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Messages - Slugcat

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Builds / Re: Questions about a Chemical Pistols Build
« on: October 28, 2020, 01:03:46 pm »
This guide here might help you

Ooh, nice. Thanks a bunch.

About your chem build, why did you put some points in Persuasion ? For SGS's support in the war between Black Eels/Scrappers ?

Yeah. It's always nice to have an option to do so. Gives you more choice. Depending on your priorities, you can drop some extra points there and get the best ending for your character or forget about Underrail politics and focus on combat alone.

I usually try to invest in social skills to get cool options. It is an RPG, after all.

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Builds / Re: Questions about a Chemical Pistols Build
« on: October 28, 2020, 01:00:42 am »
One little correction: more points in Chemistry is necessary. I kinda forgot that you will need them for crafting chemical pistols.  ???

Good luck. Don't forget to share your experience with the build, if you feel so inclined. Someone else might find it useful. I'm thinking about psi playthrough myself. Many people were rather disappointed by the recent psi update, so maybe there is a need to demonstrate how fun it could be to play with it.

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Builds / Re: Questions about a Chemical Pistols Build
« on: October 27, 2020, 09:53:17 pm »
Can't tell how it will work on Dominating without testing, but here's the thing - it is probably a good idea to focus on your mobility early, if it is the main feature of your build. Take a look at this:

https://underrail.info/build/?HgMHCgQMAwfCoGQAAB4AZF9ZAFB0dFU_AAAAAAAtAFA5GWFZFk7CkUffvw

For the first few levels you are most likely will be using standard weaponry. By the time you enter Depot A it will be what, level 8 or 9? You need them mobility and combat feats ASAP if you want to cause some damage. Hence, this build.

I'm not a big fan of Sure Step, but you want it, so it is included.

Living without Pack Rathound is painful, but doable. It becomes a good QoL feat later, but first you need some teeth.

I also removed some points from crafting skills and dropped them all over the place. Unless there were some changes, you don't need 200 effective skill (as far as I know).

It is mostly theorycrafting, though. Maybe you know something I don't.  :)

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Bugs / Re: Free drones "Lurker escape" quest troubles.
« on: October 27, 2020, 07:54:49 pm »
This russian translation looks cursed, man. ZoG Forum Team, yeah? If you are using their mod, try to uninstall it and beat this section of the game again. Report back on the results.

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Builds / Re: Questions about a Chemical Pistols Build
« on: October 27, 2020, 08:41:56 am »
but how would it work without taking Sharpshooter and Chemical Pistols having no bonus to their critical damages ?

You understand correctly.

Sharpshooter isn't gonna make that much of a difference, though. In my experience, this feat is very good for snipers (MORE DOMINATION!) and traditional gunslingers (because they have to use every feat to make bullet-throwing pistols somewhat viable)

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".  :)

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.

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Builds / Re: Questions about a Chemical Pistols Build
« on: October 27, 2020, 06:16:52 am »
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 ?

Worth it, but only crucial for regular (ballistic) weaponry. I'd take Critical Power, but this is a personal preference.

Is going for 0 in Tailoring a good choice considering i will mostly use CAU armor ?

Sure. CAU armor is very decent, especially for your build. Bonus to your Cooked Shot is the main reason to use this outfit exclusively, so Tailoring is not necessary.

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General / Re: Something you wish was different or added to the game?
« on: October 27, 2020, 04:36:06 am »
Would be nice to choose which attribute gives innervation slots to psi characters. Game should check if your Will is higher than Intelligence and give you Forceful Innervation in this case.

That way, it will be possible to have two distinct types of psions - "wizards" (smart ones) and "sorcerers" (stubborn ones). Good for roleplaying.

Currently, I have to use two different versions of the game just to have my story about severely crippled but very determined gunslinger.  ::)

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