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Messages - Ronn0k

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They both look pretty good. I definitely need to test traps properly before I make a decision, but I'll keep them in mind. Thanks.

So far I'm level 6 about to go to Junkyard and haven't used a trap yet. The only problems I've had are a few instances of getting one shot with 'aimed shot' criticals,  dealing with the first bots (which I really should have just ignored but I wanted to test), and finally a raider leader who throws grenades at his own feet killing both of us as well as his two companions...which seems a bit suspect AI to be honest.

If I kited the Raider Leader into traps and tried to get him to waste his grenade before engaging it might have been better. I did try to buy a few before realizing the shops only buy things they actually want, so I had less money to throw around and sadly cut them to afford a better weapon and a couple spare healing hypos.




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Oh yeah that makes sense. Thanks!

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That's good to know about the mines. I'm going to be fairly squishy and lightly armoured with good stealth, so perhaps I will carry a few for difficult situations. I'll give them a try at least. Thanks.

You can lower these two to 3, and gain two more stat points that way. The penalty to psi skills from low will won't matter, because it doesn't influence the buffs/debuffs, and because only the invested points count for learning an ability. So even if your temporal skill is something like 55 (46), you can still learn any ability that requires 55.

Same for perception. Having 4 per vs. 3 doesn't really give you any advantage, because it will be low either way. You can increase detection with food & goggles anyway.

These points you could spend on: dexterity & agility. With 7 agility you can pick both 'sprint' and 'fancy footwork', which will give you more mobility on the battlefield. And you will definitely want mobility when playing melee.

I had no idea that only the invested points counted for learning abilities, but I suppose it makes sense so it isn't affected by stat increasing gear. It really does mean only 2 abilities are affected. I was toying with the idea of using Precognition in combination with Premeditation for a large defensive buff that I can keep up the rest of the fight after using the bulk of my PSI activating Psycho-temporal Contraction, and sadly it's one of the two that are. I was thinking of doing this so I wouldn't feel like I was losing too much survivability if I didn't take Parry->Riposte and instead took two other feats.
Still dropping it sounds like it might be worthwhile.

I'm already at the 7agi for 'sprint' and 'fancy footwork', but of course more stats are always good! I avoided sprint because having a 10 turn CD seemed a bit much and I'll get Psycho-temporal Contraction which will do the same anyway. If I find I need 'sprint' in addition, I'll grab it or restart. I'll take 'fancy footwork' at some point though.

Thanks again!

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Thanks for replying!

Awesome about the Temporal Manipulation and especially being probably okay on hard. I've spent the few hours since posting looking into things further and messing with the build calculator and started a test character about 20minutes ago on normal. So far it's been way too easy, but then 90% of enemies have been rathounds so who knows.

I'll definitely look into expose weakness.

The starting stats I went with for now are.

5 STR
9 DEX
7 AGI
5 CON
4 PER
4 WIL
6 INT

For feats I started with nimble and snooping. From what I've heard snooping is seen as kind of a waste, but since it's my first proper playthrough and the character idea I'm going for should find most secrets, I'd like to at least experience a fair amount of them this time round.

I'll probably restart on hard and see how it goes. Thanks again.

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First off, I've barely played through more than the tutorial so is a build such as this even viable? I'd prefer to use a Sword, or if not then a knife if possible.
Any advice, suggestions or just a quick 'No. Not going to work', would be awesome! Also, I usually skip past Normal and go for Hard in games these days, but I get a feeling it could be a bad idea as it appears UnderRail has a fair amount of depth, just what you want in a good cRPG! Thoughts?

I suspect I might be stretching it a bit going for Temporal Manipulation, so I could drop that (it just sounds awesome), but I don't know enough to know if am.

Any help is appreciated!

Edit: The research I've done always seems to come up with 'use grenades, traps, and mines!' Grenades and a trap here and there sounds good, but the talk about mines makes it sound like if I'm using them then what's the point of using anything else since they're just that good.

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