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Messages - Philo

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Bugs / Re: Can't save/can't transition between zones
« on: June 30, 2021, 06:53:19 pm »
Hi,

Game doesn't crash after failing zones transition. It just sends me back to the game menu. I can't find recent CrashLog into C:\Users\\Documents\my games\Underrail

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Bugs / Can't save/can't transition between zones
« on: June 30, 2021, 06:00:27 pm »
Hi,

Since the last update, I have two issues with the game : I can't save and I can't transition between zones. I have those problems for both old saves/new game (in this case, game just freeze after Tanner's speech). Never had any problems before.

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Builds / Re: SMG Spec Ops
« on: November 03, 2020, 11:06:54 am »
Very nice build.

One thing I like about using Versatility is that it allows SMG Users to use less ammo/repair kits. I did play a "pure" SMG Build once and i've found it to be a bit tedious for that matter. As HulkOSaurus said, the build may be lacking defensive options (Escape Artist is included though, one of my favorite feats !). For me, even though Dirty Kick might play that role, i would replace it by Quick Tinkerer. I feel like Dirty Kick and Quick Tinkerer tend to overlap a little.

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Builds / Re: Questions about a Chemical Pistols Build
« on: October 29, 2020, 07:39:51 am »
True. But after a few runs, i tend to focus un combat ^^.

This thread here gave me a lot of ideas as well : https://stygiansoftware.com/forums/index.php?topic=5343.0

I'll go for Trigger Happy instead of Sure Step. I'll pick that one latter in the game.

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Builds / Re: Questions about a Chemical Pistols Build
« on: October 28, 2020, 07:41:45 am »
With the change to PSI, people are now inclined to play hybrid characters (using guns/melee or grenades along with PSI). I feel like PSI is still very strong, but maybe not as fun as before.

This guide here might help you : https://stygiansoftware.com/forums/index.php?topic=4149.msg23828#msg23828

About your chem build, why did you put some points in Persuasion ? For SGS's support in the war between Black Eels/Scrappers ? The build needs more Chemical indeed, at the expanse of Mechanics. The latter may stay low but maybe i'll need to craft a nice SMG at a point in the game.

I don't know which difficulty to pick but I'll test it and hope to get far. Maybe i'll keep a log recording my deaths haha.

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Builds / Re: Questions about a Chemical Pistols Build
« on: October 27, 2020, 11:34:02 pm »
Well, thank you for reworking the build a bit. Currently, i am not sure with what difficulty i want to go between Hard Oddity or Dominating Oddity (got no experience at this difficulty).

Your feats distribution is better and you're right about taking Pack Rathound later (i believe it's even possible to get it between lvl 20 or 24, if i am patient enough). As for Sure Step, i just want to test it i guess... + i plan to use calltrops as well. After lvl 12, i can choose Quick Tinkerer, Mad Chemist and so on. Going for PSI and Psycho temporal Acceleration at lvl 14 sounds interesting too.

About crafting skills, i have to say i just dumped the points i had left without thinking much about it ^^.

You see, right now, i am hesitating between two stats distribution : 3/7/10/4/12/3/7 or 3/12/6/4/11/3/7... More shots or more mobility ? The latter has a little more appel though. Maybe i just need to start a new game to see how it goes :). Thanks again !

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Builds / Re: Questions about a Chemical Pistols Build
« on: October 27, 2020, 10:15:42 am »
I need to learn to insert quotes ^^.


What I'm suggesting is: don't get married to a single weapon. Well-crafted Amplified Plasma Pistol has a tremendous crit potential (allowing you to use Critical Power properly) and can be used as a good opener in many "spirited negotiations".  :)


Anyway, I see your points about using a plasma pistol. I've read somewhere that a Chem/Energy pistols build can be very strong. Despite having played hundreds of hours to Underrail, I still tend to specialize my characters (AR Tincan, full PSI...) but reading about Versatility or hybrid characters is giving me a lot of ideas to have even more fun with this awesome game.


You can go "pure chem" with Critical Power and Sharpshooter, but I'm not sure how effective this will be. Cooked Shot seems to be the main advantage over traditional firearms, but it deals normal (non-critical, yeah?) damage.


If you want to use primarily chemical weapons, Sharpshooter+Critical Power is not useful in my opinion.

You need to move around a lot, so Sharpshooter is of limited value. Much utility from the acid gun lies in entangling, moving and hiding out of sight, and returning to fire next round. No Sharpshooter bonus then. Same thing if you want to use Ambush, then you often need to move a bit to a dark tile.

Critical Power just seems like a waste with no other bonuses to critical damage.


About Sharpshooter/Critical Power for a pure Chemical Pistols build, i am not too sure about it anymore thanks to everyone answering here. I understand that Chemical Pistols build are about making damages overtime, thanks to Mad Chemist, Gas Grenades, Traps...

To Bruno, you're saying that you need to be able to move fast with this build. I plan to use Sprint to help me with that but what is your opinion about Hit and Run ? On a side note, I plan to use something like 7 or 8 points on Agility (the latter if i go for Uncanny Dodge).

I am getting there. I will probably post one or two builds soon for you to comment on, if you want.

Edit :

One build i am thinking about :

https://underrail.info/build/?HgMHCgULAwfCoEgAAB4AUFNQKEHCoMKgwqAtAAAAAAAAAEwnOWEwFk7CkVZZRxkmwoUdwrXCpiTioowD4qKWBeKonALisrsF378

It seems counter-intuitive with pistols but I went for low Dexterity and high Perception. I feel like i need to sacrifice too much points in Dexterity to reduce the action points cost of Chemical Pistols. I'll shot less but do a lot more damages. Blitz, Point Shot and putting 5 spezialisation points in Cook Shot : Action Point Cost are supposed to compensate for my low Dexterity. Having 10 points in Agility and Hit and Run give a lot of mobility.

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Builds / Re: Questions about a Chemical Pistols Build
« on: October 27, 2020, 07:18:13 am »
Thank you Slugcat. Are you saying you'd take Critical Power for a chemical pistols build ? Maybe i am misunderstanding this feat (i didn't play any crit build yet) but how would it work without taking Sharpshooter and Chemical Pistols having no bonus to their critical damages ?

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Builds / Re: Questions about a Chemical Pistols Build
« on: October 26, 2020, 09:40:42 pm »
Thank again for your detailed answer. I was thinking about something like firing with an Incendiary pistol to proc Ambush and then finish off enemies with Acid pistol... But maybe Ambush is better suited for a critical build, like a Crossbow build for example. With Chemical Pistols, You indeed deal damages overtime while having a lot of CC... And since you can entangle opponents using an Acid Pistol or traps, you can deal with high evasion opponents (with a bit of luck). About stats distribution, i think that something like 10 or 11 Perception might be a good enough score, along with 14 Dexterity.

I've found your old topic called "Chemical Pistol feats questions" and it's pretty interesting as well. Point Shot seems to be a good choice to reduce the action points cost of chemical pistols. I am not too sure about Aimed Shot though, despite it being very useful early on.

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Builds / Re: Questions about a Chemical Pistols Build
« on: October 26, 2020, 06:07:49 pm »
Thank you for the tips, Bruno. Quick Tinkering seems good despite the nerf. What was your perception on your stealth/chemguns character ? Did you use Ambush ? Is it viable with the low range of chemical pistols ?

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Builds / Re: Questions about a Chemical Pistols Build
« on: October 25, 2020, 11:19:05 pm »
I understand better now. Trying to mixing ideas from different builds got me sidetracked it seems.

The melee/chemical pistol build you're talking about got better synergies than a pure guns build with only 8 Perception. I might lower Perception a bit thanks to Versatility, and get some points for Agility/Constitution.

This hybrid build definitly offers a lot of options indeed. I'll need some time to think about it. Thanks again.

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Builds / Re: Questions about a Chemical Pistols Build
« on: October 25, 2020, 10:24:04 pm »
Quidam Craft covered the subject of Crossbow/Chemical Pistols very well there : https://stygiansoftware.com/forums/index.php?topic=4227.0.

Yes, i see your points. You got a lot of nice ideas. "Jack of all trades" characters seem both viable and fun (on Hard at least), when you know what you're doing. Blitz seems awesome but my main problem with it is that it requires 10 Agility. If i want to have 8 in Perception, 6 in Intelligence, i feel forced to dump Constitution (which i am not sure about with a melee build) and to put less points in Dexterity (15 at level 30 if i dump Constitution). But i am guessing that Blitz might compensate having lesser Dexterity, while giving more options. You mentionned Dirty Kick. Is it that good ?

You're very knowledgeable about the game. What do you think about Ambush ?

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Builds / Re: Questions about a Chemical Pistols Build
« on: October 25, 2020, 08:22:02 pm »
Thank you for your answer HulkOSaurus (i am a fan of Baldur's gate as well). I have read something about a build involving Versatility with Chemical pistol / Crossbow by Quidam Craft and it seemed pretty strong. Versatility got a lot of potential indeed and i see a lot of merit with a Melee/Chemical Pistol build, which may be able to face a lot of situations. I'll think about it. About Agility and Constitution, do you think about something like 10 for Blitz (which i know is awesome with Melee) and 6 for Fast Metabolism (for Regen Vest) ? Sure Step sounds like a good addition for what you suggest.

This hybrid would be a nice way to try a melee build (which i have not played yet) !

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Builds / Questions about a Chemical Pistols Build
« on: October 25, 2020, 08:02:29 pm »
Hi there,

It's my first time posting here and I am pleased to meet you all. Quick introduction : being a fan of oldschool RPG such as Fallout 1 and 2 and Arcanum, I played like 600 hours on this game... And the more i play it, the more thoughts (and time) i put into my builds. After having played an SMG build (normal), a full PSI build (normal, before it was nerfed), a shotgun build (hard) and an AR tincan build (hard), i am now planning to play a chemical pistol build (in hard or dominating, but more likely hard)... And i got a quite a few questions about it.

The general idea is to use Chemical Pistols and Stealth. Stats distribution involve something like 3/16/7/3/8/3/7. The feats I currently am sure about are Sprint, Pack Rathound, Cooked Shot, Opportunist, Escape Artist (i really hate to be entangled when playing a glass canon build) and Blindsiding. I am not so sure about what to pick next between : Ambush (it seems pretty good to me), Grenadier (i picked it on my SMG build and have an hard time not picking it because it's (too) strong in the early game), Aimed Shot, Mad Chemist, Uncanny Dodge, Quick Tinkering, Point Shot, Interloper, Sure Step, Blitz (hefty investement in Agility though), Hit and Run, Trigger Happy and finaly, Paranoia. Sharpshooter and Critical Power seem interesting as well but it requires an heavy investement in Perception. About my equipement, I plan to use at least CAU Armor, Acid and Fire pistols, Stealth Tabi Boots. My questions are the following :

- What is the optimal points distribution in Dexterity, and in Perception (8 seems good since Acid Blob Pistol helps versus high Evasion) ?
- What's your opinion on the general feats distribution for a Stealth Chemical Pistol build ?
- What do you think about Ambush ? Is it only good for Crossbow or Sniper Rifles ?
- Are Sharpshooter and Critical Power worth it for a Chemical Pistol build ? I saw Hilf talking about it in his thread about an energy/chem pistol build. Maybe it's better suited for Energy Pistols ?
- Isn't Grenadier redondant with Cooked Shot giving an AOE effect for Chemical Pistols ?
- Is mad chemist necessary in the case i am using XAL-001 Pistol ? In this scenario, i use Incendiary Blob Pistol only to help me ambush enemies.
- Is Quick Tinkering still good despite the nerf, and me using Stealth, Chemical Pistols and Grenades (which give me a lot of options vs stealthed opponents) ?
- What is your opinion on Sure Step ? Is it good throughout the game ? And what about Hit and Run ?
- What are the crafting skills to favor ? How much Mechanics is necessary for a Chemical Pistol build ? Is it important to max Chemistry ?
- Is going for 0 in Tailoring a good choice considering i will mostly use CAU armor ?
- If i go for Ambush, is 80 points in Stealth enough ?

I know that's a lot of questions and i am already grateful if you mind answering just a few. Base build is Stealth/Chemical Pistols but I am open to any ideas. My current build would look like something like this (unfinished obviously) : https://underrail.info/build/?GAMPBwMIAwfCgjIAAB4AUFA0CjJabG4kAAAAAAAAAFQnOQEWAsKRViZOwoUkHWHioowD4qicAuKyuwTfvw (lvl 24). I hope my post is clear enough.

Kind regards,

Philo.

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