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Messages - Vokial

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1
Builds / Re: 10 INT Jedi Knife
« on: Today at 09:10:59 am »
You might as well reach 150 effective in TM for the reduced self-dilation chance after Contraction (aside from benefiting other spells). You only need 15 more points. You mentioned Headbands, which can solve this of course.
But most importantly - there's never enough Stealth. It needs to be maxed. You also alsolutely need Interloper for the faster movement speed. That's a must even on a ranged character in my opinion, but on a knife user that always need to close distance to arms reach every time, your character would be borderline broken without it.

2
Even without their deadly cold attacks, the main reason they are so difficult is due to their high armor. They have a lot of HP and most weapons can only dent them. From the perspective of a firearm user, Aim Shot crits with the '44 Hammerer you get with 15 Persuasion does a good job against these critters and robots, but you can craft one with parts too. Make sure to stock up on high caliber armor piercing rounds as they are very effective here.

Still, since there are many within the building where the rescue mission is and if you want to save Newton, you have to kill all beetles.
In order to do that, what I always do, is just to shoot one, then close the door before others can get in. While in combat. The rest will investigate, but cannot enter. Wait a few turns until you can exit from combat, enter stealth, lure one in, close the door behind it and start to kill it. Repeat with another one by one, until all are dead.

In order to get proper gear, you can go through the Lurkers as their base (at least what's explorable at this stage) as they have some good loot. You have a chance to get a decent armor and also weapons once you reach the upper areas where there's a seeminlgy dead end with a small outpost behind a locked fence. There's almost always a guaranteed high-ish quality weapon there, and if you're lucky to get a sniper rifle, you can acutally one-shot the beetles with Aim Shot.

3
Builds / Re: Build changes in the 10-Year Anniversary Update (v1.3)
« on: January 11, 2026, 10:52:25 am »
So when do we get an updated character planner? I know we can just put on some feats as placeholders, but it would be nice to see and plan with the additional skill points as you pretty much need around 200 points in your equipment crafting skills to make use of any of your components with 150+ quality. My build already had 8 INT even before the update, so for me this update tax is just a feat switch to Polymath in order to be able to craft the same gear as before. Which is painful, but there's no helping it. Yet updating it accordingly would be nice.

4
Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« on: December 20, 2025, 09:21:20 am »
Unique items remained the same, they received a cosmetic update only where you can see them being hold by your character model.

However INT has basically become the main stat regardless of builds.

You can have high PER when you wield a shotgun, but you get potentially equal or more damage by raising your INT so that you can craft gear from high quality components, that you won't be able to otherwise. And of course you get even more damage, since now you have an additional +15 spec points that you can max out Critical Power and whatnot with. Reduce your cooldowns, get again further more damage if you use energy edge melee weapons, etc...

These are all stuff your PER or STR cannot compete with. Which seems very weird and will result in builds with different approach having more similar stat allocation, resulting in reduced replayability as most builds will have the same mandatory feats. Even playing a low intelligence character for RPG reasons is out of the question now. It kinda seem like some bootleg modded version of a game that was originally quite diverse and distinct. It still is, but considerably less. It's like if someone had a build idea he found good and are now forcing it to every build out there.

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Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« on: December 19, 2025, 12:39:15 am »
- Fancy footwork and Hit and Run were previously able to restore ridiculous amounts of MP per turn. These diminishing returns are more than reasonable.

Literally every single person in this sub 100% was hating on Hit and Run and absolutely salivating on Sprint with me as the single exeption praising it, totally willing to die on this hill. To me, this confirms that nobody else tried it. Should they did, they would've known how immensely tenfold better H&R was in comparison to Sprint. However, they still lectured others like they know what they were talking about, while not having the slightest idea. To me, that always looked ridiculously stupid and made me loose all respect for these people, simply due to them making these practices.

It's still better btw... but Styg just encouraged them to not try it for sure. Anyway, this was a needless nerf. In order to get loads of MP bonus, you had to meet with several conditions, like already emptying your MP and delivering a deadly shot. Then emptying your MP again. While Sprint is unconditional. While in practice, this is just you properly planning the sequence of your actions, I still think that the nerf is unjustified. Anyway - the update proves my point from the dev himself. So there's that. Just wanted to put that out for the sprinting loosers out there that are now never get the chance to experience the utter freedom of flying through the area of several corners after 6 deadly sniper shots per round, killing enemies even when they were behind cover before the turn. You all missed it and will never get to experience it.

6
Builds / Re: Returning player. Quick check on sniper\traps build please?
« on: December 07, 2025, 10:49:58 pm »
I have to say, while I don't agree with anything you say, I at least can respect your opinion, simply because you actually bothered to explain and try putting reason why you think the way you do. That in itself is a massive cultural difference between you and Eidein. So props for that.

On the other hand, it is clear that you never tried or properly played a sniper the way it's supposed to be played - actually accurding to the aspect of the character. As a sniper, you're not supposed to tank hits. I never ever used a repair kit on my armor in this game even with a psi-focused sniper build without Traps. And you can also have Infused Pig Leather Tabi and Leather Overcoat to literally double your HP. But as I said, it's not something you should rely on, armor is only for utility here. If there's no helping it and you are bound to be attacked the next round due to miscalculation, you can simply turn on your energy shield. But ideally you should always end rounds being out of attack range. Even without Sprint. As if you have Hit and Run + Contraction, you don't need anything else. And Interloper. Which a sniper build without is borderline unplayable. While H&R is almost a full Sprint, but after each kill and is always on, all the turns. They just cannot be compared for a ranged character and plays a fundamental role in kiting, moving between covers or returning to corner after stepping out from stealth with Interloper.

As for Initiation, yeah you'll need that - even with Stealth. Without it, you definitely need high CON and whatnot in some scripted battles, but that's just you ruining the build to a playstyle that did not understand the role and wasting valuable stats. If you attack first (from stealth or otherwise), you won't need HP as that should already decide the battle when you're with a sniper. Even against crowds, that alone should give you the ability to turn the tides past the point which the enemy cannot recover from and also put you in a safe spot / incapacitate the remaining unfortunates, where you are just mopping up the next turn.

I don't know if you actually played a character having a high PER - but if you will in the future, you'll notice that your Detection is enough to see ALL enemy traps. Even without spending ANY points in the skill. Actually, if you do, your Trap Detection (that's separate from regular Detection) will only increase after a certain threshold. Someone who's having high Traps will have roughly the same points than someone who isn't when they both have high PER. And Trap Expert makes more difference with more Traps skill. Testing confirms that you need about 140 Traps + TE for Dominating Native Hunters to not see your contraptions. But the most important part of this is the deploy speed. You can lay your traps closer to enemies in stealth without being detected as you work a lot faster. QT is nice and sometimes very useful in battles but just as with H&R, it's a passive skill where no skill activation is needed and the two bonus it gives make a lot of difference for someone who uses traps reguarly and continuously throughout the whole game.

And I stand by the fact that Strafe can be taken past level 10. That is only useful with a Spearhead rifle - which you can only hope to get from Blaine. Taking it beforehand is simply a waste. When you still don't have the proper gear yet and low on Initiative, you're much better off having Paranoia beforehand. Which has so many minor bonuses that it makes it worthwhile in total and certainly a better pick than Trigger Happy for just how much more it gives for 2 Initiative less. You need Detection. The earlier you spot Traps and most importantly hidden enemies (like Crawlers) while you're in Steath the better and having to spot them from a larger distance also matters. Until you get your first sniper rifle, you'll be using other type of guns like pistols and SMG's (especially before you can repair them). If you're lucky, you can find other rifle types where again - Strafe matter less. Taking it on level 12 is fine and it will synergize wondefully with Hit and Run. Alternatively if you're lucky and get a Spearhead at level 8 for example, you can choose between Strafe and Ambush.

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Builds / Re: Returning player. Quick check on sniper\traps build please?
« on: November 19, 2025, 05:46:53 pm »
What a joke. Nobody mentioned psiless and it did said with Traps. You failed to comprehend both.
What you presented here is on the second attempt to despereately wash yourself from the dirt you got on yourself is just a degraded, bootleg version of my build with cutbacks on pretty much all fronts and less abilities, feats and skills, AP waste all around with still no Interloper or Hit and Run after a Snipe and an utter waste of stats for a one-time meaningless Blitz. A one-turn version of a consistently build on stationary turret mode - which is a self-owning approach you would know if you actually played one. No wonder you rely on wating feats slots on Escape Artist and Uncanny Dodge. Then again, I should've stopped wasting time from the start when I saw STR 4.

8
Builds / Re: Returning player. Quick check on sniper\traps build please?
« on: November 16, 2025, 12:02:06 pm »

Horrible build

Another meaningless comment without any reasoning.

The build I made is the most proper one, if you want Traps instead of Thermo-D.
Unlike yours, that inlcudes 8 feats that are UTTERLY USELESS on a sniper and absolutely terrible allocation of stats, spec points and skills. Latter which doesn't even inlcude Traps, despite the title of the thread - which you apparently forgot after 5 seconds. And after about 15, you seeminlgy also forgot that you're supposed to do a sniper build in the first place with missing skills and feats that are absolutely crucial. Instead you produced something that's bad and sometimes short-therm mediocre in everything it does.

Bud, you don't need to address every thread. Sometimes it's best to stay silent. I don't chime in discussions about characters that are pure psi or melee focused. It's not my field, not something I find interesting, I don't care for those. I advise you the same approach. Becuase it's one thing that you're spreading nonsense, but your dumb enough to call on others providing valuable info - which is even more harmful for OP and pretty much everyone else.
Do yourself a favor and follow the example of your profile pic for this one.

9
Builds / Re: Returning player. Quick check on sniper\traps build please?
« on: November 15, 2025, 10:50:26 am »
Here you go:
https://underrail.info/build/?HgUHBwMQAwXCoEAAAAAAwqBcSABab28mL28AAABGVgBEKygBHRk1An7Ch0t_QMKIMD8zJMK14q-8BOKvvQHisaAF374

It has all the feats and skills you need to shoot as frequently as you can, while excelling with traps with ease.

10
General / Re: What does JJK vendor sell?
« on: November 08, 2025, 11:20:39 am »
JKK has some unique stuff to their own that are actually usable to some.

For example the JKK jacket gives +5 Initiative and I wore it for the final fight in the Arena to be able to act first. It also gives you +15 Persuasion, so a nice utility gear to have in certain skill checks.
In addition, it can sell the Hypno Goggles. This is actually a magnificent item, granting you a +20 to 30 Persuasion bonus. In a few rounds you can stuble on a +30 version and that's massive. Since my Mercantile is 80 anyway (that's what you need to pass the check within the Tchortist vendor if you have additional gear), leveling Persuasion to effective 70 doesn't cost that much and adding a whooping +45 of JKK items makes it more than enough for the game.

Regarding the items, it's nothing special. I had my best sniper frame from them though. Also, the JKK quests are acutally really cool.

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Builds / Re: Best sniper rifle and attachments?
« on: November 04, 2025, 07:52:09 pm »
spearhead + anatomical scope + smart module + rapid reloader

This is the definite answer.

Alternatively - if you're a dedicated sniper, then you go with this and the 12.7mm Corsair equivalent in the offhand so you can one-shot a Dreadnought with an armor piercing bullet. Also, Contaminated Rounds are OP AF and your AP doesn't matter when you're on Shooting Spree anyway. Having a 8.6mm Reaper can also work as a middle ground due to it's critical damage bonus.

12
Builds / Re: Shotgun/Sniper build advice
« on: September 07, 2025, 11:48:51 am »
I think there's no point in mixing the two as a single form of offense in enough + these require completely different approaches.
As a sniper, you're supposed to shoot from afar and maintain distance, using the enviroment and CC. Someone with a shotgun means short range combat. Also valid, but totally diferent and excludes the other. This way, you're not going to use Shooting Spree ever again after you start combat with it, as in order to speed up the cooldowns, you need to keep using your rifle. Same for Aim Shot.
Interloper is missing. Hit and Run is also more suitable due to granting a lot more MP in fights and providing it consistently in a passive manner without being a one-time ability with cooldown. Would save you a lot of stat points and feats as well keeping AGI at 7 (for Interloper), and ditching Sprint, Expert Sprint and Blitz.

So if you're fine only using your rifle to delete two enemies in combat for free (which is not bad), then you don't need to even specialize on Shooting Spree more than 1 point on shots, activate it, take your Snipe and Aim Shot and forget it for the rest of the combat. But a sniper uses his rifle for all the kills to circulate these abilities as fast as possible, backed up with Tranquility-fused Increments. Using Ambush from the dark to ensure crits and boost accuracy (which is easy to set up when weapon range is not limiting you) and keeps distance between his enemies by kiting with Hit and Run, taking cover behind corners and should someone get close, Flashbang and disengage. Stealth, then repeat.

While you're using your shotgun, your sniper abilities are parked - often including Ambush. Yet Kneecap Shot is a good way to halt incoming melee's, but still I see no point in specializing two ways on the cost of not excelling in neither while you can only use one opposed to speccing in a single form of offense better and have more supplemental feats to elevate it's versatility further. You cannot reach 4m height if you have two separate 2m long ladder. The key is to set up something that can be effective and be kept up long-term, against continous onslaught of enemies. Circulating Shooting Spree every round, using Aim Shot and Ambush, finishing rounds in stealth to Snipe the next one behind corners and just generally making every shots count and contribute to lower cooldowns is something that I see as the way to go with the rifle to work best. The more you shoot, the more you can shoot. That's why I think snipers should stick to their rifle exclusively and collect abilities that allow them to use it fluently and to greater effect - especially when the AP cost is very similar due to shotguns not being able to use the Rapid Reloader.

At least that is my opinion, I remember a few people recommending these two weapons together, but I don't think they knew the potential of just how effective and fun a dedicated sniper can be.

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Bugs / Re: shooting spree/Black Arrow Bug.
« on: August 01, 2025, 06:48:31 pm »
Dude, please don't apologize - you did good to bring this to the surface. It should refund the full 50AP.
By the time the Black Arrow is found, anyone who are using a sniper rifle are most likely 99.99% already has it's own crafted instrument. But Shooting Spree is meant to refund ALL the AP needed for the shot.

With that, it is totally valid to have a Spearhead with Rapid Reloader and Smart Module for casual shots and an off-hand Corsair with Smart Module and NOT Rapid Reloader, but something else, like a Bipod - just for the shots with Shooting Spree. Since AP gets fully refunded anyway, it's pointless to have it reducted. With endgame gear however, I still use it with RR though as accuarcy stopped being an issue a long time ago, the 12.7mm special bullets are OP AF and most importantly: RR can refund an additional 10-20AP per turn, making you better off with AP after the shot than before. With Adrenaline and an Accelerated Temporal Contraction, you can shoot 5 times with a Spearhead per round, so the more chance you get for this to ignite for a potential sixth shot, the better, so you'll have Shooting Spree ready at least once at every single turn if you fully specced into it (especially with Increment).

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Other Games / Re: Shroom and Gloom
« on: July 28, 2025, 07:20:42 am »
That's the thing - the card part FINALLY makes sense. I think it's mostly a mishmash mess everywhere in other games - but here pretty much every card seems like it's been made with intent and synergy in mind. Even if one doesn't seem too inviting, it will make total sense later when you find something else that it goes well with. Plus you can also upgrade the hell out of them and not just in terms of damage, but a lot of different useful stuff, so no need to fall into the trrap of just going after damage all the time. Experimentation and exploration is rewarded here. What one needs to keep in mind is to get rid of most of the starting deck and have one that's kitted out and not too bloated. It's great fun and the final boss (at least in this demo) is well designed too.

15
Other Games / Shroom and Gloom
« on: July 25, 2025, 02:56:05 pm »
Another game about an underground odyssey with caves and mushrooms, meeting merchants, picking locks and pimping your gear - which can be knives, swords, even sledgehammers. But that's just the "surface".



This pic doesn't do it justice, the game actually has very impresive visuals and runs on any potato.
Currently, there's "just" a demo, but that feels like a full game to be honest in both content and length. You get as much gameplay in this demo as some full runs in other roguelites.
It's said to be hard, but you are really bound to win if you posess the ability to think ahead a little. Very addicting gameplay, highly recommended.

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