed NPCs before they attack on a low Per build, and on high Per builds you already have so much detection that it makes no difference. If you're really that worried about traps, you can equip detection goggles and get higher detection for no feat investment, just check the junk merchants. And all of this can be bypassed with meta knowledge anyway. Twitch is also an Expedition drug, and the blueprint is very rare in the base game so you'd have to CE refresh at Oculus for it. Again, Paranoia's only good for stacking initiative. There's no reason not to take both it and TH when you're very frail and need to go first as often as you can.

8
Builds / Re: Weak as hell early game PSI on dominating?
« on: March 31, 2022, 04:41:27 pm »
As psi you really shouldn't be letting melee NPCs get close in the first place. Regen vest is also superior to Sturdy and that doesn't get better with heavier armor. On top of that, riot gear uses the psi beetle carapace as a shield, which would prevent you from using Hoddurform without a massive Strength investment for Iron Grip, it's just bad all around. And if you REALLY wanted to wear Riot Gear, you can still equip the Power Glove. It's a wasted point.

Paranoia really is only useful for the Initiative, and since there's leftover stat points it's not much of an issue to just get Trigger Happy. Dexterity also helps with some skill points early on. Besides, 3 Dex + Paranoia is middling Initiative and that won't help win you the forced checks much more often than the minimum, while 6 Dex + Trigger Happy is pretty decent and will make Arena much less of a headache, not to mention most encounters.

Edit: There's also nothing stopping you from taking Paranoia later on too, for quite good initiative.

9
I'd love to make one, but unfortunately, I play on a bad computer so it can't handle recording.

10
Builds / Re: Help on my tin can Shotgun build
« on: March 29, 2022, 05:30:47 pm »
Yes, you're quite right, you can delay Leading Shot and take Grenadier earlier instead. I'm not used to taking Grenadier at all, more so relying on the weapon. I've found KCS quite useful for kiting melee enemies though.

11
Builds / Re: Help on my tin can Shotgun build
« on: March 29, 2022, 05:38:38 am »
https://underrail.info/build/?HggGAwcNAwbCoGQAAAAAAFVQaQB4czdGVQAAAAAAwqBaJCbCsB7ClsKDFlVQRUTCjxXCmMK1wqQx4qa4A-KnggLis6wF4rewBd-_

Your stats were good besides intelligence, I really wouldn't drop it unless you want your crafting to be really bad. Shotguns still deal incredible damage even without max perception. I put Armor Sloping on it as you'll want to run super steel, shotgun needs at least a little bit of mobility. Leading Shot is really good on Dominating since some hard bosses have a bloated evasion skill, but if you're only playing on Hard then I'd put the spec points into Full Auto damage instead. I would suggest using a regen vest, so I also added Fast Metabolism. Since you already take a bit of dexterity as a shotgun build and tincans suffer from low initiative, I put in Trigger Happy.

12
Builds / Re: Weak as hell early game PSI on dominating?
« on: March 29, 2022, 05:13:16 am »
Yes, some of your stats are actually pretty worthless. As pure psi, you either dump strength to 3 since tacvests have no strength requirements or pump it to 7/8 if you want to do tincan, which is strictly Psychosis territory in higher difficulties. Agility is also a dump stat as some good tabis plus Nimble will give you decent base MP for no stat points when you're wearing a tacvest, and it gets better with contraction giving you MP as well if you take TM later on. 8 intelligence is okay but TC PK does not need very many slots to be effective, crit based psi still gets pretty crazy later on even without max will though. It's your choice whether you'll end up with 16 Wil 8 Int or 18 Wil 6 Int. I would also drop dexterity myself, but I feel taking Trigger Happy (and a root soda) will make Arena much less of a pain for you.

Your skill point distribution is all over the place. Lockpicking is too high, 35 base with 6 base dexterity and Jacknife will be enough for opening vents and you can invest more into it later when you're not starving for points. High electronics and don't get too much biology so soon as one doesn't need it very high by Depot A; you won't be crafting any good drugs yet but you do need a little for headbands. Chemistry also shouldn't be so high since if you're relying on crafted grenades for damage, then you built pure psi wrong; again you can put more points into it later if you wish. With stealth either you get around 40 base ASAP or leave it at 0. A proxy crit TK Punch with EK followup will make short work of a goliath beetle so you don't need to stealth Silent Isle. Always max Mercantile until 105 effective, or 100 if you want to use Jon's Special.

From all that, you can go for SI where you'll need 9 Con. Hemopsychosis is also an option, but it is its own playstyle. I would suggest restarting with something like this: https://underrail.info/build/?CwMGAwkDDAYAKAAAAAAAMiMAAChBDx4yQUEAAAAAQVBiKywUKmXCg9-_

13
Builds / Re: Which skills are near essential?
« on: March 23, 2022, 10:59:57 pm »
Subterfuge skills can be skipped if you're knowledgeable about the game. Lockpicking is just a worse Pickpocketing since it doesn't offer anything unique, all it has going for it is some assorted loot and a few oddities most of which are attainable elsewhere; you only take it to 50 effective in 3-5 Strength builds because you have no easy way to open vents otherwise (crowbars are superior to unlocking not just because it's instantaneous but because only one vent in the entire game makes noise that attracts hostile NPCs, and you can just stealth that one away with pure equipment bonuses instead of opening). Pickpocketing has exclusive oddities behind it that you can't obtain otherwise unless you're willing to assassinate/kill/cheese certain factions and NPCs, and also has certain bonuses like the Institute library card (obtainable through Hacking or Persuasion as well) or preventing the Professor's kidnapping in the Aegis questline. PP also gives you straight money, drugs, ammo, and other early benefits; and while it falls off later in the game due to money becoming plentiful, it's still the best QoL skill to take, even with as low as around 50 effective. Personally I prefer it in the 100s or more end game if I can afford it. Hacking has some decent stuff behind it, like a couple free SSDs in Expedition, programming the Naga Protector, etc. Stealth is powerful and the best utility skill in the game, but it also has the highest bonuses from items, so how high you take it depends on which enemy you want to stealth by and how you're going to approach it. Traps is obviously the worst and you should never take it outside of crossbow builds, and even then only enough for the feats.

You were right on with Mercantile. Mechanics is good on most builds, Tailoring is pretty much mandatory, Biology 100 effective is nice for super health hypos or 115 for regen mixtures but it can go lower. I would dare say some builds can skip Electronics, but it's on a case by case basis, so it's best to think it through first. Chemistry is defeated by Mercantile giving you one or two merchants selling MkIV grenades, and plasma grenades being superior all around. I only ever get 15 base chemistry on non-chemgun/pure throwing builds to be able to craft gas grenades and low tier molotovs with the Biology synergy/Under Pie bringing it to over 20 effective.

Throwing is quite good, but if you're not playing a weak build it's not the end of the world to not have it.

Persuasion is good for lore and earlier Oculus, but otherwise, most of its meaningful checks can be completely skipped by doing certain quests/actions beforehand. I'd only take it on high Will builds (pure psi) that can just dump 20 to 40 skill points and get a really high effective score. With Intimidation you either leave it at 0 and use items to boost the value and pass some checks, or max it when you have Yell/Brutality.

Temporal Manipulation is just a "win more" psi school. Builds are obviously stronger with it but I don't think it's wrong to not have it.

Offensive, defensive, and other psi skills are build dependant. If I have free skill points while planning a build, first I look to Throwing and see if it will really help me get through the hardest parts or just become a bonus, then to Pickpocketing, then to extra stealth if I haven't maxed it but have some from the start, and lastly to Hacking. TM depends on the build and whether I want to have psi or not, which is yes most of the time.

Of course, always think through the effective score with the build in mind and how many skill points you have available. Tincans and most ranged weapons will want around or over 160 effective Mechanics in the end game counting all the boosts, while melee weapons can settle somewhere in the 130s. Maybe you don't want super health hypos or bullheads, so you can get just enough for Focus Stims or Aegis. Maybe you want plasma grenades but the build is alright with not having the best possible energy shield.

14
MT TM Tungsten armor with Forceful Innervation: https://underrail.info/build/?HggDAwkDDgYAAAAAAAAAUgB8AHNuD1BVwqBGwqDCoCgAT2JQK8K_LD0qZV9VwoQIwojChyFmwrjCt8K8w5zDlsKewp3CrsOZbOKitQLipbIC4qyDAuKwuAXisLkE378

MT TM TiChrome/Super Steel variant with 12 Int (lower for more Wil or not as you wish): https://underrail.info/build/?HgcDAwkDCwoAAAAAAAAAUgB8AHNuD1BVwqBGwqDCoCgAT2JQKyw9KmVfVcKEwojCh0UkCMK4wrRmw5bDnMKewp3CrsOZbOKitQLip4IC4qyDAuKwuAXisLkE378

TC PK TiChrome/Super Steel variant with 17 Wil 6 Int: https://underrail.info/build/?HgcDAwkDDwYAAAAAAAAAUgB8AHNuD1BVwqDCoMKgRigAT2JQKywFKmVfVSHChAhFJGfCu8K3ZsOcw5bCnsKdwq7DmWziorUC4qeCAuKsgwLisLgF4rC5BN-_


This is the third time I'm making and playing a build in this style, so I feel it's refined enough to post. What this iteration has compared to my last two is the addition of Forceful Innervation, freeing up stat points from Int to put into Wil (since tincans don't have problems with lack of skill points) while still having more options overall with spell slots. You can use a high Int edit or opt into TC PK instead of fiddling for FI, but all that Int does aside from spell slots is give you useless overflowing skill points.

Starting stats are 6 Str, 9 Con, 10 Wil, 6 Int. You'll need to put two points into Strength to be able to wear tungsten armor or only one if you prefer TiChrome/Super Steel (don't worry, you won't have to be eating rathound barbecue constantly, read on), and the rest into Willpower/Intelligence; the order is up to you. I'll personally allocate my first point to Wil then the next two to Str.

Before finishing Depot A, you'll be using Survival Instincts as an under 30% HP glass cannon to grant you a massive boost to damage that's much needed on Dominating. Certain fights (like against mutants) will require you heal up to 100% HP beforehand however, if you don't want to cheese with bear traps. After Depot A, SI becomes more of a bonus at low HP rather than a mainstay, and Psionic Mania and Focus Stims take over for your crit chance needs.

Always max Metathermics/Thought Control and Temporal Manipulation/Psychokinesis. MT/TC will let you deal with nearly all NPCs, and TM/PK provides Distortion/Electrokinesis against robots (and bosses in the case of TM). Leave whichever schools you're not specializing into for later in the game. In my FI build, I'm only maxing TC as a bonus tool in Neural Overload so I don't have to reload on fights against Doppelganger spamming TCunts. No reason not to take a little bit of Persuasion with high Wil and its Mercantile synergy, 20 base by the time you reach Junkyard will be enough for the early game. Since we're on that topic, Mercantile is extremely important for getting high quality components, so get it to 79 base ASAP: with the Persuasion synergy and Jon's Special, 105 effective Merc is reached for the highest special merchandise check. Max mechanics, electronics, and tailoring until their respective thresholds as well, since you'll be crafting metal armor and psi headbands. Whether to get Pickpocketing or Hacking first is up to preference; I like Pickpocketing early on far more than Hacking, but I usually leave it around 80 base until I have free skill points and switch those points to Hacking or something else. You *could* get Lockpicking instead of one of either, but it's the second worst Subterfuge skill, especially on high Strength builds that can crowbar vents already.

For Depot A, get siphoner leather and eventually mutant dog leather armor and boots; acid threshold will let you tank through many attacks in this dungeon; the obvious choice really.

Once you deliver the circuit board, rush to Hecate Research Outpost and get the Power Glove. As full psi builds don't have any good weapons to equip until Expedition, this frees you up one stat point from Strength. The other slot will eventually be occupied by Hoddurform when you're TC/PK or Spirit Staff if MT/TM, and you'll switch to it when attacking. A single caveat: if you end your turn without the Power Glove selected, you'll have a small action point malus on the next turn due to not meeting the metal armor Str requirement, so don't forget to switch back! Don't be afraid to switch at the start of the turn though, as the malus won't affect current AP, only maximum AP.

Now that you can wear metal armor, craft yourself a tungsten (or TiChrome from Blaine) one with a regenerative vest. Not only is it tankier than a sturdy vest, it also powers your spells through Hemopsychosis. Reinforced metal boots with high density padding is also a given, but in the case of TiC/SS, soft padding and springs will benefit you more. You also should have crafted a MT headband with psi cost reduction and crit damage, as well as a TM headband with a Distortion filter in case of mass robots. Doctor's Belt is the best to wear with all the meds you'll be chugging.

Juggernaut is taken at level 12 since that's around the time you obtain the Power Glove. If you want to do the Super Steel armor variation of the build, Optimization is replaced with Armor Sloping, and you take Neural Overclocking at level 30 instead. LoC is also switched out for Nimble in the MT TM version. The tattoo is up to you, I like the QoL of Fatso myself. Protectorate should be better if you want something more substantial though.

Your first four spec points must go on Hemopsychosis cooldown. The less you have to rely on the low regeneration, low max points of psi, the better (especially so if you're playing with Forceful Innervation). After that, maxing health cost reduction helps out quite a lot. Psionic Mania and Premeditation cooldowns + LTI and Stasis will let you have effectively a second "alpha strike" turn. Thermodynamicity really helps with AP usage, sometimes so well to the point you're left with no HP to cast more spells with some free AP. If you're playing with Armor Sloping, that specialization's best gotten as soon as you finish Hemopsychosis cooldown. And there's not much to say about TC PK, as it's very straightforward.

If you're wondering how exactly to get Forceful Innervation on a new character, and also get the content added after Legacy like Booth or the Utility Tower, it's not too complicated. You'll have to make a new character on the Legacy version, go get the psi pill, save, then load that save on the current version, which will give you FI. Then, export the character and start a new game with it, and optionally reroll if you get Coral. And of course, unless you want to cheat, don't grab anything before exporting because it carries over.

Edit: replaced Continuum Ripple for Locus of Control, as it lets you have psi inhibition immunity without the need for a Reinvigorator.
Edit 2: replaced Fight Response for Psychoneural Optimization. At level 30 you'll almost never start a turn under 25% HP, and Optimization slightly helps with Plasma Beam spam when you have the Cyclop's Eye. Added siphoner leather armor suggestion as that helps fight your first mutant dogs before you have their leather. Also moved spec points from Thermodynamicity to max Hemopsychosis cost reduction, as you're not worried so much about AP cost but health.
Edit 3: added TC PK version, it's easier to play and more straightforward than MT TM due to not needing as many slots.

15
General / Re: W2C ammo did not need a nerf
« on: February 05, 2022, 11:51:50 pm »
level 22, 11 per (13 with juice and adaptive goggles), non-refurbished, no gun lube, no food, 3 points in full auto spec, suppressive + opportunist, blindsiding, concentrated fire, ambush
two bursts

You are too preoccupied with the number side of things for one single type of firearm. I could grab nearly any god damn weapon, melee or ranged, at level 22 and make it look as broken as that screenshot. That was never my point. Since it seems you don't want to read, I'm going to reiterate again and again until it gets drilled into your skull and you finally listen. Underrail has shit AI for NPCs with shit builds, and no amount of number crunching is going to fix the fact that this game is deceptively easy, yes even in Dominating. When you can hit for big numbers with other weapons but somehow firearms get singled out because it's what a first time player gravitates to after Psi, that's called bias.

None of the other weapons got their resistance penetration/alternatives nerfed, despite being as similarly mindless as taking a couple of feats and pressing one hotkey.

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