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Messages - Mark The Red

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1
Bugs / Re: Report spelling/grammar errors
« on: February 20, 2022, 01:04:53 am »
Barbed net missing the % in text.

2
Development Log / Re: Dev Log #71: New Year's Resolution
« on: February 18, 2022, 08:22:20 pm »
Thank you, i learned that after reading through the whole post again.

I just have a bias of playing anything before it is "officially" released, so i am hesitant to play something "experimental" or "beta" and potentially have a bad experience.

Whenever i remember playing the unlatched Pathfinder Kingmaker....ugh...

3
Development Log / Re: Dev Log #71: New Year's Resolution
« on: February 15, 2022, 05:02:44 am »
GOG version is still set to 1.4.4.5, this is very concerning...

The New Year's Resolution patch has not been released on stable yet, as per the original post by Styg.

For those that read, yep :-[ . Thanks, looking forward to the stable version, can't wait.

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Development Log / Re: Dev Log #71: New Year's Resolution
« on: February 15, 2022, 01:58:36 am »
GOG version is still set to 1.4.4.5, this is very concerning...

5
Builds / Re: Guidance on where I should take this character.
« on: February 14, 2022, 07:50:01 pm »
You are all over the place :D It seems you focus a lot on Psi, with support from melee and guns, so Psychosis and Premeditation could be good. Pack Rathound is a great quality of life feat. I don't really get where you want to be with this build :)

Dudes quest is a must for the fast travel. Talk with dude again, and get the quest to find someone to provide the materials for Juice. Go to SGS and talk to people :)

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Builds / Re: Newb build plz
« on: February 14, 2022, 07:43:00 pm »
Play on normal, classic.

Choose one weapon skill, and max it at all times, or combine with another.

Use stealth if you want an easier time preparing for combat.

Use lock pick or hacking or both for extra items, extra access to areas, locations, quest resolution etc.

Crafting - you can play without it, but the best items are crafted, this requires some knowledge of the game though. Mercantile is a bonus, Perception is for more lore.

Attributes - min maxing is a good idea, depending on what you want to play. Ranged will require Perception, Psi Will or Intelligence (or both), Melee Dexterity or Strength.

Feats - focus on what you want to do, this might require some reading in advance (show all feats option then filter).

Examples of simple build guidelines (you can check out the builds section here)

Knife + Stealth
Crossbow + Traps
Assault Rifle + Metal armor (very easy game)
Fists + Stealth
Sledgehammer + Metal Armor
Spear + Tactical Vest with Shield (Iron Grip feat) + all the crafting and Throwing

You also have machete builds, chemical and laser weapon builds, small guns are a ton, snipers... the game is quite huge and definitely has replayability.


7
Builds / Re: Advice on finishing the game (and build help of course)
« on: January 14, 2022, 02:18:47 pm »
I had the same feeling after DLC, it was kinda exhausting, because i am a completionist. I killed every pirate and native on the map, because camp attacks annoyed me a lot.
I managed to pull through and see it through until the end, and i am happy about it, i've proven that this is a VERY powerful and viable build. Ending Boss was easier than some DLC fights lol.

8
Builds / Re: Pure Throwing Build - Sprinting Poisoner
« on: January 14, 2022, 02:16:25 pm »
For the early areas, i would play tactically with luring enemies to Bear traps or Caltrops then finishing them off with Throwing Knives. It might be a bit tough, but there is a lot of utility here, and taking Sure Step at lvl 1 or 2 will really make Caltrops good. For Rathounds, if they swarm you, Flares.  Since the idea is to get Hyper-toxicity asap, and in Junkyard you can buy Burrower Poison, you can craft a ton of poison Knives with serious damage pretty early. When it gets really crowded, a Grenade or Flashbang will help.

For gear, the idea is:

Belt - Utility Belt
Head - can be anything that fits the play
Hands - Knife Thrower's Glove, Boxing Gloves & Jack Knife in offhand
Armor - Siphoner/Greater Siphoner Infused Leather armor
Boots - Siphoner/Greater Siphoner or Hopper Infused Leather Boots or Tabis.



9
Builds / Re: Advice on finishing the game (and build help of course)
« on: January 13, 2022, 10:50:03 am »
Here is my build https://stygiansoftware.com/forums/index.php?topic=8041.msg36784#msg36784

After you hit lvl 30 it does get a bit boring but nothing that can be done about that.

You don't really NEED Cutthroat, it's there for flavor and one shoting armored people, although later just auto attacking with critical does the trick.

I would take Fancy Footwork and Sprint (i did not take them in my build). Pack Rat will REALLY help if you can squeeze it there. You do not really need to level Traps, you can just go regular bear traps and be fine. Or you can invest in a bit of Throwing and use Grenades as help. Sure Step + Caltrops are also fun way to mess with enemies.

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Builds / Pure Throwing Build - Sprinting Poisoner
« on: January 13, 2022, 10:36:32 am »
Hello everyone,

Below is the build, and i would like you to share your feedback and ideas. I still haven't decided whether i will play on Normal or Hard, Classic or Oddity. I hated the fact that i hit level 30, before i even finished the Institute.

https://underrail.info/build/?HgMNDQMDAwgAwqAAAMKgwqDCoGA0ABlKFwBwwocAAAAAewAAJCYnL2E5G1hBD1HDk14wwqXCs3bioJ4K4qi6Bd-_

Throwing Knives coated with every kind of Poison against living enemies, complemented with Nets and basic Bear Traps for keeping people in place. To keep groups away from us, Poisoned Calltrops will be used. The occasional grenade will be thrown, primarily Flashbangs. Flares for Crawlers and scary corners.

Against armor and robots, Shock Shurikens and various Acid Vials are the offense, with the occasional scavenged or bought EMP or Plasma Grenade.

The idea is to control the battlefield and stay as untouchable as possible with maximized Dodge, Evasion, complemented by a full set of Siphoner leathers, and feats.

All that with using a ton of Drugs to boost your effectiveness at all times.

Persuasion is there for the fun and lore factor, although i hate the fact that excess points are needed due to low Will.

There are not a lot of Throwing Feats, so there are a lot of utility feats that can be taken, in no specific order. I took Quick Tinkering simply because "run around the corner, place trap for big bad guy to run into" is just too good. And Crawlers. Veteran feats are an issue, there are lots of good ones.

All in all seems like an interesting build with a good challenge and a lot of strategic play.

11
Builds / Re: New player with Simple pistol build for Normal
« on: January 13, 2022, 10:19:35 am »
Viable for Normal, you can do OK. Here are some things to consider.


If you want to maximize Dodge and Evasion, then it is a good idea to maximize Tailoring to get the very beast of the Infused Leather and Siphon armor (boosts Dodge and Evasion).
Same with mechanics, if you want to craft the best Guns, up it a bit (180 is the cap). Electronics will be used for Shields and Goggles to help spotting traps and Crawlers.

140 effective lock picking is too much, you will get two items, one really early, one late, that give you +7 and +15 to lock pick and you WILL use them at all times and carry them with you. So it might be a good idea to balance lock pick at effect 108 or so.

Might not be a bad idea to reduce Dexterity a bit, and up Perception, boosted accuracy is always good.

If you are going stealth, Ambush is a solid feat, especially if you use a silenced gun. Sharpshooter and Execute are also good for greater damage.

Hope this helps.

12
Here is something from the top of my head, for guns only. You can have almost all options, good crafting, some chemistry for most of the good grenades, and good electronic grenades. Maybe reduce electronics for some more chemistry. For traps you only need bear traps to proc Opportunist, and for those you need 0 traps anyway. You can craft all kinds of bullets and grenades, and since pure gun feats are low in number, you can get a lot of utility stuff.

Edit, i have made a mistake, and i rectified it in the screenshot. All Grenades and Guns, with high mobility and evasion. You can spot everything and persuade anyone, open anything, and start combat on your own turns due to stealth. I did not follow correct feat order just showed all i would possibly take. Maybe sure step instead of Pack Rathound for the making Caltrops really shine.

Hope this helps.


13
General / Re: Throwing, damage, critical and feats
« on: November 22, 2021, 08:40:19 pm »
nagas are your real counter, all other bots are manageable

That sounds pretty damn good in my book.

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General / Re: Throwing, damage, critical and feats
« on: November 22, 2021, 07:02:16 pm »
throwing knifes have base 5% crit, only way that it can be increased is target have increased chance to get critted or fatal throw.

That is unfortunate.... I hope the damage scales well at least. At least they can be poisoned.

Seems that vials can work off fatal throw too, but i doubt it work with any other feat.

This is a bit annoying, there should be a clear indication of what works with what. Even worse if this is a bug... Styg, if you see this, please solve our dilemma, hvala :)

About damage, you will struggle against high dt or resist enemies but now when you can throw acid its less of an issue

Are Shock Shurikens and Acid enough to face any mechanics or high DT living enemies?

15
General / Throwing, damage, critical and feats
« on: November 22, 2021, 06:27:58 pm »
Do the throwing utilities work with any other feats except the dagger ones?

Is there any way to increase critical hit chance of throwing utilities?

I saw this video, and here the guy has some serious critical hits in a row, how? (he says it's due to the Fatal Throw feat, but hes throwing acid)

https://www.youtube.com/watch?v=KQNyIc6UOU0

Is Acid supposed to work with feats, and like this, at all?

Also the Shock Shuriken says it scales with Throwing skill, do both damage sources (mechanical and electrical) scale or only one of them?

Does the damage of Throwing Knife and Shock Shurikens scale well into late game and DLC, or are they deemed really subpar in terms of damage and armor penetration?

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