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Messages - PQNY

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1
General / Re: Ask for advice for new players.
« on: December 23, 2021, 10:50:12 am »
Play normal.
Don't rely on dodge/evasion/intimidation/persuasion.
Don't loot everything you see, you won't be able to carry even 1/10 of it, let alone sell it.
Turn transition autosaving off - it will save time, save manually very often.
Keep link to the wiki close.
Psionics is fun and powerful. So are traps/grenades.
Choose roughly what type of weapons you are going to use beforehand and search for the feats relating to it in the character screen, look for their stat requirements.

Abiding by the latter alone is plenty a cushion for a newbee.

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General / Re: 30-40 hour beginner's review (very long and intense)
« on: December 20, 2021, 03:40:46 pm »
Haven't read all of it, only highlighted areas. Some people here might mock you, but ultimately, if this game isn't for you - it isn't for you, no more no less. The game is perfectly fine for what it is, and it's a very specific game, prone to disappointing newcomers even. Doesn't make it bad, especially because it's kind of intended that way.

3
This is all too much

4
Suggestions / Re: Fire burns nets
« on: September 21, 2021, 08:51:30 am »
It burns spider nets from expedition. Agreed it should work on regular nets too.

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General / Re: Make a Monster
« on: September 02, 2021, 09:51:18 pm »
Giant armored centipedes that encircle and strangle their prey

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Suggestions / Re: Incentive to start combat NOT from stealth
« on: August 05, 2021, 01:43:23 pm »
Yeah, good point about MPs, they are good as they are.

Anyway, it also would be nice to have some CC on firearm pistols, similar to cheap shots or suppressive fire, but tied to initiative and maybe more random which I think would fit well thematically

7
Suggestions / Re: Incentive to start combat NOT from stealth
« on: August 04, 2021, 08:01:15 pm »
Hmm, now that I think about it, one would still want to stealth even with this feat to get a better line of sight on enemies. I guess if this feat only was active while stealth is not on cooldown and also gave bonus movement points, this would negate one's desire to get to an optimal standpoint in stealth and then unstealth and roll initiative while also giving the means to cope with a bad starting conditions i.e. bad line of sight.

8
Suggestions / Incentive to start combat NOT from stealth
« on: August 04, 2021, 07:29:19 pm »
In the current state of meta there is almost no reason to have high initiative because almost always you can start combat manually from stealth or from cover and make your move first. Now I only have a small suggestion here, maybe someone can add something to this as well.

My suggestion would be to add a feat that gives firearm pistols a chance to incap, stun or daze a target in the first round of combat if your initiative roll was higher and this chance depends on the difference between your and your target's initiative roll.

That would synergize nicely with gunslinger, make trigger happy and paranoia viable and desirable pick for min-maxed characters and overall give gunslinger characters interesting gameplay choice of walking in enemy territory unstealthed and trying your luck with initiative rolls, chances to hit, chances to proc this feat and what it will do: stun, incapacitate or daze. Maybe add knee wound to this if your character has respective feat.

Maybe it would be OP in arena or overall, or still not preferable to stealth, anyway, just wanted to express this little thought of mine.

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Suggestions / Re: Psi feat: Experienced Innervation
« on: August 03, 2021, 06:43:51 pm »
Maybe if it would also allow for an innervation mid combat...

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Builds / Re: Advice for a pure psi build in current update
« on: August 03, 2021, 03:25:59 pm »
MT + PK? It is great, old build.
Continuum Riple is a trap though, don't take it. 25% Chance is very low, plus you are usually stacking TD on a single, hard target anyways.
And if you go Psychosis, Temporal Manipulation I think is not the school you should take, as skills there can't crit and buffs have high Psi cost.

Continuum ripple is the exact intent of my build. Everybody's saying it doesn't work is maybe the main reason for that.
I just felt like specced CR + LoC + Mental Breakdown/Flashbang + TD + Restealth would make for an interesting funny combo - watching enemies "infect" each other and die in real time mode.

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Builds / Re: Advice for a pure psi build in current update
« on: August 03, 2021, 07:23:55 am »
I played ~MT+ PK tranquility thermodynamicity force user - crazy amount of control over the course of a battle
TC + TM is tranqulity LoC continuum ripple is the same but maybe trickier.
Both builds just shred DOM to pieces, pre depotA, after - doesn't matter.
I feel like any combination of psi would be hugely overpowered, haven't tried psychosis route though, maybe this takes time to start working, and I imagine it's not as fun.

12
Builds / Re: One Punch Man
« on: August 02, 2021, 04:53:41 pm »
You can hit twice with a different weapon in other hand (let's say ripper's glove or the claw to proc taste for blood) then hit combo punch with pneumatic glove and the third punch after that will be combo+pneumatic hit, that will be only 24 AP.

13
Builds / Re: New Player Build Advice, Psi/Pistol
« on: July 31, 2021, 09:22:35 pm »
Try something like this

https://underrail.info/build/?HgMPBgMDCgZGAADCoAAAcAUFAAV4Gh8oBcKgAAAaOwBRKzkXPw0qJsORw5IhwqNbEcKFZMKzMSTfvw

A versatility build, specced versatility, gun-fu, no aimed shot or point shot, because of perception 3, but otherwise I think it should be good

14
General / Re: A more user-friendly Underrail speedhack
« on: July 31, 2021, 08:05:51 pm »
Just wanted to say thank you. Great stuff, still using it in 2021.

15
Builds / Re: Looking to fine-tune my "Psi tinkerer" build
« on: July 30, 2021, 12:22:49 am »
Relocate some points to traps, 40 effective on lvl 8-9 should be enough to see all the traps i think, especially with paranoia. And then you can leave it at that.
Take psycho-neural flexibility instead of increased capacitance, there is no need in the latter, while the former helps a lot.

Should be no problem leveling lockpicking and hacking, checks for them are visible, and it seems you are not greedy for skillpoints on them, but persuasion check numbers are not visible in the game, so you'd need to go on the wiki and look up a particular quest to know how much effective persuasion is needed. If without spoilers, something like 70 is enough for midgame after depoA

Max stealth and take sprint early to not die as often as you are a 3 con
And some throwing (30-50-70) may come in handy.

Don't know why you want high dexterity, would be better to have at least 6 con to grab fast metabolism
And your search-fu is really terrible if you haven't seen this: https://steamcommunity.com/sharedfiles/filedetails/?id=843557165

And thats's about it, good luck playing

P.S. and pardon my poor english

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