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Messages - l0cus77

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Builds / Re: Zoom & Boom: Agile Shotgun, Crushes DOMINATING, Very Fun
« on: November 27, 2022, 07:22:31 pm »
It was tested time ago that cp and fragmentated chaos do not work tohether right? Did they fix it ?

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Builds / Re: High agility build
« on: September 16, 2021, 12:52:41 pm »
Hi! I was playing with that concept too. Maximum evasion playable character possible. I managed to do this: https://underrail.info/build/?HgUDDgMKBAfCoHgAAADCoGREWgAAUGANMFAAAADClgAAPiskOSY7AgFKfkk1woddLw_CsXXCheKepgLiobgF4qWeBeKntAPfvw

Only tested to depot A. Seemed to work. Curious to test in the end game in the future. Not time enough now. Idea is to maximize evasion over anything (even fire power), but still having a dominating playable character. There are better choices if you are aiming for a more balanced build, but since this one was more of a concept, initial limitations where:
- At least 4 will, to get to 150 TM (threshold for +15% evasion precognition). If my maths are not incorrect you earn more by multiplying for 15% 16 agi that 17 agi for 10%, so it's worth the tradeoff. This helps offsetting the skill raises from dominating.
- At least 7 int, for Skinner (max quality leather possible). Also, a little more luck dependent, but instead of +2 agi, +20% leather quality should also be more beneficial if using infusioned siphoner leather. Also nice for skill points (other variant with 4 int was a little bit too harsh to play).
- AR / shotgun suppressive fire use, if specced into it, -20% chance to hit after burst fire if attraped in cone. (this additive to standard calculation if i am not mistaken, so very useful along Expert evasion, for -25% from start.)
- As high as possible Agi after that previous considerations.
- Getting relevant feats /specializations for extra evasion when possible.

That left no space for full auto AR / Shotgun. Probably hurts Shotty more than AR. Only 5 strength, 3 viable weapons: snipers, AR (with +1 STR food) and shotty. Sniper and AR shares Ambush, ideal to avoid evasion. End up doing a mix of these two. Ah, yes, you are going to need to eat and carry +1 strength food the whole game. I wouldn’t. Just be practical and surrender 1 extra agi.

The idea is to have a good enough alpha strike: (2 free sniper shots, 12.7 cal, no crits required with snipe and aimed shot), then AR burst, get a kill, another free trigger from commando. Take on from there. Preventely disabling enemies / setting ambushes when possible is of great help. Disengaging and re-stealthing, too. You don’t have the full power of Sniper or AR, but you do have a well enough mix of tool set to face most encounters without too many reloads.

There are tweeks to be made: i didn't get uncanny dodge (don't usually get hit by melee with this kind of builds), but can be picked instead of evasive maneuvers, together with blitz, for extra damage (probably dropping quick pockets / blindsiding. Quick pockets is nice to have cloak field all time on). The idea here is to evasive maneuver + Stasis + Finish turn. Next turn enjoy movement points + maxed evasion. Not sure if supper is useful / practical, but fun anyway and loyal to the build idea.

If you want to play it, go ahead, I don’t really recommend it. Probably one of the shotgun builds posted before are more fun, but this one is a nice challenge and trial to solve the damn question, is evasion useful at all in dominating?

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Hi sheepherder, fan of your build concepts over here.

Sorry for the necro but.. would you share your thoughts on how to adapt the build for current version of the game (basically so you think gung fu should push the build for a pseudo melee angle with more mobility.. what to do with bullet time, doesn't really help the 5mm versatility build, you have to max out dex anyway right?)

Just want to start a new run with firearm pistol making use of all the cool new feats but can't decide yet between caliber and options.

This one and your casino .44 are my best candidates.

Thanks !

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Hi! Just checking what build to play next, was very interested by this one. Couple quick questions:

- To face robots, may be raising TM and using that kill them (even without C. Ripple) would be a good choice?
- In order to have access to traps during combat, raising dex to 7 and lowering Agi would hinder damage output too much? (No blitz)?
- And finally, haven't played in a couple patches. Does did got too much affected by changes?

Thanks.

5
Builds / Re: The Ultra-Hybrid
« on: September 08, 2020, 12:05:57 pm »
Interesting. I still didn't go with a tank in this game, should be cool for a change.

About recent psi changes and my previous posted build, it was designed before the change, but it shouldn't be a problem. Since you are using cd reduction with future orientation each turn, you can just cast another temporal contraction to counter the backfire effect, so technically shouldn't be a drawback even at 70 tm as long as you keep using cd reduction each turn, something you would still do if you want to double throw spear.

Anyway, just a concept, and as said before, totally bias towards mobile stealthy characters. When I finish current run I might be up for a change hehe.

Thanks for the post.

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Builds / Re: The Ultra-Hybrid
« on: September 07, 2020, 02:06:34 pm »
Hahah I see you are a builder addict just like me. Thanks, go ahead then, I ll be glad.

Spears are cool but the most attractive thing to me is that you can throw them. Sweep is also cool. All the blocking mechanic I kind of avoided since I don't usually stand there to get hit at all. What i did until now is this https://underrail.info/build/?HgcMBgkDAwYAwqAAwqAeADIALQAZWnhLWloAAABGAABWYjnClTAGPsKsK8KHS8KIADEWYcKzL07inY0H4qWKBeKzogPfvw

The idea was to double spear throw every turn, be permanently hasted and sprinted to pick the spear, and granades of course. Didn't get to play test past depot A, but I can do that with any build at this point that has quick tinker, so it does not prove its viability (spear throw crits are insane tho).

Another concept was str based with versatile shotguns (sweep - off balance - no evasion - good for shotty full auto). But ended up a little bit redundant (both short range weapons) and converted that into sniper / shotty, Wich is what I am currently playing.

But the spear build is still in my head, I know I will end up doing a playthrough with that, let's see what you got  8)

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Builds / Re: The Ultra-Hybrid
« on: September 06, 2020, 10:11:13 pm »
Well thought. If you ever build something around spear throw please share, I am kind of obsessed with that weapon / pero  ;)

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Builds / Re: The Ultra-Hybrid
« on: September 06, 2020, 05:15:04 pm »
Looks nice! Didn't you think on adding spear throw? Would fit in both thematically and strategically.

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Builds / Re: Guide - Sniper/Crossbow/Psi Hybrid Build
« on: August 21, 2020, 03:09:44 pm »
Hi there ! Seems like a well thought build. I am experimenting in the opposite direction thought, trying to do full cycle of kills / refunds / CD reduction into fully specialized shooting spree in order to shoot as many shots as humanly possible.

Patch gave the impression that sniper now has more synergy with.. more sniper kills. Probably the heaviest you can get for refunds, spearhead for moving and shotting after. But I guess seeing that you had a good time in dominating probably means that now there are more options than before.

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Builds / Re: Stealthy sledgehammer build.
« on: August 21, 2020, 01:13:30 pm »
Balors hammer has its drawbacks of course, but if you build around, it can became be the best hammer.

The earliest you can use it is with natives cocaine, If you stash enought of them (+4 str), underpie (+2) and using regalia for extra +1. Using it with 19 or 18 str can be possible, with reduced precision, not specially recommended but usable if target was previously disabled (i.e in a bear trap). Late game just with adrenaline you are fine.

Missing electroshock is bad for swarms, but of course you can bring a secondary hammer (or even spear + sweep, depending on build) for that. Single target damage is not affected, since add-on damage does not get multiplied by skill lvl (or other additive bonuses) and with that much STR and Balors basic damage, it is absurd. It is like critting every hit but without rng.

With that amount of STR I don't consider it's weight a hard problem, in fact, since you won't be using metal armor (psi caparace vest) it compensates total weight.

Cripple can be a problem, of course, but the idea is to not let that kind of enemy hit, opposite to juggger build. You have the psi and mobility for that, and if ends up happening, switch to secondary weapon.

And the most important thing, with corporeal projection you get strong ranged attacks. Proxy punch, implosion, and even elektrokinesis can be put to good use with this build, couple that with the typical granade and you change combat mode from melee destroyer to ranged killer.

Overall, I think it was quite fun and probably strongest hammer (and probably pseudo melee) build. With recent changes (crit nerfs) it got "buffed" in comparison, multi psi changes can be damaging to the concept but the build can adapt most likely (giving up themo D, Wich was in my initial version for AOE dame).

If you are interested I can post adapted version, for sure.


 

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Builds / Re: First time player AR tank build viability check
« on: August 19, 2020, 08:01:12 am »
If you don't have much time I would recommend playing on normal to start. Build is all over the place, don't mix sledge hammer and AR on your first build, take only AR and support / tank feats. There are plenty of builds around there in this forum you can template from.

Main combo is supressive fire opportunist. Add in commando and full auto and voila! Concentrated fire, critical feats and you maxed your damage output.

For defenses, consider having some CON, with metal armor. If you value mobility there are ways to still be able to poke around (nimble + armor slopping, super steel armor) but that's come later in the game. If you don't care about mobility just forget about it and use max tungsten and you will be like an auto turret during combat.

Adding psi can be helpful, but build complicate your plan if you don't want to investigate too much. Not mandatory for tin can AR tho.

Avoid any single stack feat (aimed shot), you will burst fire all time.

Best of lucks

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Builds / Re: Stealthy sledgehammer build.
« on: August 19, 2020, 07:31:02 am »
Imo sledge psychokinesis with with corporeal projection / 18 strength and Balors Hammer was strictly better than pure Sledge. Balors also hits so hard that you do not really need to spec into crit, so the nerfs don't affect you, and psi gives you much needed ranged stacks. 7 dex for scape artist is much recommended, and granades for AOE damage too.

It was a strong build, worked well on dominating, got bored around lvl 20 when I saw how well it worked.

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Builds / Off balance opportunist trigger question
« on: August 18, 2020, 11:23:34 pm »
Hi guys, I was just wondering if off balance debuff (from sweep/pummel) would trigger opportunist, just as suppressive fire does with burst. If someone can test I would appreciate. Thanks!

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Hey Hind!

Gunslinger only works with fire arms, so it is a no no for laser pistol build.

Well on higher difficulties a lot of stuff changes, the game plays different, but most builds can be adjusted for that, what requires some adaptation is playing with dominating mindset (really forces you to play with all toys in order to succeed, specially the weaker builds).

I don't want to spoil the fun of discovery for you but the most fun laser build I found is in this forum under stormtrooper build. Really cool versatility build.

Those 2 perks are mandatory for laser pistol. High Dex is also nice to get many shots in 1 round, and crit multipliers are insane for laser pistols, from there you can get the build that most suits you.


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Hi there! After a lot of testing I started a spear Dex build in dominating short ago, having a lot of fun so far. I had a similar approach to the build, and share some of your thought process. One thing I did different from start is going 9 con for Survival Instincts (and added all crit feats). This plus Infusioned RH armour and other crit chance sources (consumables) gives you an absurd crit chance, allowing to reliable crit most attacks both in melee and most importantly, with spear throw.

To get that 9 con you lose some Dex, but as you analyzed before, you are getting Dex for the crit chance and more accurate spear throws. You get no ap discount for spear, so maxing it is not mandatory like with daggers for exemple, and you gain 30 percent crit chance from lvl 1. Only downside is some accuracy lost, but should be negligible, or at least less strong that getting a crit half times early game, almost always latter.

This allows you to forget impale with less problem (it is a really good skill but if you are getting close to 100 percent crit anyway, no sense getting it) but makes your early game a little bit more complicated.

Of course, this way of building requires you to not get hit at all, so it goes with high stealth, Quick tinkering, etc. But on dominating oddity I play like that anyway, so there is no problem with that.

You seem to put a lot of effort in the build and the post so I just wanted to share that thought. I will let you know how the run goes if you interested ;D

Have fun !


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