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Messages - woodsparrow

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1
Builds / Re: Normal difficulty - PK with heavy armor build?
« on: April 28, 2025, 07:30:26 pm »
Those are all really good points.  For some reason I had envisioned pk as enabling a short of paladin monk tank build.

I had read through the guide prior to posting, but it's only about half finished so I wasn't entirely sure on it.

I was only thinking of going single, maybe dual, school.

I'll keep thinking on this one,  thanks

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Builds / Normal difficulty - PK with heavy armor build?
« on: April 28, 2025, 02:02:23 pm »
I got to the end of Depot A with my second build (Shotgun) and since my first two have been really similar (low armor, high mobility), and neither has really used Psi much, I thought doing a Psi primary build that uses heavy armor would be a nice contrast. I want to get to the end of Depot a with this build before settling on one of the three to really push the rest of the game. For reference, both of my runs through depot a so far have been wearing siphoner leather, with high guns, and used most of the same feats. SMG played a bit better I think, where shotgun was sort of a heavy playstyle but lacks the armor to make up for it, and I don't have the mobility bonus stuff yet.

The problem is that almost every guide you can find now is focused on dominating - so you end up with a lot of overlap where everyone takes the same general structure then flops it around a bit (high dex/agi/per, drop con, drop will, take enough strength/int for feats, high stealth, nimble + low armor).

I tried fussing around with the builder last night, but I couldn't really figure out what perks might be good, so I couldn't figure out what to build around. I'd still like to take hacking and lockpicking. I don't really enjoy how stealth works so I'd prefer to skip it. Ideally most damage comes from psi talents, rather than being a gun or melee build that uses stasis and temporal contraction for 'free adrenaline shot' effects.

So questions:

1) What armor feats are good for heavy metal armor builds? What armor feats are traps?

2) For a build like this, thick skull is mandatory I assume?

3) Should I try to fit crafting in, or just let it go?

4) Since we'll be getting hit a lot, will dodge and evasion be worth pumping up at all? The formulas seem really poorly optimized - you lose a ton of effect from your armor penalty, then you lose more on top by fighting higher level enemies?

5) Conditioning, TK Punch, and bodyweight training - seem to be pretty good to take

6) Since we'll be getting hit, I assume psychosis is better than tranquility. Is mania worth taking? What about hemostasis?

7) Seems like I'd be getting a lot of scratch damage, is there a better health management tool than regular hypo + bandage, at lower levels?

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Builds / Re: Normal difficulty, Shotgun build + time build
« on: April 27, 2025, 06:34:55 pm »
Thanks. I'm about to level 10 with my attempt at a build, and it's for sure not working well.

The skill guide I checked said 130 for hacking/lock, but I forgot you can get items to boost those. I'm still messing around with the early game, so all I have access to is a level 2 haxxor and lockpick, for the 5 rank boost (plus a jackknife).

Double thanks for the mercantile clarification - the guide just said 'up to 140 needed for the dlc' so I was aiming for that.

As far as Tricky trajectory, I even took the time to look it up and see if it would work with shotguns, and the internet said yes. Bit frustrated that it was wrong, but I was questioning that anyway.

As I get used to the shotgun, I'm thinking I may move back to the original SMG build I started the game on. I can't really figure out the cone/spread of shotguns on this game so I'm not making the most out of the 'area effect' aspect. I mostly am using it to chunk down single targets, which feels lackluster since I get two shots per turn right now. Mostly I'm doing grenade/trap use, which wasn't exactly the point here.

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Builds / Re: Normal difficulty, Shotgun build + time build
« on: April 26, 2025, 05:22:31 pm »
Thanks! I cross checked the skill thresholds, and it seems like 30 for grenadier is good for me, plus 20 in biology and chemistry if I don't want to push for mark 4 frag and higher tier incendiary. 130 on the locks/hacks, mercantile up to about 140 since I have the DLCs, and up to 160 in traps if I want to be able to disarm everything. I'm on the fence about that.

I still like the idea of no stealth, so I think I'll try to make medium armor and nimble work, while fitting in dodge and evasion. I'll focus on blitz by level 10, with TM as a supplement as I can fit in stats.

So start like this:

https://underrail.info/build/?AQUGCAUIAwUPAA8AAA8PAAoKAAUABQUFAAAAAA8AAAUkGd-8

Then by level 5 end up somewhere like this:

https://underrail.info/build/?BQUGCQUIAwUjAB4AABkZABkZAAoKFAoKBQAAABkAABkkGTnCsN-8

By level 10, be ready to enter depot a:

https://underrail.info/build/?CgUGCgUIAwU8AB4AADIyACgoABQPFBQUMgAAACgAABkkGTnCsBbClkffvA

I pushed TM to 35 effective, I pushed tailoring to 50 for siphoner leather. Mechanics I let lag. 20 in bio/chem to be able to make toxic grenades but I left them there. Electronics for making a taser and parked. Keep dodge/evasion up 5-10 points below the hard cap as I'm able, hacking/locking should be enough

At 11 I'll probably push lock/hack to 50 because I believe there are some checks for that in depot A, and I'll normally be going in around 10-11. I'll dump another 5-10 into traps as well, just to be able to disarm the mines.

Level 15 guess
https://underrail.info/build/?DwUGCgUJAwVVAB4AAEZGAEFBABkoKBQUMgAAADIAADIkGTnCsBbClkfCmMKP37w

Pushing to level 16 we can get Tricky trajectory - which I don't think I've seen anyone else take. It seems like it would be a good take, for evasion and bonus damage? If it's bad, I can swap it with Pellet Mayhem, which I still haven't grabbed.

Level 20
https://underrail.info/build/?FAUGCgULAwVuAB4AAFpaAFpaAB48PBQUMgAAAEYAAEYkGTnCsBbClkfCmMKPw6LCkCjit7AF37w

I'm starting to understand why people suggest skipping crafting and using house/drugs - it looked like there were plenty of skill points but honestly I feel like maxing out guns, keeping hack/lock/dodge/evasion at useful levels, then throwing on mercantile to support crafting and crafting skills, plus TM, is too much. Looking at the skill check requirements, I don't think I'll end up meeting them for mercantile, and I'm not sure I'll meet them for lock/hack.

Also at 20 I realized I forgot to take the psi-empathy feat, so I clicked that then did temporal acceleration. Whoops. Probably should have done that more around level 14?

Level 25
https://underrail.info/build/?GQUGCwULAwXChwAeAABubgB4bgAeRkYUFEYAAABVAABkJBk5wrAWwpZHwpjCj8OiwpArwocowojioIoB4rGWBOK3sAXfvA

You can _really_ see that I'm lost here. I started picking up psi feats I probably should have had earlier. I stop TM since I have effective 75, which I believe is the cap.

Level 30
https://underrail.info/build/?HgUGCwULAwXCoAAeAADCjMKMAMKCbgAeX18UFF8AAABVAADCgiQZOcKwFsKWR8KYwo_DosKQK8KHKMKIwqTCtT_ioIoF4qWKAeKxlgTit7AF37w

So here's basically the end, I guess? I don't know that crafting proved useful or that I had enough ranks. Maybe I should stick 20 points in bio/chem for gas grenades, then do mechanics for making shotguns, and skip the rest? Or skip the rest and go mechanic/electronic for shields and shotguns crafting?

Traps and throwing ended up around 30 - not sure if it's worth more, or even worth going that high, I ran out of points to put into traps very early on and stopped, so maybe those 30 points could be redirected to dodge/evasion, or to throwing.

Mercantile...got there eventually, but I have a suspicion it would be in the last leg of the game. Not sure if that's too late to be useful.

If I skip traps, bio/chem/tailoring I can end up with something more like this:

https://underrail.info/build/?HgUGCwULAwXCoADCmwAAwqDCoADCgm4AAF9fAAAAAAAAVQAAwoIkGTnCsMKWR8KYwo_DosKQK8KHKMKIwqTCtT_ioIoF4qWKAeKxlgTit7AF37w


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Builds / Re: Normal difficulty, Shotgun build + time build
« on: April 26, 2025, 03:11:43 am »
That's funny, I was accidentally using that corner trap thing the other night when clearing out the Protectorate jail - bear trap the door then walk around the corner.

I think I'm OK with skipping stealth. I can save-scum my way through scouting a bit. It will be less optimal, but in theory I should be able to trap, grenade, or just shotgun, my way through.

I forgot that Gun Nut only effected the top damage range - less useful. I'll skip it, which in turn means skipping the 7 int requirement.

I don't think I want to go full heavy armor, I'll probably try to stick around 15% to take advantage of nimble. BUT, the first 5-10 levels I don't see any points to really put into dodge or evasion, so should I scrap that idea and go heavier armor? Just forgo nimble entirely then?

Skipping stealth also means I don't take blindsiding. And lowering int means no Philosophy perk I guess (would need 7 to get to level 3 with a buff), but I'm not sure if that matters since I would mostly be using TM for stasis and the related 'adrenaline shot style' feats.

I can start with 5/6/8/5/8/3/5 and not have any penalties aside from will, which I won't be using. I could go to 3 or 4 on intelligence but since I want to do moderate amounts of crafting, the penalty seems like a bad idea to take on. Con I figured offsets my 'not using stealth' approach, strength I need 5 for most shotguns, 6 dex for grenadier because I do quite enjoy it and think I'll stick with using them, even if I just buy grenades.

For crafting, I will say I don't want to depend on house, drug, other things to 'temp boost' my stats. I'd prefer to just having to going right, so the no intelligence penalty thing is really appealing.

Level 4 would look something like this:

https://underrail.info/build/?BAUGCAUJAwUeABQAAAAAABkZAA8FFAoFHgAAAB4AABkkORnCsN-8

Pushing to level 10, I've put mercantile at 25 because that's what's best before depot A, per various things. 20 points in Bio for gas grenades but I stopped there. Pushed TM to 35 per advice from a couple guides. Throwing to 30 for grenadier. Tailoring pushed to 50 for siphoner leather armor. Pushed some more crafting skills since I wasn't quite sure where to put points. Could have started on dodge/evasion I guess.

I don't think I want to push biology much beyond 20 - I don't want to farm deep caverns or fish, which seems to be a requirement.

I put my spare stats into perception - which means I wouldn't get blitz. If I instead put them into agility I could get blitz, but is it worth pushing for by 10? Online reviews vary from 'it's absolutely needed' to 'it's completely useless'. Wasn't sure how it would mesh with normal mode's lower health pools on enemies giving me more resources to work with via more kills, and me having adrenaline and TM available anyway.

Then after 10, after depot A, not quite sure what to do aside from continue to increase guns, hacking/lock, try to get crafting to 100-150 apparently, and I guess mercantile up.

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Builds / Re: Normal difficulty, Shotgun build + time build
« on: April 25, 2025, 07:29:16 pm »
Yes! I read both builds and thought I would try a bit of a crossmash of what I found interesting. I wasn't sure how playing in normal would effect choices since the player has way more health and the enemies have way less.

I totally get how useful stealth is, I just don't think I enjoy it. I was hoping I could skip it. But if I've got people who are really good at the game saying it's that important I'll adapt. To me it feels like if I was going stealth I'd like to go full ninja or sneak snipe.

Chemistry I was thinking of moving up for mark 4 frag. Are you saying skip it, for the most part, then buy grenade because the created ones are a bit over kill? It was nice having a 'delete you' button by using mark 4 frags at level 10 or 11

I like the idea of bumping evasion but using enough dodge for uncanny and then calling it a day. Do bear traps work on every enemy? I know by the end of depot a I have not run into everything the game offers. If they don't, how do you control melee from getting into range?

I'll give the guides another read tonight.

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Builds / Normal difficulty, Shotgun build + time build
« on: April 24, 2025, 02:58:04 am »
I played up through the end of the tutorial with a cool SMG build, and a guide. But what I really wanted to play through as was a shotgun build.

https://underrail.info/build/?AQUGBwMJAwcPAAoAAAAACg8PAAAPAAoACgAAAA8FAAAkKxnfvA

Here's my idea of a starting block. 5 strength means I won't use the burst shotguns, but I wasn't planning on that, so I think I'm OK. 6 Dex because I like grenadier, 7 intel because I plan on doing a decent amount of crafting and wanted gun nut. I can be talked out of either if they are traps. But this is just normal mode, so I figured I was probably OK. I may not have the feats to do those anyway.

Plan to take psi empathy and just do temporal.

For defensive skills - should I take dodge and evasion? It seems like no one does, and they just suggest using massive damage, traps, and breaking line of sight instead.

For stealth - I didn't really use it much in my SMG play. I preferred to use traps, line of sight, and other tools. It just didn't mesh much with me. I tossed 10 points in with the intention of boosting it with gear on top of that if I really need to, but maybe that's a waste?

Level 4
https://underrail.info/build/?BAUGCAMJAwceAA8AAAAAChkZAAoZABkAGQAAAB4UAAAkKzkZwrDfvA

Level 9 - I push for 45 effective persuasion to convinces SGS to help in the Junkyard. Max out chemistry for Mark 4 grenades and such, prior to doing Depot A. Same for mech and tailoring, intention is to go in with decent crafted gear. Should I just skip the SGS check and avoid using persuasion?

https://underrail.info/build/?CQUGCQMJAwc3ABQAAAAACjIyAA8yADcAKAAAACgzAAAkKzkZwrDClt-8

Level 10 - probably where I enter the depot, or I gain it during the depot.

https://underrail.info/build/?CgUGCQMJAwc8ABgAAAAACjc3ABQ3ADcALQAAADIzAAAkKzkZwrDClsKQwoffvA

I'm struggling with where to focus on shotgun feats, and where to put in psy feats.

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General / Re: new player content checklist?
« on: April 23, 2025, 01:28:48 pm »
Ha. That's funny. I just asked because it mashed the difference between me being able to play the game and not,  right now. I'm trying to get my professional engineer license, which requires my stupid self to study about 20 hours a week, on top of work and family.

So having a rough guide on good places to go and what quests are there, and how to get there, it's really useful. Don't need something that hand holds much more than that. It was really nice knowing I needed acid resistant gear for depot a for example. The game says there are mutants there but I didn't find any prior to going, so had no clue they did what they do

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General / new player content checklist?
« on: April 22, 2025, 02:25:37 am »
I've been using a guide for the tutorial section. Honestly I've really enjoyed it, just because it helped me find quests I would have missed, and helped me keep locks/ hacks about at appropriate level ranges. It also suggested good times to make new weapons and armor.

Is there anything similar for the full game? I don't need a handholding exercise, but the game is so huge I get lost and overwhelmed. And just knowing to take acid armor into depot a was so useful. A lot of the time I get somewhere and then understand what the clues meant, but backtracking, and vendor fishing, isn't a ton of fun.

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Builds / Re: Starting the game - build advice?
« on: April 20, 2025, 01:50:02 pm »
After a bit of reading, I'm torn between three builds:

1) a modified version of the shotgun build. I'll go 5 in strength/dex/con, 8 agility & perception, 6 intel, and 3 will. I'll skip psi empathy entirely.

Gives me 40 points per level, I'll put 5-10 in guns/throwing per level, then split the rest across dodge, evasion, stealth, hack, lock, all the technology, and merchantile up to about 60.

I'll do Nimble then hit and run, then sixth shell. Not sure about level 4, but at level 6 I'll take leading shot.

I'll bump agility to 10 with levels 4 and 8 to get blitz by level 10, then put the rest of my points into perception

2) Some version of an energy weapons build - it's hard to find references on this, but I like the idea of higher int builds

3) I found a goofy LMG build that uses high int/strength/con, and playing a fixed turret sounds fun.

https://stygiansoftware.com/forums/index.php?topic=10287.0

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Builds / Re: Starting the game - build advice?
« on: April 20, 2025, 02:19:39 am »
Thanks.

I was looking around some more, and ran across the zoom and boom build here, which looks quite fun.

https://stygiansoftware.com/forums/index.php?topic=8908.0

Would you have any advice on running it in normal? High agility, high perception. Low mostly everything else. Maybe flip agi/per to 13 and move con and intel up by one?

Or keep con at 3, and skip psi empathy, since it gives a 20% decrease to health? I'd miss out on some abilities he said were pretty useful though. Not sure how critical they would be on normal mode. Plus I don't love the idea of needing all the crafting boosts plus a house etc, just to craft.

I know it's a pretty big swing from 'int/dex gunslinger', just ran across it after I posted and it also seemed interesting.

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Builds / Starting the game - build advice?
« on: April 20, 2025, 12:29:28 am »
So...I haven't played this game since 2015, according to steam. I had about 30 hours. I remember playing a tinker/crossbow build I guess? Never made it much past Depot A if I remember correctly.

I'm just going to play on normal - a lot of people say 'you can beat the game with anything on normal', but I'd like to smooth things out a bit more than just riding the idiot train all the way home, you know?

Been looking around, and it seems a high dex, high int, no con build with psi empathy is kind of the go-to.

Am I likely to screw myself on normal if I just do that, without going to the hammerer build? Just do pistols, throwing, some crafting, and kind of mess around? I generally like to see as much content in a game as possible on one playthrough. But I also don't find it very fun to alt-tab and go 'ok, the build said I need to spend these points at this level here' every level. On the flip side, most people seem to say that if you don't follow a build at all you won't finish the game on your first run, and I'd really like to do that.

Normally I like to play around with crafting, lockpick/hack type characters, which to me says high dex/int, which I thought would work well with pistols too. I'm OK with using stealth but I'd love to not have to start every encounter stealthed without fail.

Can I run normal with a different pistol, or do I need the hammerrer to make it through as a pistol build? Same question for psi-empathy I guess. I see why everyone takes it, for that bonus AP skill. Just feels kind of meh to take an entire feature but only use one aspect.

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