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Messages - DunderFail

Pages: [1] 2
1
Builds / Re: Commando Build
« on: May 07, 2020, 03:46:35 am »
Would anti-rifle coats be good armor despite the 60% armor penalty?

The nanocomposite vest seems really lame.

2
Bugs / Infinite Turn Time Running from Dopplganger
« on: May 06, 2020, 11:40:27 pm »
On silent Isle, if you just try to run for the Doppelganger, it will eventually disappear but then the turn takes literally forever and you have to load a new save.


3
Builds / Re: Commando Build
« on: May 06, 2020, 09:58:47 pm »
Sounds great. I'll take the extra evasion and throwing even if it means slightly less OP equipment. I'm just playing on normal anyways.

I hope the extra points in throwing will make it viable for me to do silent take-downs with throwing knives instead of having to make my submachine gun a 5mm.

4
Builds / Re: Commando Build
« on: May 06, 2020, 09:33:52 pm »
The reason of me having relatively low on Machanics, Electronics and Tailoring is to save points and put it to somehere else. While using a bench or a Hypercerebrix that we can craft independently with 70 Biology, we can have these 3 skills on an effective 135. That should be enough for us to produce level 3 emp and plasma explosives and to use components of 160 quality.
Still, since top quality components will make our end-game gear, we don't need to have our skills raised to a level where whe can mass produce those items anytime and anywhere - we will only craft equipment of this kind once or maybe twice. If upon being ready to craft our final instruments, we can even pop a Hypercerebrix AND use our bench too, raising the 3 crafting skills to 155.

If thanks to that allocation of points I can have a Mercantile skill that I can raise to 105 (with Hypercerebrix + UnderPie) and get all the access of secret stashes from all merchants. in hope that they will grant me access to those elusive items of 160+ quality we want to work with.



As for pistols, it just makes the build more wholesome in my opinion. With those, everything connects better, the stats have more purpose, strength for feats and weapon requirment too - it will also make crits frequent and more devastating benefitting both weapons, initiation will be boosted... everything just fits.
SMG's are have good damage with bursts, so that's allright I guess - don't intend to change your mind, just provide a different view which I thought will be better for you to know about upon making the choice you prefer the most.

Assuming I'm fine with just 160 quality components that would mean I only need crafting skills effect to 135, correct?

So 135 = 160 quality items? And 160 quality items are more than enough for end game? I'm just trying to establish some rules of thumb.

Assuming this I went ahead and buffed throwing and evasion:

http://underrail.info.tm/build/?HgUHCgMMAwbCoEAAAABbwqBlVnEtWVlRKlkAAABGAAAAARY1Ajd-M0nChTsrRzAeOcK1KEvipZ8F4qe-Ct-_

5
Builds / Re: Commando Build
« on: May 06, 2020, 08:27:37 pm »
Crit Power means better additional damage when a critical hit happens. If you use for example an anatomically aware scope on your rifle, then you get 50% boost to your crit damage - now it being 150%. And with a basic Crit Power feat, that becomes a total of 225%, which is awesome for single shots with high chance and of course guaranteed crits with Aimed Shots alike (which you should use sometimes every round with Shooting Spree). It worths to specialize on Crit Power a lot more than Snipe - which is good on it's own with high enough Stealth.

As for your build, I think you're overinvested in Hacking and Lockpicking. For example an effective 100 with Jackknife should be enough for the latter to reach 130 with Engineer's Suit, Haxxor and Eel Sandwitch. Temporal is enough for 55 (56 for an effective 50 for a better Entropic Recurrence) if you're not planning to use Stasis, however I heard it has it's uses. Do pick up and specialize in Psycho-Temporal Acceleration for that sweet MP, AP buff, so you can shoot your Rapid Spearhead 3 times for an additional round too.
Also, exactly to have better even better Initiation aside from the Paranoia boost + to make the most out of the Sharpshooter feat, I went for pistols as a sidearm. Better crits, and more chance too upon picking up Steadfast Aim as well, especially since a sniper rifle need 5 STR, so I really had no excuse. Biggest bonus is granted while using a 44 Hammerer, whih means that we get to use explosive rounds too (a true wonder that happens to be pistol exclusive only) although Falchions are great too for additional crit chance. And unlike the bursts from SMG's, pistols actually make good use of smart modules.

I went for a hitman kind-of character (just some firearm assassin, no relation to agent47) that has Mercantile instead of pickpocket after I pictured him gearing up from a secret stash of weapon storage before a mission (enable Jackknife and Trapper's Belt pls).
http://underrail.info.tm/build/?HgUICAMNAwbCoDgAAADCncKdTToAPmVlNz5lAAAAOAAATRcBMToeRn41K8KHM0tbKAIwwqTCteKnjAPip74I4rGWBN-_

Alternate take with lower agility but higher intelligence and perception, now with 100 on pickpocket too, enough to serve you well (steal oddities even the one from the Faceless boss and the symbol from Mordre for the appropriate quest). And while still able to craft the best Incendiary grenades and Hypercerebrix, explosives of mkIV and Bullheads are now also restricted to a bench in addition to top tier plasma and emp:
http://underrail.info.tm/build/?HgUIBQMOAwjCoDgAAADCoMKgRDtLO1paKjBaAAAANwAARBcBMToeRn41K8KHM0tbKAIwwqTCteKnjAPip74I4rGWBN-_
(with 8 INT, it becomes debatable not to switch out something for Power Management too)

Interesting that you have crafting so low in your 8 int build. Referencing a guide on Steam it seems you want to shoot for 160 effective skill in order to make the highest quality stuff. But I'd like to know if you could reduce that amount since crafting is such a points hog.

What you said about using pistols instead of SMGs since they also benefit from strength and benefit from the same feats as snipers rings true. I still want to use SMGs but I'll remember it for the next run. Explosive ammo sounds very useful.

6
Builds / Re: Commando Build
« on: May 06, 2020, 06:36:47 pm »
Could someone explain the Critical Power feat to me? I don't quite understand it.

7
Builds / Re: Commando Build
« on: May 06, 2020, 04:57:17 am »
Well, I had fun finding out that sniper rifles need 5 strength once I got all the way to junkyard...

8
Builds / Re: Commando Build
« on: May 06, 2020, 12:17:36 am »
Temporal manipulation doesn't require any will to be useful.  You can invest just 70 points and be good.  You can find/buy plenty of traps/grenades up to mk3, but in in lategame these are pretty weak, especially on dominating.  Perception should be higher; no need for more than 10 agility.  If you take ambush (not to mention aimed shot/snipe), you dont need to worry about crit chance with snipers.   You can use a silenced smg if you care about silent takedowns.  You dont have to have chemistry for traps, you can find/buy regular traps, then later you can craft plasma mines with electronics.  The feat you're thinking of is Quick Tinkering.  Traps are very useful, basically broken.

Thanks for reminding me of the trap feat, but now I can't decide which feat to drop in favor of it.

To learn the temporal skills, do you just need 70 points invest or do you need an effective skill of 70?

Would you say there is any such thing as too much stealth?

9
Builds / Commando Build
« on: May 05, 2020, 11:40:53 pm »
http://underrail.info.tm/build/?HgMHCgMOAwbCoEAAAB5OwqBlW3EyeHgfKngAAAAAAAAAJwEZHRY1Ajd-RzNJwoU7wrXCpE7ipKIK4qWfBd-_

After completing the base game as a pure psi user with low initiative and stealth but high speech abilities, I wanted to try something completely different for my first Expedition character; a stealthy, anti-social crit-commando.

Thought about adding in some Temporal Manipulation so I could experience that for the first time, but I feel I need to dump will and I want to craft all my equipment.

Didn't invest much into chemistry since the only grenade I want to have in abundance are flash bangs; they are crucial for crowd control now since I don't have any other way to stun/incapacitate. I feel I can buy all the other grenades I need.

Concerning attributes, I'm torn about whether perception or agility should be higher. Perception basically increases my gun damage but agility governs movement points, stealth, and initiative. I think 10 is enough for the latter but let me know. Hopefully its enough to spot crawlers either way...

Regarding equipment, I wanted to go for a sniper rifle with high crit chance and a silenced SMG for silent takedowns. I'd love if I could use throwing knives instead so I can have a beefier SMG, but I don't want to invest anymore into throw than I already do.

I'm not so sure about traps. I though there was a perk that lets you deploy them in combat more easily but I can't seem to find it. How useful are they in the player's hands with limited investment in chemistry?

All in all really excited for this build, its truly going to be something completely different to what I'm used to. And I get to experience the whole game all over again with the expansion!

EDIT:

New build with Temporal skills
http://underrail.info.tm/build/?HgMHCgMOAwbCoB4AAABMwqBlW3EyeHgbKngAAABGAAAAJwEZHRY1Ajd-M0nChTsrwrVHMOKkogripZ8F378

10
General / Re: Custom Portraits
« on: May 05, 2020, 10:25:04 pm »
''Made'' this one last night to fit the player model (unarmored), I hope you guys like it.   :)

I'd love it if someone made this for the female PC as well!

11
General / Re: Custom Portraits
« on: May 05, 2020, 09:22:06 pm »
In addition, I think there needs to be more character models in general. Your head should change depending on what you are wearing, so everyone in a black longcoat isn't wearing NVGs.

12
General / Re: The Endgame Sucks Too
« on: May 05, 2020, 07:00:58 pm »
Okay, so I was a bit mean here. It was 5 in the morning and I was playing all night trying to get through the DCs. I don't know how anyone did this shit without a guide. Then I bounced HARD against the boss. I think I'm just going to use a cheat engine to finish since the last thing I want to do is find the remaining mutagens to get rid of his tentacles. 

That whole puzzle should have been solved by a chemistry check OR a bonus dungeon where you just get Exitus-1 at the end. I don't understand why Styg expects the player, who is probably already exasperated just trying to get through the door, to then try to do a complicated puzzle that requires a bunch of pieces scattered around the map you had no previous knowledge of.

I think the entirety of DC would have been made more tolerable if instead of a scavenger hunt you explored and raided sites to make the whole experience easier. For instance, after getting Leo his knife back, he could send you to fetch other items of his with the reward being a greater and greater increase to your resistance to the Eye until its nullified completely. 

You should also be able to get back in the good-graces of the Faceless by doing a quest for them. Seriously, the conditions to befriend them are so unfair to new players; I recognized that deciding to help the Faceless in Core City and peacefully resolve the situation in Foundry would probably effect the game somehow but would never have guessed the amount of Faceless you killed factors into the equation as well. For fucks sake, the final level before DC is a wave defense AGAINST the Faceless! How are you expected to not to kill a bunch of them?

Raiding labs to get pieces of knowledge to use against the boss would also have been a preferable alternative to all the gate stuff. My first stop after meeting Six was actually to go west to the Mushroom Forest cause he hinted that there was something there that would keep the boss creatures away. An hour of frustration later, and I have nothing to show for it but an XP item while I'm max level. I didn't even get the grenade substance since it overlapped with the remains of the root (why couldn't this have just been one container?)

Being able to repair the elevators to the surface would also have been nice. I'd be much happier finding parts for those than the stupid gate.

I'm sure all my grievances are old hat by now, a scour of the internet shows a consensuses that the Deep Caverns cause a lot of people to quit. But they are still no less valid. I hope the expansion learnt lessons from this.

13
General / Re: Custom Portraits
« on: May 05, 2020, 06:40:55 pm »
I wonder how difficult it would be to have dynamic portraits that changed whenever you wore different armor.

I think it's fine. I understand where the request comes from though. You probably found a nice portrait that you see as a possible manifestation of your character, but on the picture, the armor looks different than what you plan to wear through the whole game.

I'm happy that the background and lighting conditions change - thats a very much needed touch as the portraits would stand out too much otherwise. Great feature. What I don't really like is that far too many portraits are wearing respirators while not many models have them. Still, you can find some good ones in the packs online or make your own if you find a nice picture somewhere and crop it, even with MsPaint (for the background to be non-filled).

I just don't seem to find good ones for various character archetypes on the base game.
Where's the older, battle hardened sniper visibly having his glory days behind him? A hobo with a shotgun? Or the rogueish swaschbuckler trickster guy? Maybe the Judge Dredd kinda enforcer? Or the Riddick close combat specialist? Oh maybe the afro guy in tank-top qualifies for that I guess - if we could choose the skin of the model. Right now it's a total white guy with an afro portrait.
But tha main problem is that most of the male portraits are about total zoners that would easily fit as random burned-out Foundry mineworkers or zombie-like junkies from the slums of Core City. They look like crack-addicts not soldiers.

I reall look forward to see a new pack posted here by some generous person, or even a 1$ extra portrait DLC by the original artist so it'll fit with the rest.

What really annoys me more than the armor and portrait not matching is how your character is always a white guy with black hair or a white gal with... I forget what color hair.

I wanted to use the portrait with a black guy in a suit but I couldn't stand how it didn't match my character.

Frankly I don't think there should be player avatars at all if you are A) Just going to use stock portraits already in the game and B) your character model isn't going to change depending on which portrait you chose. A very limited character creator like we see in the Shadowrun games would have been appreciated.

14
General / Re: Custom Portraits
« on: May 05, 2020, 09:50:57 am »
I wonder how difficult it would be to have dynamic portraits that changed whenever you wore different armor.

15
General / The Endgame Sucks Too
« on: May 05, 2020, 09:50:09 am »
On their own, the Deep Caverns are cool. A bunch of abandoned laboratories with shady shit going on and some interesting lore dumps. That's where the positives end.

Not only do you have to deal with re-spawning enemies, not only do you have a constant debuff, not only will the Faceless not help you if you played the game well, not only do you have to do a shitty scavenger hunt, not only do you have to constantly backtrack to manage the power, not only do you have to do some random chemistry shit (and another scavenger hunt) but then to cap everything off you have to fight a truly awful final boss.

I've never been a fan of 'big dumb object' bosses, and this one is the biggest and the dumbest. Regenerating AND re spawning tentacles that are tanky as shit? PLUS random mobs attacking you all throughout?

I can't do it. Maybe if this is what I faced right off the elevator I could get through it, but after spending six hours trudging through the worst gaming experience I have ever had I just can't. Was Styg high, drunk, or filled with malice towards all Mankind when he designed this part? Banging my head against a wall would replicate the experience, it might even surpass it.

It's such a shame the game has to end this way. It was really good! But like many good games, it shits the bed in the end.

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