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Messages - YBS

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Builds / Re: How do I make a Psi Cowboy build?
« on: July 08, 2022, 08:00:23 pm »
You're probably going to want some variant of the One Turn Man (https://stygiansoftware.com/forums/index.php?topic=7737.0)

Instead of the .44 hammerers, this is your cowboy gun (Minor Spoilers Ahead): https://www.stygiansoftware.com/wiki/index.php?title=W%26S_.44_Magnum

If you want two of these you're going to have to do a little cheating.

You'll probably want to go a little crafty for mines, nades and traps for variety and anti boredom if your build goes as off the rails as OTM.


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This is hilarious.  I love it.  How do you start the build?

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Builds / Re: grug want shotgunnah
« on: November 08, 2021, 02:53:14 am »
dear grug

strong down rail build for boom stick below, use many boom and shoot in berries to make grug feared in all cave

https://underrail.info/build/?CgcGBwMJAwY8PAAAAAA8NQA8ADQWOy0JAAAAAAAAADkmGR4WFcKP378

grug become level ten in dom-nate then forge grugs own path:

-grug want be sneaky with move fast for easy boomstick shoot

-then grug make manly charge away from battle

-while always start fight with thunder-egg throw

-grug best be clever and stick many metals together for biggest booms

-maybe take one more brain-point later, then many eye point for big boomstick shoot good

good luck grug

4
Are you playing on DOM? 

If you are, I would consider rerolling since you are pretty early in the game.  Here's why:
  • Because of enhanced psi costs, flatly using psi as your main attack is pretty difficult at this phase.  The most sustainable way to kill high priority targets at this point in the game is chem/throwing, so you can make molis/nades and kite packs into nuking them.  That 10 tailoring you have is specifically for making molotovs.  Right now you won't have this option for another 3 levels or so, which will make the quests after finding newton pretty painful.
  • Your subterfuge skills are too low to get the equipment and money you're going to need to sustain your build, even with jackknife.  In four levels you're going to be expected to do Depot A, which has a recommended Lockpicking 43(with jacknife) and hacking 60 (for turrets).  No spoilers, but not having these there will mean you are going to have a bad time as a stealth character.

Good news is you haven't sunk a lot of time so I would outright reroll or you will probably get stuck.  Your level 4 should look something like this:
Level 4
Str: 3
Dex: 11
Agi: 8 (9)
Con: 3
Perception: 3
Will: 5
Int: 8

Melee: 30
Throwing: 30
Stealth: 30
Hacking 15
Lockpicking 30
Traps 15
Mechanics 15
Chemistry 23
Electronics 15
Tailoring 8(10)
Psychokinesis 0
Temporal Manipulation 0
Mercantile 30 (40)

Perks:
Versatility
Opportunist
Psi Empathy
Recklessness
Grenadier

Also, the broken links on that build page can be fixed by removing the " .tm " from the link.  Here is  the build you wanted to play:
https://underrail.info/build/?HgMQCAMDBQgAMgDCmR4Af1ErAEx4eENbCADChABGAABwTzEmKzAGKlwSS8KHAMKFTj7CsyknGt-_

That being said here's your major changes to your level 4 build and why I did them:
  • Versatility replacing expertise: Instead of going for what are fundamentally low base damage differences from the early game, it is much better to be able to have access to using different weapon types in the early/mid game.  There are going to be several times where you dont have the right gear for the job, so those armor piercing bullets and shock bolts might be the only tools you have to deal with that sentry bot you found.  (just an example)  Specializing into versatility is also very, very strong late game for a hybrid build.
  • Grenadier/Throwing replacing QT/Traps: Traps are awesome and you'll have time to ramp them up later in the game, but for now rushing Chemistry to 69 and throwing to 30 will give you strong grenades usable every 2 turns.  This will get you through countless 'pack' encounters before you get other options.
  • Psi school points are gone and redistributed: The build you were using for psi was made back before psi was nerfed.  Now the AP on psi skills is very high until feats are taken and your base AP is boosted through other means.  This makes them a bad early game investment since they are not cost effective, YET, unless you stacked WIL and decided you wanted to try to make them do more damage.  That being said, tele punch is still a good stun, and temporal distortion does true damage against high armor targets if you don't have damage types that penetrate them available.   They're not bad skills to have, but their damage stays the same until you put FIFTY points in the school.  See here: https://www.stygiansoftware.com/wiki/index.php?title=Telekinetic_Punch

So I think you can still have your build, you just have to keep the new conditions of psi in mind.  I think you could afford to even not take psi at all until much later (post level 12) and still have a fun bomber/trapper/stabber build.  The major checkpoints you're going to want are for Depot A, which is where most builds get clever or get filtered.  On this build you'll want these by level 8:

Throwing 30
Trap 50
Melee MAX
Stealth 50
Lockpick 50
Hacker 60
Mechanical 20
Electronics 35
Chem 69

Everything else is a quality of life choice, but these stat blocks will let you do real damage and good hit %'s, sneak past things, break the locks and hack the things you need to, make repair kits, and make the bombs and traps you'll need to survive.

Electronics is higher right now because you will want to make EMP grenades.  I bet a lot of this is up to debate, but I wish I'd known this back when I started slamming my head against DOMINATING, so I hope this helps.

Best of luck!

P.S. - with this you can just blow the beetles up. If you thought fighting the two outside was bad....

5
Builds / Re: A blind laser pistol build (aka Stormtrooper)
« on: October 20, 2021, 12:31:14 pm »


The beginning was not that hard... In fact, it was the most fun part. At first I used a lot of bear traps and some grenades and any ranged weapon I could lay my hands on: I recommend to put some points in Guns though. To me it was necessary so i could take Mad Chemist and Cooked Shot (Really a good option to face the thought controllers which are trivialized this way)  early on. I switched to laser pistol or more precisely I ADD them to my repertoire after I reached level 14. I was unstoppable from then on (thanks to lucky merchant rolls and Coretech support).

So here it is:

http://underrail.info.tm/build/?HgMQAwkDAwkjOQDCoB4Awp9VL0JDS2RKSloAAAA3AABqKCbCoxYwVsKRYktawpopK8KHTsKzMV3CncKt4qe-BeK1rgrfvw


Hey Richter, could you repost this build link?  The portal you're using is broken and I'm curious about your QoL changes.

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Here is what I came up with so far, feel free to criticise
https://underrail.info/build/?HgUDCQMQAwfCoGkAAABuwqA9PQBef3g0MlAAAAAAAABkARk5HjUCfltJM1M7MUtKwqTCteKcpArir7wE4q-9Ad-_

Given what your str score is locked at I’d also consider maybe specializing feats more into shotgun or smg instead of fully generalizing.

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Builds / Re: DOMINATING low maintenance Metathermics Chem Pistol build
« on: October 15, 2021, 07:50:15 pm »
A couple more (probably dumb) questions, because I've seen this done on a few DOM builds, but why use versatility at all? 

Are we assuming that we'll want to use alternate weapons that drop by RNG? 

And why is melee the base skill when STR is on 3? 


Realizing now that it's for having access to multiple weapon types/ammos when you normally might not have the cash/availability of specific ammos, also light melee operates on dex even with 'low' damage from str thanks to weapon mods.  Correct me if I'm wrong but that's my best guess.

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Builds / Re: DOMINATING low maintenance Metathermics Chem Pistol build
« on: October 03, 2021, 07:10:18 pm »
Quick question for the new kids in the class:  How hard is a chem pistol build to pull off with minimal game knowledge?
 It looks like it crutches on having a relatively deep understanding of damage types vs certain enemies as well as specific parts locations.
 Would most of us be better off starting with something else?

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