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Messages - ben

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1
Well written guide Peet, have my upvote.

Wanted to share a few comments:
1. There's a case to be made for taking Ripper + Blitz, and dropping Survival Instincts and Brutality
Challenging fights for melee build can be bosses with a lot of HP, and armored enemies..
They all require many melee strikes to defeat, and ripper can be really useful.

2. Taking 'three-pointer' feat is also a game changer for knife builds.
Dealing with multiple armored units like Giant crabs, Industrial robots, Strong men, Nagas and the hardest enemies for knife builds.
Three-pointer with a Dexterity based build and maxed throwing, like the build you have, increases your grenade crit chance by 55%
You can also craft highest level plasma grenades (which are probably the grenades against armored units), since have points in electronics.
This way you don't need to invest any further points in chemistry for Frag Grenades.

3. Vile Weaponry feat is also extremely useful, especially for boss fights, and heavily armored living enemies, which requires stacking multiple debuffs.
Given the build, it may be hard to find room for this feat.
I believe this feat adds damage which is not reduced by enemy resistances and armor, but is pure unresisted damage.
So the damage increase is much more noticeable than 'blindsiding' or 'taste for blood' as an example.

4. Just a preference, but i would remove some points from Temporal Manipulation, and invest them in Hacking, since it makes many areas and encounters easier, especially for new players.\

Anyways it's a good solid build, and well explained.

2
Bugs / Re: Mordre doesn't react to gas
« on: May 15, 2024, 12:19:14 am »
This is not a bug. Mordre is in an uncontrolled zone.
(See here: https://www.stygiansoftware.com/wiki/index.php?title=Zone_Control )

Gas grenades and caltrops can be used without triggering hostilities. Enemies that take damage from these items or traps will not trace it back to you.

But since you have brought up this issue, i will expand on it with two related issues, which the devs can consider fixing:

1. Mordre and SGS Guards in outposts do not attempt to disarm gas grenades (while many other NPCS do)
I am unsure how it is decided which NPCs try to disarm gas grenades, and which do not.

2. A non-hostile NPC can be interrupted while disarming a gas grenade, simply by clicking on him to initiate a dialogue. (for example when gassing Wyatt in Depot A)

I presume the same issue would also occur with bear traps instead of gas grenades.

3
Bugs / Switching belts
« on: April 02, 2024, 05:41:00 am »
I know this is a very well known side effect, but it seems like incorrect behavior.
When switching between belts that grant extra utility slots, the items in the extra utility slots are always unequipped, even if the new belt is large enough to contain them.

For example:
Switching from Launcher Grenade Strap Belt (+1 utility slot) to Large Waist Pack (+1 utility slot) will cause the item in the extra utility slot to be unequipped.

If both belts have 3 utility slots, then all 3 slots should remain equipped, which is the regular behavior for the first 2 utility slots.

4
Survival instincts + stoicism + flight response seems like a good combo.
I think you will have some survivability issues with such low HP, being a melee character who doesn't kite enemies.

I don't think you need weaponsmith, you should have plenty of damage to already 1-shot enemies.
Also the damage increase from weaponsmith feat is virtually irrelevant. It's a low priority feat for every build.
So thick skull is much more important.

Also, if you are going this route, i do highly recommend getting Nervosomnifer. (150 biology)
And allows you more than 2 turns before requiring you to pop Last Stand.

Anyways seems nice overall. Could work for advanced players. But i think most players will encounter issues in surviving most fights.

5
Bugs / Re: MASSIVE Oversight
« on: March 13, 2024, 04:32:20 pm »
Tygrende must be furious   >:(

6
Suggestions / JetSki Arena
« on: March 13, 2024, 10:00:07 am »
Have a competition like arena, but on Jetskis.
It can take place near the drag'n'drop or Abandoned Waterway Facility.

Challenger will face pirates, mutants, sea serpents, and so on.
Challenger can get rewards like free drinks in drag'n'drop, jetski mounts or addons (turbo engine modification, mounted gun, etc..)

7
The damage increase from intelligence in the high technicalities feat is hidden.
It is based on effective intelligence, and not base intelligence. So foods and drugs can also improve damage.
I have tested and confirmed this.

The value you see in combat status (for guns) should be derived from the formula:
Base Damage * (1 + 0.7 * Effective Guns Skill / 100)

And the other damage modifiers from feats are applied later.

8
Builds / Re: Looking for a build for a new player
« on: March 11, 2024, 07:28:14 pm »
Any new player, who comes across this thread, looking for a strong build - You can use this build to finish the game on any difficulty level -

The build is based on assault rifles, and i have allocated the required skill points and abilities up to level 23.
You can complete the build however you like, and assign more abilities for grenades, or sniper rifles, or grenade launchers, and so on..

https://underrail.info/build/?FwcDCAULAwh9ADIAACgAeGlaAABpaQ8sAAA3AEYAAEQrOQEmOxVBSsKHSSpLU-KnqgLip7QG37w


That said, i wanted to add a few more points for new players who may come across this thread:
This game, even on easier difficulties, is not like diablo where you can enter an area and start blasting enemies.
It's not like fallout, where you engage any enemy you want, blast your weapon, take a stimpack, and move on.

Many areas will require you to plan your attack, prepare some traps or mines, throw some caltrops, use some crowd control, use some AOE attack, use decoy, hide behind obstacles, throw emp grenades, throw a flare or molotov to fear the enemies, and so on..
So just keep it in mind, if you enter  a zone and start blasting enemies and end up dying a lot, it just means you need more preparation and planning for that combat encounter.
Or perhaps you can use stealth to move around and reach your objective? There are many options to keep in mind.
Try to use all the tools you are given.




9
Bugs / Initiative missing from combat log
« on: March 08, 2024, 09:42:16 am »
I am not seeing enemy initiative roll in the combat log in certain situations.
This is reproduceable in the warehouse fight, while multiple enemies step on bear traps, and i enter enemy vision.

You can still see their initiative roll in the visual above the character sprite, but not in the combat log.

10
Bugs / Greater Coil Spider opening doors
« on: March 08, 2024, 08:46:17 am »
Greater Coil Spiders In the Dark Territory where the first train rest stop happens.
First they open the double doors to their enclosure. Ok those doors we're probably not closed securely all the way.
I run for my life to the train operator booth just outside the building.
In comes a big ass coil spider and drop kicks the door wide open.


11
Let's Plays / Dominating IronMan Run
« on: March 03, 2024, 11:28:41 pm »
Ironman - Dominating Difficulty / Oddity XP - Assault Rifle / GL Build

No deaths
No autosaves
No save/load
No cheat engine

Part 1: https://www.youtube.com/watch?v=OJroJhTV9qY
Part 2: https://www.youtube.com/watch?v=u4LjMGHLB_0

Introduction:

I have been working on this for a while.

It's hard to reserve the time for a 14 hour playthrough.
I have two toddlers at home, and a full time job.
If you see me afk 5-10 minutes during the run, i'm probably with the kids.

You can't really imagine in how many different ways you can die in this game.
Even after preparing for a long time, you can be hit with a double crit and die instantly, or
get ambushed when entering a zone, or just misclick into a hostile zone.

Initially i wanted to keep the run under 12 hours, so i can post it in a single YouTube video.
In the end, i completed it in 14 hours. It's hard to cut down the time when you're trying to play safe.
It got to the point where i had to constantly slow down and calculate my mouse movement
and placement, so i don't accidentally enter a hostile zone. Things you would never imagine in a normal playthrough

Fatigue also plays a critical factor. After about 6 hours you stop thinking clearly.
You realize you have 6+ hours to go, try to play faster, and become careless.

Any single mistake can get you killed, and in a 14 hour playthrough, there is A LOT of room for mistakes.

* As for people saying that Assault Rifles are too strong. Grenade Launcher is an atomic bomb.

Build:

https://underrail.info/build/?FgcDBgUOAwd4ADQAAAAAeHhaAAB4eBAvAAoAAEYIAEMrATkmOxUoSsKHSSpTwoUx4qeqAuKntAXfvA


Build Notes:

Mechanics - 115 - Fix DC gate mechanism (required more for crafting anyways)
Electronics - 140 - Arke Power Station - output increase (so i don't need to return)
Hacking - 130 -  Arke Power Station - Disable security system without alerting IRIS
Lockpicking - 100 - Research facility and Grey army base (90)
Biology - 45 - Focus stim
Temporal Manipulation - 70 - Psycho-temporal Contraction and Stasis (makes hard fights much easier)

Paranoia - Had to take this feat instead of Critical Power.
High initiative for Arena fights, Forsaken Island fight, Random encounters or mishaps, and tentacles in final boss fight.
Detection also super helpful in IronMan, since your constantly running around land mines and stealth enemies.

Hornet AR (muzzle break + rapid reloader) was supposed to be my main weapon. So missing critical power is not a big deal.
I just couldn't find a hornet frame above 125 quality the entire run. Chimera saved my ass with the free burst from commando proc.


Thanks:

Tygrende, Eidein, Alter Mann, KnifeGaf, and other youtubers for their instructional videos.
ThinksTheClown for his speedrun video.
Underrail discord chat https://discord.gg/F9PuukcZ  (Never have i seen a more wretched hive of scum and villainy).
Eidein on Underrail discord, he is the spawn of Satan, but very knowledgeable.

Cheers.

12
Bugs / Re: Unusual Junkyard Commoner Dialogue
« on: February 19, 2024, 06:50:06 pm »
Good catch, how do you notice the details?
I am assuming the guys you killed in the photo are just random thugs?

13
Bugs / Re: Wolo goes hostile
« on: February 19, 2024, 06:44:05 pm »
Just going to update on my own thread, setting traps in an uncontrolled zone can still provoke hostilities.
That is true even if an NPC walks up to you to initiate dialog. So no bug here, just have to be careful when setting traps near NPCs.

14
Bugs / Re: Jack's delivery job
« on: February 19, 2024, 03:11:26 pm »
My bad, I read the wiki and thought the package still needed to be delivered. Good point.

15
Bugs / Jack's delivery job
« on: February 19, 2024, 08:57:26 am »
Jack's delivery job can be completed successfully without actually picking up the package from the SGS barracks locker.
You just go to Jack without the package and the quest completes like it would normally.

This is a very useful bug, since i often forget to take the package from the foot locker, so i suggest keeping this bug and calling it a feature.

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