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Messages - RewRatt

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1
You've got an almost exact copy of my build: https://underrail.info/build/?HgMOAwMKAwrCoABDAAAeAMKgPC8xAExmD0taADcAwqBNADkxAU3CmgJaJ05LK8OiwoXCh1kpwrXCpCrip74K4rSUBd-8

I would say Sharpshooter is a waste, as you lose the bonus on movement + you are not hurting on crit multipliers for Energy Pistols.
Ambush should be taken immediately, as it works off of Invested points into stealth, so at it most basic 40 points it gives 32% crit and halved enemy evasion.
Tranquility has such limited value, as most skills used are cheap anyways and required you to be 100%, which is a pain I normally leave to PSI Tranq builds..
Three Pointer is rather pointles imo, as we have GL with Heavy Duty, and you can freely carry a Grenade Belt and refurbished Thumper. Add our high crit, and damage is going to be out there. I can freely one shot on crit Azuredae Goliathus with HE as soon as I leave Depot A and refurb the GL.

I play my builds only on Dominating, and this is one of if not THE strongest build I have ever played. It comes with 3CON issues and 95% annoyances, ofc. But I 1 tapped Dreadnaughts with Electroshock Pistol, 1 tapped Abomination with Plasma every phase, killed Magnar with Juice and a Laser Pistol and was powertripping thoughout every encounter. I also killed an Industrial Robot at lvl 6 in a random mini-dungeon. It's awesome.

2
General / Re: What do you think about an SMG build?
« on: October 07, 2022, 06:49:49 pm »
I use this build for firearm pistols:
 https://underrail.info/build/?HgUQAwUHAwdGMADCoAAATmM5AABnZw83ZwAAAEZoAF8BFzE6HlvCo8OSSybDkVkSEcKzAgvin4QB4rWuCeK9hAXfvw
I usually prefer refurbished wasteland hawk since it dazes and stuns enemies in melee range, and lets you proc opportunist. It has good enough damage to where most enemies die in a single shot, and it's a guaranteed kill on anything except tanky robots and bosses when using a special attack. I also carry the Butcher's Cleaver coated in leper poison in my off hand, to apply expose weakness and broken ribs. I run special attack boosting goggles since I have 5 special attacks (aimed shot, point shot, kneecap shot, rapid fire, and execute), and since I get 9 ap shots from bullet time I can kill at least 5 enemies on the first turn. A close range Rapid Fire has a 73% chance to stun, which can be followed up with an execute to kill basically any enemy in the game (I used this exact combo to repeatedly kill abomination). I usually kill TC enemies first since they are very dangerous due to bilocation, and I can throw a grenade to kill if a TC enemy ever gets PSP up. With Expose Weakness and W2C ammo, I can kill a Naga in a single rapid fire. E-pistols have a similar reasoning for their high placement, since electroshock pistol can kill 4 enemies with each special attack (aimed shot, point shot, kneecap shot), if you have a smart module and special attack goggles. My main gripe with SMGs is that the you require constant reloading (8.6 steel cat only has 20 max ammo, and with a 9 shot burst that's 2 bursts before reloading), which locks you into bullet strap belt. SMG's are also very high maintenance, since they chew through ammo and repair kits very quickly. Pistols just feel more satisfying to use, while also not being a pain in the ass to maintain.

Interesting points. But don't you get frustrated by playing a 1 cool-down dependant build like this? Out of Bullet-Time, you have 17-18 AP attacks, meaning 2 per round. And you probably already used AP booster during BT, with a high-to-definite chance of 15AP reduction, meaning 1 shot every other round, unless Eel Sandwitch was taken for 19DEX? And all this at level 26 - way worse below that. And then you get the Misses... oh god.. rolling those on high-AP attacks is fun killing for me personally at least.

I dunno.. I solved SMG repair problem with Dissasemble in this build:
https://underrail.info/build/?HgcOBgMGAwfCoEEAAB4AZEAqNzh0bDM7ZAA3AMKdAAA-TzlNMBU3AiYrSTsnJMKHwoXCtU4Wwp7CreKfogXioo0C4qeqA-KokgXfvw
I can boost Perception by +2 from consumables for total of 241 Skill. Evasion is negated by either Ambush or Entrapment or Stun. Disassemble is also a great source of Repair Kits (recycle full condition items) for Uniques or till you can spec into Dis and money and in extent - ammo. Also SMG's with Full-Auto, allow for a REALLY effective silent assasinations, with Refurbished Mini-Izu and Expertise in mind.

I tried Pistols. I agree with most of your points. But that dependance on Bullet-Time and in extent Stasis for 2 turns of awesomeness is meta-gaming and roulette playing combined, imo.
There is a reason, people bemoan the 1x4 damage spread of .44 Hammerer's. And the build you posted has no mobility, apart from gear, evasion reduction is either melee range or Ambush (which should be taken earlier).

I guess my point is - I almost never F9 playing SMG's, the exact opposite of Pistols... SMG negatives, bar ammo consumption on a certain expedition downwards, can be easiliy negated with 1 Feat. SMG's are at their 100% all the time. They can go 300% with Ambush in effect as that at certain point is 100% Crit's + Evasion reduction. Ambush can be set up with Molotovs, Flares and TK Proxy. Missing is never a problem, as if other targets are near that will likely land on them instead. Also, there is another 50 bullets coming right after.

3
General / Re: What do you think about an SMG build?
« on: September 15, 2022, 05:42:03 pm »
Every weapon is viable in Underrail, as long as you have the proper build for it. My personal opinion is that SMGs are just worse ARs, since they don't get concentrated fire and deal less damage. They benefit from dex, which is good, but they shoot so many bullets that you frequently have to reload and repair your guns. If I were to rank the guns it would be AR>Pistol>E-Pistol>SMG>Shotguns>Chem Pistol>Sniper.

Why do you rank Pistol so high? Just because of .44 Hammerer and Bullet Time + Stasis? In my experience they are quite bad vs. enemies with Pseudo-spatial Projection, and damage range is horrid - only becoming somewhat reliable late game. I can get 9(!) 300+ damage crits with a single burst from 8.6mm Muzzled Rapid Steelcat from a single unconditional burst at similar cost to a single .44 Hammerer shot. SMG's cut through PSP like its not there and burst down crowds easily. With new refurbished Tommy Gun and Better crits, you can reach 210% crit damage. SMG damage output is honestly insane and not reliant on a small window of action or Special Attacks as Pistols are.

So why do you think pistols are better?

4
General / Re: What do you think about an SMG build?
« on: September 15, 2022, 05:25:23 pm »
Extremely viable, although not as powerful as an AR build, but better in other ways, such as silent assasinations with Mini-Izu (after refurbishment, best silent SMG option, period). Both mixed Dexterity and Perception, as well as Versatility work very well. I would recommend 7 STR for Full-Auto though, it is an extreme boost to firepower.
Current favourite is this build:

https://underrail.info/build/?HgcOBgMGAwfCoEEAAB4AZEAqNzh0bDM7ZAA3AMKdAAA-TzlNMBU3AiYrSTsnJMKHwoXCtU4Wwp7CreKfogXioo0C4qeqA-KokgXfvw

5
Builds / Mobile Steel Commando w/ Disassembly + guide
« on: September 10, 2022, 08:36:45 am »
Hey Everyone,
I've recently returned to Underrail and wanted to give you guys a build that can clear content easily on DOMINATING. I noticed a similar build here already, but I will give you my own spin on it.

Nimble Steel Commando Dis (no PSI):
https://underrail.info/build/?HggGAwoJAwfCoGcAAAAAZEc7UAB4dDM7ZAAAAAB-AD4owoNNRRUCSiRJVSdjUBbCtcKkU8OO4qeqA-KntAXiqJIF378

Nimble Steel Commando Dis (with 55 in Psychokinesis for Imprint and Proxy (explained below)):
https://underrail.info/build/?HggGAwoJAwfCoGcAAAAAZEc7UAB4dDM7ZAA3AAB-AD4owoNNRRUCSiRJK1UnY1AWwrXCpFPDjsKc4qeqA-KntAXiqJIF378

Starting stats: 8STR , 6DEX, 3AGI, 5CON, 8PER, 3WILL, 7INT  - up to lvl 20 put all points into CON to reach 10 and get Thick Skull.

We are getting Paranoia and Trigger Happy on 1st level, to get 26 Initiative right out the gate. Why? Because as a Steel Armor user, we start combat out of Stealth and the way this game works, enemies spot you going around the corner before you even see them. And unless you want to metagame (F9) the whole game, we want to start first and finish last™.


I am also now a Disassemble convert. All my builds, bar some must have it. Why? On DOMINATING, this will give you amazing money, best components and by lvl 20 you won't need repair kits anymore! And up till then, you will be swimming in Repair Kits, as you can disassemble Sledge Hammers, put them back together and get A TON of parts by recycling a full durability one (applies to everything else you can put back together, that you would recycle).
Assault Rifles of higher calibers feel like paper with their durability, so yeah, NO MORE REPAIR KITS NEEDED! Also, you can get some components, like highest level Galvanic Vests from Disassembling sold Riot Armors and such. Simply invest 5 specialization points into it ASAP.

Also with 6DEX, you can get Pickpocketing going immediately for all the ammo and meds and money too.


Crafting - make Steel Armor from highest quality Steel Plate asap from lvl4. Tungsten Steel Boots with Boot Spring too and High Density Foam (check by saving before buying if it gives much benefit, compared to Soft Foam at that early level). Look for Regen Vest, use it in your armor ASAP and the whole game you will be upgrading that only with higher quality ones.
Our focus is as much DT as possible as at that early level, Physical resistance will be sub 50% anyway. Also, aim to have 70% AP or so, with >30 Quality Boot Springs, that should give you 20 MP - and that is our target. Reinforce with 1 Plate if needed.
Why 20MP? To move out of cover, shoot, and move back in. That way Ranged targets will come to you and won't be a problem. Remember, we will have Jumping Beans later on, which grant 10MP, so plan accordingly.

After Depot A - Highest quality Steel again, but reinforce with Tichrome instead if needed. Experiment with what gives you most DT for 20MP (can include Jumping Beans, so reinforce more if you want). Tungsten Steel Boots with Springs still.

SUPER STEEL

Don't try crafting without Refining Data (https://stygiansoftware.com/wiki/index.php?title=Super_Steel_Refining_Data)  as you will waste money on sub 170 quality plates. To get 4 pieces ASAP, you need to do:

Hecate Research Outpost - From The Foundry - 1 zone East, 3 zones North. You will see double doors, thats the outpost (https://stygiansoftware.com/wiki/index.php?title=Hecate_Research_Outpost).
2nd floor is the Coil Spider nest, don't leave the starting room - use stealth gear, make noise and fight there. Make sure to unequip or discharge gear (Crit Goggles) that you a wearing that has energy, as you will get EMP'ed then. It is just a precaution, if we hold the room well, no spiders should get to shoot at us. Shut down and restart the generator to access the computer with the data.

Lost Vault - From the Hecate Research Outpost - go down the hole next to the doors, then 3 zones South. BEWARE, last zone will have Azurdae next to the entrance, use Stealth before entering. Then 1 zone East. Thats the Vault https://stygiansoftware.com/wiki/index.php?title=Lost_Vault.
Use Hacking to get inside. Very easy, as we should have at least 60 Hacking from Depot A + Haxxor MK3 and Voila! Inside, reach most northern room and loot it from a box.

Hephaestus Research - Get the quest from Protectorate to rescue the expedition (2nd quest in chain)> From Lost Vault - 2 zones West, 2 zones South. Super easy area for Tin Can AR build. Wipe the floor with Burrowers, get Dreadnaught armor, WIPE it even harder! 😆 Loot the data from one of the boxes.

Last one! I prefer to do the Institute.
Gain access to the institute by clearing the Mall from Lunatics. Very easy for this build again, just upon entering the place, use that room to fight. I recommend stealth gear again.
Clear the computer room, kill anything that comes to the noise. When out of combat, detonate a TNT in the back-room you came from and again, kill anything that comes. Mop up the place afterwards - there are a few Lunatics in Stealth that won't come to noise, so just hunt them down.

Once inside the institute, head to Library (upper floor, North exit I believe). Pickpocket the  Library Propagator Card (Institute of Tchort) from an Acolyte and use it to acess the data on a computer.
Download the data, and Thats IT!

Crafting Super Steel - I recommend using Cheat Engine to speed game up. I use 100x time speed set on toggle (don't need to hold) and on 5x speed in game it takes just 30secs IRL. Do it outside the area, where there are no moving NPC's, so just enter the Mine from same zone (where Beast came from). With 4 pieces of Data you will have a very high chance to roll >170 quality plates, so repeat that untill you are happy.
It is recommended to have a house at this point, for the crafting bonus as you will make you end game armor right now. Can be done by level 20 on Classic XP - 110 invested, 138 actual + bonus = 158 Mechanics. And we can add and remove plates, as we should have 5/5 in Disassembly with no loss in quality.


PSI or no-PSI?
Arguments against:
  • Chad Status
  • More HP
Arguments for:
  • Imprint - is useful for choke points and to get Crawlers, as they will constantly Sting you and run and they will never fight you, because of Thick Skull. Also, to negate super high evasion of some bosses, namely arena ones.
  • Proxy - only used to create a well lit area with 100% accuracy and relatively small radius, so it becomes super easy to Ambush and negate half enemy Evasion and raise you crit.

FAQ:

Why only 11 Perception max?
Because you WANT to miss with AR at longer ranges, to hit other targets. And up close, you will land almost all hits even with 8PER anyway + Concentrader Fire will SHRED anything and everything.

Why the Stealth investment?
We have a ton of Skill points and we need 40 for Ambush anyways. Add to the fact, that you need at or over 117 for Greater Coil Spiders. Plus, we will carry high level Ninja Tabis and low Armor Penalty Stealth Armor with us, because there is no running away from the fact that Stealth is preferable in some places.

How does it compare to No-Mobility Tungsten?
It is much easier and more pleasant to play this. Tungsten of >150 quality is also extremely hard to find, even after doing The Beast quest. So to reach 95% resistance, you will need to wear a helmet, which reduces PER and Crit Chance considerably. I played it on DOMINATING too, and even with Jumping Bean and Drifter Feat you only get a margin of SS build's mobility and get wrecked by massed enemies using HE Grenades, Shock Bolts and god forbid, Though Control Psionics...
So simply put, mobility that SS allows CONSTANTLY and off-cooldown + Helmet slot for +19% crit and Night Vision is amazing. Remember, you dont really need 95% Physical Defense, as say 90% and 550 Health biggest Sniper shots will only do 80 damage WITHOUT shield. You will regen that in 1 turn almost.

Why no Critical Power?
You can swap it in instead of Grenadier or Gun Nut, but I personally prefer Muzzled Rapid 7.62 Hornet vs fitting AA scope in there somehwere. It certainly can be done though, but will mostly benefit the secondary AA Chimera. Just remember that the +15% top damage from Gun Nut applies ALWAYS and Grenadier for FIELDS of FIRE™ and EMP w/ Plasma MK3 on short CD are very useful.


In the picture, the SS Armor is made of 177, 173, 170, 167 plates.

6
General / Re: W2C ammo did not need a nerf
« on: February 24, 2022, 09:20:22 pm »
I think Styg is planning something for Infusion and the last set of game updates have been about transitioning the gameplay towards the next iteration of the UnderRail system.  A lot of the changes won't make a lot of sense until you see how the future gameplay will work.  A clear trend seems to be about tying every playstyle to the game's economic system and making buying and crafting more important.
He actually made lots of uniques more viable as an alternative to crafted weapons. They are reall strong. Maybe not "optimal" but strong.

Quote from: beyond.wudge
Despite being primarily a Guns player, I am ok with the change.  But I'm also one of those players that doesn't enjoy the overpowered god-like builds.  I appreciate it's a lot of fun two turning the final boss, even though that isn't my thing, so I can see why some other players would get irritated with any kind of nerf to a playstyle they prefer.
I personally can't play those knife-edge SI builds, where 1 mistake or bad roll screws you over. I prefer optimizing for lazy / easy to play with / capable of most content, builds. To each his own. But if you looked at the coments, most of people posting builds agree with these nerfs.

Quote from: beyond.wudge
However, Infusion has to sell copies and I will bet the changes are about increasing the number and kinds of players who can enjoy the game.  It probably also is about moving away from having to finely balance all the different builds as it probably slows down content creation enormously (just judging from comments by Styg about how long it took to get the handful of new Expedition weapons to fit into the game properly).  The exact issue of "my playstyle isn't as strong as all the other ones!" has probably reduced the amount of actual content we have to play with for the same development time.  Just food for thought.
Game has not gained the mainstream appeal, thats for sure. But it is an indie title and PC Only and while it is hard, it doesn't have the mainsteam appeal of Dark Souls. Even a ton of classic Fallout fans don't know about it, and if not for Sseth, I don't think I would either.
The game is great though, and Styg is awesome for making it. I wish him all the best with next title too! 😄 Because we need more things in our lives like it 😊

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General / Re: W2C ammo did not need a nerf
« on: February 17, 2022, 06:30:18 pm »
It did need a nerf, and I don't even think this is big enough. Like it was said - it should also deal reduced damage.
I mean, we have - shock, incendiary and acid rounds on top to deal elemental damage. Gun users are not really out of options.
And any decent Assault Rifle or SMG build still deals so much damage, than I can shred heavy targets with regular ammo anyway. Now some rare enemies like snails or DC shit do need AP to be damaged - but melee builds suffer the same and the reason they get Energy or Electric damage to supplement.

W2C is still very strong.

8
Even with 3 PER you can out-stealth and out-spot enemies.
1. Detection improves with levels.
2. Detection Goggles.
3. Paranoia*
4. Min 6 AGI and max Stealth with bonus Stealth gear.
5. Move slowly.

6. Some meta-game knowledge or just common sense - you are in Lurker or Lunatic area.. or "It's too quiet." 🤨

Also, if you CAN'T out-spot, Quick-Tinker and get to a corner.
Also, also - if you know that area is nasy, place Bear Traps in a choke-point (make sure no other way to you exists) and detonate a Frag or HE grenade or TNT behind you and wait around a corner or some place out of sight of those Bear Traps. Once you hear them snap, start combat manually, show yourself to those trapped and have fun. Any stealthed enemies still coming in, will be in combat, so you can flush them out with more grenades and/or Flares 😁. BTW, if there is no other way to you, even 0 Trap skill Bear Traps will work 😄

9
General / Re: Train Heist save edit
« on: December 08, 2021, 10:44:07 am »
Why not play again? Try a new build, or some tweaks? This is a first I am hearing of editing saves to change game progress. You should keep in mind, that the whole cell where train is, is now saved in your savegame as explored, etc. And you don't know what you could mess up down the line by editing it out. Just start a new play 😄

10
yes its viable, what people usually do is 9 dex for 5 ap punches and everything else in str since unarmed scale so well with it.Also decide what armor you want and that about it

Huh it's that simple? Well guess I will give it a shot, hopefully wont waste too much time until i hit a brick wall on Dom  :D
The brick walls will come a-plenty in a form of multi Goliathus beetles, Bladelings, Cuttlesnails, High End robots, Crabs. Oh.. you will feel like you are hitting a wall with bare fists, but that's because that's what is happening 😆
Good luck!

11
Builds / Re: Returning Player in need of do-all build
« on: November 04, 2021, 06:59:41 pm »
I'm returning to the game for the first time since 2019. I barely played any expedition, and i've gotten to DC twice and quit. I need a (hopefully fun) build that will let me finally finish the game, hopefully experiencing almost everything it has to offer as well, when it comes to stat checks etc. So i need a build that lets me pass all checks and beat the hell out of the game, finally.
I don't think it is possible to pass all checks, as some are really high STR or AGI checks. But for say... Persuasion checks, Mercantile - a PSI build with high WILL and INT can do without nerfing itself.
IMO most flexible PSI build is this: https://stygiansoftware.com/forums/index.php?topic=7642.0

It's Temporal Manipulation/ Thought Control build. Deals with all targets very well from very early on. And traps skill will help in Detection. You can drop some points from Traps/Stealth to invest more into Persuasion or Mercantile.

12
Builds / Re: Looking for a Psi Chem-Pistol build
« on: October 29, 2021, 12:09:47 pm »
Electrocinesis to deal with shields? It is usually gets seriously negated by them and it deals no extra damage to the shield.

There is a build posted recently to the forums of Chem Pistols + Metathermics as Meta benefits from Chemical Destabilization (Fire/Cold), but otherwise there is no synergy between Chem Pistols and Psi (bar the usual Temporal Manipulation).

13
General / Re: Biohazard Suit and Boots
« on: October 06, 2021, 10:29:18 am »
Can't pickpocket so the boots are out of the question.
Then you can visit a new Lunatic area south of Panacea Lab. There is an audible banging noise and it's some Lunatic digging a hole down there. Hop into the hole and be prepared to fight a TON of Lunatics. But right at the bottom of the zone, in toxic gas filled area there are 2 Lunatics that both wear Biohazard Boots.

This is the exact spot from my video of the area: https://youtu.be/DxtYmupoMXI?t=2460


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General / Re: Biohazard Suit and Boots
« on: October 04, 2021, 07:13:52 am »
Easiest?
Biohazard Boots - Expedition camp, pick pocket from engineers and such right at the port.
Biohazard Suit - random inventory spawn. Just keep checking.

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Site Feedback & Suggestions / The Small Purge 2 needs to happen...
« on: September 24, 2021, 05:56:08 pm »
General is spam-village atm.

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