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Messages - Junty

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During Gas the Freedrones, I decided to go into the Free-drone base and kill them mano a mano before setting off the gas just to see what happens. However, after this Free-drone mutants still appeared in the Underpasses despite them all being dead already. Is this intentional, or something just not thought about? Can becoming a mutant revive people to some X-tent? Are the mutants just the result of other Free-drones heading back to HQ and getting caught in the gas (unlikely IMO as the gas disperses and they would see it way before coming into contact with it).

Nit-picking I know, but I wanted to kill the Free-drones before setting the gas for role play reasons too, I don't like the CAU. I think it would be cool to have a solution to this quest without having to gas them, resulting in no mutations. You can kill them manually and just tell the protectorate you did it that way instead.

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Just at a cursory glance, both build over-invest in some skills. Overall, they seem good and would be fine for a run on normal and probably hard. If you want some good info on skill thresholds and over investing, check out this spoiler marked guide: https://steamcommunity.com/sharedfiles/filedetails/?id=843557165

If you want any more specific advice feel free to ask :)

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Suggestions / Re: Free Drones vs. Protectorate (Spoilers)
« on: May 14, 2021, 02:07:56 pm »
Maybe. But, I see both factions doing bad things, in that aspect I see neither as better than the other. They are both willing to do morally questionable things and put innocent people in harm's way to achieve their goals, which is far from uncommon in the under-rail. I suppose if you really don't like protectorate by this point you won't have trouble ignoring the bad things FDs have done. But, for me, at this point in the game P is no worse than FD through the means they achieve their goals, however, their goal is to help people and you can see how they do this. Bringing food, safety, and order to people who need it. They might not want it, but they need it. There is no order in the majority of the under-rail and it suffers because of it. On the other hand, there is no evidence of the FDs have a more admirable goal than the P at this point in the game. If the FDs won, then the only faction trying to unite the stations and bring some kind of order would be gone.

I don't even think it's a clear matter of oppression. Many organizations have spawned terrorist organizations without being oppressive. And, what exactly are they oppressing? More freedom is not always a good thing, especially when it is at the cost of stability and order in a place that desperately needs it.

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Suggestions / Re: Free Drones vs. Protectorate (Spoilers)
« on: May 13, 2021, 06:37:39 pm »
True, I agree that subtle storytelling is good. Maybe it would be better to see the Freedrones do something good then, before rail crossing. Or maybe imply some of the good things they have done through environmental clues or dialogue before you make the choice at RC.

I like being able to make my own decisions but unfortunately, It's always the same one. You see and hear bad things about both factions. But, you only really see the protectorate doing good things. I never have the desire to join the FDs because I can't think of any good they've done. You could make an argument that by simply opposing the P they are doing good, but they do this by doing morally questionable things. Additionally, not many of the NPCs have much good to say about the Free Drones compared to the big P. Maybe my mind would change if I chose to side with them and see what they're about from the inside.

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Suggestions / Re: Free Drones vs. Protectorate (Spoilers)
« on: May 13, 2021, 04:44:26 pm »
I know all this, and I agree to an X-tent. But I think it would be better to actually see the protectorate do something bad, otherwise, in my opinion, there is just not enough of a reason to side with the free drones over the protectorate. Yes, you do see questionable things in the basement, but this is pretty off to the side and you don't even get context to why they are doing these things which makes it hard to justify condemning them. A lot of protectorates seem unaware of these immoral doings. It seems like the normal protectorates are very unaware of the major wrongdoings (a lot like the institute) whereas the free drones all seem pretty on board with hijacking trains and leaving innocent people vulnerable.

I don't trust what the NPCs say a lot of the time. Most of them have no clue what's going on and are wrong a lot. Like most NPCs mak the faceless out to be way worse than they are. Even the faceless make themselves seem to be worse than they are, you see them do more questionable shit than the protectorate at a rail crossing.

I would also argue that rail crossing is not so much incompetent but vulnerable. A vulnerability that has been exacerbated by things out of their control (bandit movement and faceless attack)

Alright, I'll check the steam forum out, didn't know about it. Cheers.

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Suggestions / Re: Free Drones vs. Protectorate (Spoilers)
« on: May 13, 2021, 12:22:30 am »
Kekels? Did I get something wrong?

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Suggestions / Free Drones vs. Protectorate (Spoilers)
« on: May 12, 2021, 04:40:57 pm »
Hi all, hope everyone's doing okay.

One of the problems I've always had with the game is the way the protectorate vs. free drones conflict is portrayed. The Free Drones, at least in my opinion, are just so unlikeable and I never want to side with them. This is because the first interaction you have with them is recovering stolen supplies which are meant to help with a small, struggling station trying to fight off bandits. If you want to recover the supplies and give them to the station you lock yourself out of the faction. Even if you persuade them to leave it peacefully, they still won't let you join them.

On the other hand, the first interaction you have with the protectorate is them helping people in the Junkyard. Yes, you are told that they have done bad things but you don't see it. The only bad thing you see them do all game is with the CAU and even then, pretty much no one in the protectorate base agrees with what they did. Overall, they seem like the only sensible organization in the game that wants to bring some sort of order to then underail. I find it hard to condemn them as a faction just because some people say they are bad, because how does that make them any worse than any other faction or group.

I think the game would benefit by giving you more of a reason to dislike the protectorate and like the Free drones as I would like to give myself a reason to join the Free drones because I can never find it within myself to not give the supplies back. This may seem weird to some people because it's just a game, but I find the RP aspect important.

All the best, Junty.

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Suggestions / Re: Need achievement and achievement name suggestions
« on: May 12, 2021, 03:46:23 pm »
Whilst I always welcome the idea of more content, and extra achievements is a nice idea. I don't think adding tonnes of achievements for trivial things, such as killing a certain number of a common enemy, adds much to the game.
I think adding more achievements for the major milestones is good though. For example:

1. Defeating Carnifex
2. Beating the Gauntlet
3. Killing the black crawler?
4. Destroying all the dark monoliths in the DLC
5. Using all the rifts

Ya know...that kind of thing. I think adding a smaller number of achievements for more important milestones would really help to add a sense of achievement to do those things.

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Builds / Re: New player here, looking for some help
« on: May 12, 2021, 01:50:58 pm »
Yeah, I agree, energy weapons are very slow to start. But, once you got crit...you can easily be hitting for 1000 each shot. You can even one-shot a certain someone with a master-crafted plasma pistol. You become a death machine in the late game.

I've never played a chemical build either but it seems like it would be a similar experience, I just think the small number of shots per turn would limit the build.

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Thanks for the comments.
I should have changed the post. I'm going for fist weapons now, thinking of using the ripper glove with a taste for blood and vile weaponry. Also, I don't want to put any points in strength, I know I will do less damage this way but I want more movement and will compensate for damage with more crit chance
I have first weapons swinging for 6 AP which is doing fine for me.

I also don't want to use any other melee weapons, hence ignoring strength. For high dt enemies, I use expose weakness and/or grenades and that seems okay for now.

I'm just about at core city content and so far I'm doing fine. The hardest content has been the Black crawler area and the larger groups of psi bugs. The psi bugs are fine now howvever still haven't managed the crawlers. But I'm not too worried that area is annoying with any build, I'll just go back later.

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Builds / Re: Pure PSI build (after update)
« on: May 12, 2021, 12:36:58 am »
It's in the name: 'overly optimised'. It's very viable.

Depot A is a challenge for pretty much any build going through it. It is a strange point in the game where the difficulty spikes before you really have a chance to develop your build. It sounds like you did okay, though.

Psi builds can be limited when started out but near the mid and end game become extremely powerful with the right spells and gear. The strength of these full psi builds is from good damage and very high versatility. Near mid to end game you should have a spell for pretty much everything, you will learn what works best for what.

A general rule of thumb is to not worry about crafting until you reach the core (if you haven't heard of it you will soon). It is here that you unlock some high-quality merchants which make crafting higher-quality gear possible. Up until then (and even after, to an X-tent) looted and bought gear is usually better than what you can craft anyway.

I wouldn't bother with hoarding mushrooms to craft psi boosters. Have a large enough stash to make all the catalyst you need for other psi-related drugs but they are so easy to find and respawn so don't lose sleep over it. If you loot and sell as much as you can you will have more than enough money to buy all the boosters you need and more.

If you struggle with carrying weight I suggest getting a lifting belt (Increases max carry weight by 30?) and keep some Rathound and pentapus barbeque on you (both can be bought at various bars and increase carry capacity.

Overall all, this build will dominate on classic as you move into the mid and late game. It sounds like you're fine.

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Builds / Re: New player here, looking for some help
« on: May 11, 2021, 04:42:04 pm »
Whilst I was reading your build idea I thought, hmmmm maxing dex seems weird...then I saw Chem pistols have base 25 AP....I never knew it was so high, wtf. Does the low perception not hurt the build too much. Are energy weapon builds just much better?

Also, seeing as you seem to know your chem builds, do you know if the experimental chem pistol you get from a certain institute is actually any good or whether crafted ones are always better.

To be honest, the build is really good by  the looks of things but I wouldn't recommend this to a new player

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Builds / Re: New player here, looking for some help
« on: May 10, 2021, 05:04:37 pm »
No probelm. The guide is effectively the Bible for Underrail. It has guidance for everything you need.

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Builds / Re: New player here, looking for some help
« on: May 09, 2021, 10:50:46 pm »
I think your stat distribution would depend on what your main weapon type will be.

-Guns tend to want perception, and strength for larger weapons like ARs or snipers (requirements can be found on wiki)

-Melee wants strength (for larger weapons ^^) or dex  (damage scales of whichever is highest)

-If you want to use pistols (e.g. chemical pistol which might be nice for you) dex is important to lower the AP (action point cost) and to increase crit chance

-Seeing as you want to use chemistry and traps, I think it would be a good idea to invest heavily in Dex (~8 points to start) for 2 reasons.
1. Dex increases your trap skill (you will get a higher effective skill, meaning more bang for your buck when investing in traps).
2. Dex increases Your throwing skill, and high chemistry will let you make more powerful grenades. High dex also gives you access to nice feats to help with grenades.

-IF you go for chem pistol, you will need to invest in 7 INT for mad chemist and cooked shot feats as well.

-You can use Psionics without investing in WILL however it won't be as strong and will serve more as support.

-If going with the pistol you need to invest heavily in perception as this increases gun skill and will unluck many essential feats for you.

Having said all this, in a ramble, I would not suggest a build like this for new players as it will require a low CON (health) stat which can make the game harder if you don't know the fights well.
That being said, the last thing I want to do is tell you how to play the game and I encourage you to explore, make mistakes and learn.

An essential source of information is a massive FAQ by destroyor which goes over every aspect of the game in detail (spoilers are marked). :https://steamcommunity.com/sharedfiles/filedetails/?id=843557165

A lot of what I have said might be wrong or sub-optimal because I have just written this from the memory of these builds so If anyone sees anything wrong please correct me. Also if you OP want me to clarify anything or go into more detail let me know. I apologize for the rambly nature of this response.

P.S. Use the character builder https://underrail.info/build/

I realise I didn't mentioned stealth or traps, just max stealth and put as many points in traps as required (wiki can show you requirements for each trap)

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Oh I'm not worried about that, I'd be discouraged if I wasn't having to smash my head through some walls  :P

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