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Messages - bryanudi

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Builds / Re: Question about Thought control+throwing build
« on: August 04, 2020, 12:18:20 pm »
I've never been impressed with Mental Subversion.  By the time you get good stacks of it on target, that target is dead.  I'd much rather take Cerebral Trauma at level 4, and swap out Mental Subversion for Meditation since you've already gone with Tranquility.

If you do put those leftover stat points in Intelligence, you'll be able to free up enough skill points to get Hacking again.  Also, you don't need quite that much Biology, and certainly not by level 20.

https://underrail.info/build/?FAMKAwMDDwgAbgAAAAAyPDIAPEZkVVVkbgAAAAAAACsoJz8FKhY-ZCFYXlHfvw   With either housing crafting bonus or Hypercerebrix, that's enough Chemistry to make MkV grenades/mines, enough Tailoring to make top-tier leather armor, and with both housing bonus and Hypercerebrix, enough Electronics to make a shield generator of highest quality (and if you squeeze in Under Pie, enough Biology to use Heartbreak poison, as well).  It's a bit more restricted in where you need to be standing to craft the top-end stuff, but if that's a sacrifice you can justify, it frees up a nice chunk of skill points.



To answer your question about Will, you should try to get your effective skill up around 200 ASAP.  I wouldn't try to ride out the game with 10 Will as a psion.  With TC effective skill values under 200, you'll see some resolve checks and resists on your abilities.  Since they're mostly all-or-nothing, it's best to minimize the chances that your enemy gets the "nothing" option.

Why, thank you!

I noticed the lack of agility really gutted my movement points, but even leaving it on 5 doesn't change a thing. I was going to leave them on strength for carry capacity, as i will be using quite a lot of mines and possibly throwing knives. But i think packrathound should do the work.

Just a final question, is it possible to ditch meditation for those 25 psi points and instead go with quick pockets? Considering the investment in throwing, i would certainly use the extra slot.

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Builds / Question about Thought control+throwing build
« on: August 03, 2020, 11:10:02 pm »
Hello!

On this new update, i'm trying to play a somewhat stealthy Thought of control with add to throwing, as throwing doesn't need much specialization when it comes to feats, and grenades are usually what saves my ass 50% of the time.

What i want?
I never played a psi character before. However, my favorite school is thought control. I like how its more than dealing damage, as it can in fact cause chaos on the battlefield.
Here is how the build goes (Yes, the two missing stat points are on purpsoe. I don't know if i should leave one of the stats not so used at 5, or leave all at 3 and boost the two extra points on int.)

https://underrail.info/build/?FAMKAwMDDwYAbgAAAAAyACgAPEZubm5ubgAAAAAAACsoJz8jKhY-WCFeUQXfvw



Questions i have

-I also want to use throwing knives and some of the feats, split spare, pinning and fatal throw. With dex on 10 is enough to use them reliably, or should i boost Dex instead of Will?

-The same as the above, but on the other side of the spectrum. Considering that the most reliable damage dealer of Thought is the very first skill, overload. Is it worth boosting will for the extra points? Or just leaving will at 10 and leveling thought control is enough to deal considerable damage as i will get LoC, Premeditaion, Cerebral trauma and Mental subversion.

-I don't feel comfortable with ditching Hacking and lockpicking, but i had to ditch one so i could focus more on crafting, as i need the crafting to make my graneades and gear. I felt more comfortable staying with lockpicking, as it gives possibility to use vents, and considering i prefer playing on oddity, i remember a lot of the xp is behind lockp

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Bugs / The beast quest bugged on experimental? ((POSSIBLE SPOILERS))
« on: August 02, 2020, 05:03:21 pm »
Hey there.

I was playing on a save that was from the stable build, then i downloaded the experimental and kept playing that same save. I was in foundry, and as always i went to do "Kill the Beast" Quest.
I talked with the guy on the machine, i went to the caves and took all the impure blades, and also fed them to the machine.

However, nothing happens. The quest didn't even started or anything on my questlog, even though i talked basically with everyone in the place. I exhausted all their dialogs to the point the only thing i can say is "Goodbye". Am i missing any trigger or is the quest actually bugged?

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General / Re: Perception affects chemical pistols?
« on: July 30, 2020, 11:27:46 pm »
Mostly they work just like regular pistols, though Cooked Shot is an AoE attack and acts as an AoE attack, which is different from the more typical application of precision mechanics.

Wait, let me see if i get it. I never used Chemical pistols before, but i tried Psi once.
I know that some Psi skills, even AOE, doesn't work like grenades. They have an area of effect, but its always 100% chance of hit.

The cooked shot works like an AOE skill with always 100% chance to hit, or it has percentage of success depending on your perception? Because if that's the case, i could ditch the Guns altogether, and only use the pistols with the cooked shot when needed.

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General / Perception affects chemical pistols?
« on: July 30, 2020, 08:53:43 pm »
So, i tried to search this in the wiki up and down, but didn't found the information. I need an answer, as after this PSI changes that might get in line soon, i kinda want to try a PSI user that isn't 100% focused on it, and uses only one school.

I never used PSI before, i'm more of the stealthy guy with knives and stuff. However, in my case, i was thinking to make this PSI build to work with Chemical pistols. As they don't need that much investment to work, and their two perks are rather simple to get.
Cooked shot only needs 5 DEX, and the Mad scientist needs 7 INT, which is okay considering that i will have my intelligence around that to work with the PSI stuff. And i want to use Thought control only, as it looks like my favorite school by far.

So, it would be PSI thought control + chemical pistol as some sort of sidearm.

Okay, enough of build talk, this is a question topic.

And the simple question i want to ask is, is perception actually affects the Chemical pistols? I know perception itself doesn't affect hit chance, but it does affect the guns skill, which in turn affects the hit chance. However, Chemical pistols seems to be an exception when it comes to actual guns. Do they just work like normal pistols?

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Builds / Pistol build for casual
« on: February 13, 2020, 06:00:43 am »
Greetings.

Somewhat of a new player, i do have 100+ hours on the game, but i never really got past lvl 13 or completed any major quest after Armadilo drill, as i tend to keep creating new chars again and again, finding a passionate build y'know.

So, what i'm searching is a firearm pistol build. Yes, i have made my research here and there, Pistols are underwelming. However, my question is, there is a Pistol build that i can play on normal? I like being stealthy, but combat capable. Y'know, umainly use pistols, i really like that one Wyatt is carrying. Stalthy, not that much reliant on traps, as i do prefer the utility of Throwing way more than relying on trap setups.

Considering that i'm playing on normal, is there any build i can play casually through the game? Stealthy but combat capable. Maybe with low investment on lock/hack and play on classic maybe? And also, what does benefit pistols more, dex or perception to gay all way out?

And of course, i'm okay with some use of chemical pistols, as they seem to need less investment than energy pistol to be more effective, and also gives some utility.

Thanks for the tips!

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