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Messages - Kekus Maximus

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1
Suggestions / Re: Anticoagulant bolts and bear traps?
« on: November 14, 2022, 07:32:41 am »
Caltrops too.

2
General / Re: Questions about claymore
« on: November 12, 2022, 06:36:06 am »
The claymore's sweep should be able to proc all listed effects and onslaught stack(s) too. AFAIK there are no special rules to sweep when it comes to applying status effects to enemies and activating player's feats.

Spear sweep probably shares cooldown with claymore sweep.

3
Suggestions / Re: Mutagen D5 and cats
« on: September 24, 2022, 01:06:18 pm »
It actually does work on cats. Go check a cat in the Water Treatment Facility random dungeon with Dr. Oddloathe as a boss.

Captured corrosive acid cat when? We need more pokemons.

4
Builds / Re: Ultimate Specialization Guide
« on: September 24, 2022, 12:42:50 pm »
Flurry's cooldown reduction is also top priority IMO, makes you vulnerable for fewer turns when you miss. Blade builds are way too much flurry dependant to be top notch.

Flurry will fail eventually, so sword builds have a backup weapon. Flurry cost is way more important, cooldown comes later. In a normal turn, you can use flurry three times, with full spec it becomes five. A base cost of flurry activation is 35, if you missed a single swing, you just wasted 35 AP and now have 15. If it was specced, you would have 20 left - which is enough to use spear or hammer once, or a knife two or three times, or two meds without doctor belt, or taser together with throwing net.

I agree, didn't say flurry AP cost is less important than its cooldown reduction. The question is : if you play a blade build, what do you prioritize after the 5 spec in AP reduction? Cooldown reduction is "only" 2 points of specs, I find the ratio of investment/quality of life quite good, I might be wrong.

It depends on what the build is going for. Flurry cooldown improves damage consistency, but there are other things worth specialising in. I am doing silly swordspear build right now, and after flurry cost I will probably spec into sweep cooldown, or maybe hit and run, or quick tinkering cost if I manage to fit it in the build.

5
Builds / Re: Ultimate Specialization Guide
« on: September 24, 2022, 11:18:31 am »
Flurry's cooldown reduction is also top priority IMO, makes you vulnerable for fewer turns when you miss. Blade builds are way too much flurry dependant to be top notch.

Flurry will fail eventually, so sword builds have a backup weapon. Flurry cost is way more important, cooldown comes later. In a normal turn, you can use flurry three times, with full spec it becomes five. A base cost of flurry activation is 35, if you missed a single swing, you just wasted 35 AP and now have 15. If it was specced, you would have 20 left - which is enough to use spear or hammer once, or a knife two or three times, or two meds without doctor belt, or taser together with throwing net.

6
Suggestions / Re: Mutagen D5 and cats
« on: September 24, 2022, 11:03:50 am »
Spare the cat. The fact that mutagen works on humans and dogs doesn't mean it will work similarly on cats.

And... what if it was secretly one of Dude's cats? They are clearly not normal, maybe the are immune to mutagens.

7
Builds / Re: Ultimate Specialization Guide
« on: September 24, 2022, 07:22:02 am »
Good stuff, but as Paposik said, wrestling spec is not that bad.You can apply debuff on multiple ranged enemies in a single turn, not only they will shoot and attack less, but they will also miss most of their shots if your build has decent evasion. It's not necessary to fully spec it, just 2 or 3 points are enough. The debuff can be refreshed with a single proc, spec reduses the amount of hits it takes to proc. And it stacks with all ranged acuraccy debuffs and penalties. Under the right conditions, a ranged enemy with low CTH is a burden to other enemies.

Also, why paranoia initiative in low priority, but trigger happy in useless? They are literally the same.

8
Builds / Re: Nimble Cryo Tank
« on: September 24, 2022, 06:35:35 am »
hey man, this build looks awesome! i'm a new player to the game and i was looking through the fourms but this one stuck out to me, although i do have a question. gear seems a little confusing to me, so i was wondering what kind of gear i should be using? the amount of customization is insane so i was wondering what you recommend? thank you!

The most important piece of gear for this build is psionic headband, crafted with metathermic psiband component, stable neural amplifier (+psi crit damage) and cryokinesis neuroscopic filter (+cryokinesis damage). The last one is relatively rare, so at first it could be replaced with mufflers (-psi cost) or proximal neuroscopic filter (+psi crit chance). Later in the game you would want to make one or two different psibands, for example I had one with mufflers and cryokinetic orb filter, I used it to kill groups of weak enemies without wasting more psi than they deserve.

Your main armor suit would be (infused*) pig leather armor either without any padding/cloth, or with soft padding/black cloth as these two don't add armor penalty. I think default leather armor looks cooler without black cloth, and stealth is only needed to avoid powerful robots, so I made a different piece of armor just for stealth. I recommend using infused mutant dog leather for that, which also increases healing, so it will also allow to heal between encounters quickly. Sometimes you would want a specific armor for specific encounters, to resist fire/elecricity/etc; so find components and craft armor and you won't need to bash your head against the wall when facing enemies who use rare damage types. It is impossible to carry everything you find with 130 base weight limit; keep the best components somewhere, drop them on the ground or store in container, they won't dissapear.

For boots, craft ancient rathound tabis, and later infused version. Also black cloth tabi and balaclava for stealth. Cloaking device is also pretty important for stealth, and boosts evasion in combat as well. Buy/find lifting belt (+5 damage resist) and doctor belt (10->2 action point meds). Craft low/high and low/low shield with energy converters. Low shielding is better against crossbows, poison spits and melee; medium and high is better against firearms, grenades, fire and energy attacks etc.

The build doesn't utilize weapon slots directly, but you will find weapons with defensive/offensive buffs, which are always active as long as you hold these items in hands. For example, boxing gloves decrease chance to get critically hit and have a chance to block melee, AKX rifle boosts resolve, allowing to resist flashbangs and certain psi attacks better. A certain weapon in DLC is also pretty important for the build, must have in slot as soon as you find it.

By the way, 17 will is probably overkill, you can spend 2 or 3 stat points on constitution and/or agility instead. CON is important for 0 base stealth and low initiative builds, and every point of HP you get is increasing the effectiveness of damage resist. Do not underestimate consumables, they can carry you through practically any encounter.

*Infused leather can be crafted after a certain side quest

9
General / Cryoliquid Blob Pistols outside of MT+Chem build?
« on: September 21, 2022, 08:10:25 pm »
Seriously is there any other use for it? I know it can incap a bunch of enemies with Cooked shot for up to two turns, but the chance to freeze for every individual enemy is ~0.5 at best. I've been trying to come up with a cryopistol build for a while now. Most of these ideas are pretty stupid and CLB pistol feels like a fifth wheel (which is also square). Like Temporal distortion build that also freezes enemies, even though acid pistol would definitely do better for that kind of build. Or a semi-pacifist build, probably knife+stealth+CLB, which is very dependent on having advanced catalysing belt just after completing Depot A. Clearly TC is a superior option for almost guaranteed incaps, and/or TM with slows, stasis and LTI can provide way more options for a pacifist playthrough.

There is no reason to use CLBp as a primary weapon on a pure chempistol build, when ABp does much more damage, that is also of an "exotic" kind, so very few enemies have a good resistance to it; while quite a few leather armor and tacvests in the wild have some resistance to cold. A few stacks of warmed up status pretty much kill both the damage and special effects of CLBp, and this status effects is relatively common, especially in populated areas. ABp + CLBp together don't make a lot of sense, because entanglement is generally better than chill and freeze; chill is basically useless when an enemy is very likely to be immobilised anyway. The one use for it is probably killing sea wyrms, and I'm not even sure about it.

Also there is no reliable source of crafting component for CLB pistol as far as I know. There is like 3 merchants that always have AB component, and one that always has incendiary component, but cryo? No one has it. Ok, Marty, Constantine, mechanics, Gort and firearm merchants SOMETIMES have it, but good luck getting at least one cryogenic collector of good quality in multiple merchant runs.

If I am missing something, please enlighten me.

10
Suggestions / Level editor
« on: September 12, 2022, 04:27:00 pm »
Title. Most likely not a new suggestion, but I think it would be cool to have an map editor that lets players create their custom levels, quests and campaigns, items and stuff. Maybe it's way too late to make such thing for Underrail, but what about Infusion?

11
General / Re: Abram's Bug - No hacking, pickpocket, or persuasion?
« on: August 18, 2022, 06:16:04 am »
If you don't have any stealth, get a leather armor and/or black tabi for ~20 stealth. Go to the ambassodor room, stand in the corner near the door, so deputy is out of sight. Use adrenaline, activate stealth and go in deputy's room to the nearest vent just outside the door, release the bug.

12
Suggestions / Re: New special crossbow bolt - Cryo Bolt
« on: August 17, 2022, 09:18:57 am »
It should add at least 2 stacks of Chill, and aslo have a chance to freeze the target for 1 turn. The chance might be based on Chill stacks, kind of like Cryogenic Induction but for chance instead of duration. I think 0/20/40/60% for 0/1/2/3 stacks is reasonable.

13
You can easily get level 3 (4 on classic XP) before you even go to the outposts. By the time you enter the building with beetles, you will reach level 5. It's possible to kill all of them without bear traps, even without mollies if your weapon of choice is strong enough. I did it a couple times with hammer and spear. Get a shield from Junkyard, craft taser as early as you can, invest at least 2 effective points in throwing for nets, buy 2-3 adrenaline shots, buy a few flashbangs from Gort, possibly a few mkII grenades or mollies, and go dominate them.

>even with 5 con
5 CON is one step away from conlet.

14
Builds / Nimble Cryo Tank
« on: August 12, 2022, 09:07:35 am »
IceQ - Nimble Cryo Tank (psi version)

https://underrail.info/build/?HgMDBgkDDwcAAwAAwqDCoABPYAAAHMKgLERaAADCoAAAwqBIKwhiKSQqLGUcRA9fH8K-UMK3wrxmw5bDmd-_

Like most tanks, this is a suboptimal build. Don't expect to drop 5 bodies per turn. Being a metathermics build, it will aslo have troubles with robots up to a certain point.

Starting base abilities:
3   STR
3   DEX
6   AGI
9   CON
3   PER
9   WILL
7   INT

Starting skills:
3(2 effective) in throwing, 15 in evasion, electronics, metathermics, intimidation and mercantile. The rest is up to you. I played on oddity XP so I invested another 15 in lockpicking.

Essential feats:
Conditioning
Survival Instincts
Power Management
Nimble
Premeditation
Psychosis
Psionic Mania
Hypothermia
Yell
Evasive Maneuvers
Stoicism
Last Stand

Optional feats 1:
Expanded Psi Capacitance
Psycho-Neural Optimisation
Increased Will
Neural Overclocking
Paranoia
Beyond Cold

Optional feats 2:
Doctor
Fast Metabolism
Cryogenic Induction

Psi abilities:
Cryokinesis
Cryostasis
Cryokinetic Orb
Cryo-Shield
Exothermic Aura / Plasma beam.

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Dealing damage
---------------------------------------
The build is mainly focused around Cryokinesis spam, so we have two options to improve it with feats. Cryogenic Induction goes well with the cryomage theme, but I think it's rather weak, because of enormously long cooldown of Cryostasis, and it's not very effective without Tranquility. However, you can swap any optional feat (after Last Stand) with CI if you want. Hypothermia seems like a better choice to me. Definetely not a killer feat, but it shines when fighting bosses and other tanky living enemies. At level 13-16, five non-critical Cryokinesis casts can deal 500+ damage to Carnifex, and shave another ~1000 HP with Hypothermia. Pick it at level 8 or 12.


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Defences
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Calling this build a tank is actually a bold claim, because it uses leather as main armor suit, and despite having good damage reduction it's not able to survive literal tons of mechanical damage like a tungsten armor can. Instead of relying on just the armor suit, the build is a "jack of all trades" type of tank. While it doesn't excel at any single type of protection, the combination of evasion, shield, leather armor, damage reduction, huge health pool and mobility together form a surprisingly solid defence.

Power Management is important for both shield and Cloaking Device capacity. Nimble gives 30% effective boost to dodge and evasion when wearing armor with 15% penalty. Evasion Maneuvers or/and Yell works wonders against SMGs and ARs bursts, and against ranged enemies in general. Jumping Bean and Adrenaline further boost evasion.

Keep in mind that evasion is not going to protect you from every shot, just some of them. Evasion helps a lot with AoE damage, 400 effective evasion will decrease all AoE damage by 85%. Also you're unlikely to evade sniper shots even with Evasive Maneuvers, especially if they rolled a rifle with bipod; break LoS or force them to move, or use Yell on them. The build can tank one or maybe two sniper crits, but you still should avoid being in a sniper sightline.

Effectiveness of damage reduction (indirectly) scales with your maximum health, so Infused Pig Leather is a perfect candidate for our main armor set. It also works well with Nimble, as it only has 15% armor penalty. The best pig leather can be looted from Fatso. To get to him, you need to visit Rathound King and then return to Camp Hathor and buy jetsky from Tappy. You can craft your first weaker set of leather armor before you get good super steel plates, I think q60+ pig leather plus q100+ super steel should be enough for a comfortable midgame.

Conditioning and Stoicism provide 14% mechanical damage reduction at 100% health and 38% reduction at 4%. Stoicism, morphine and Aegis also decrease all kinds of damage, including damage from Psionic Mania. Damage of morhine debilitation is reduced by mechanical damage reduction. Try to get Aegis blueprint early. Fixer sells it after Core City questline, and aslo it sometimes spawns as loot and in merchant inventories.

Lifting Belt, (Infused) Ancient Rathound Tabis, and Canned Meat provide another 15% mech damage reduction.

Beyond Cold is reasonably strong defensive feat which you can activate manually by ending your turn in cryogas. It gives 3 turns of +15% of mechanical damage reduction and a minor bonus to damage and resolve. I got it at level 20, but you can get it way earlier, I would say it's very possible at level 12 if you craft armor set with decent fire resist and good low/low shield (50+ low shielding) for a bossfight, optionally add insulated padding to your armor for a little bit of cold damage treshhold. Get an Exothermic Aura and jackhammer from Foundry to climb the tower. Dealing with ice at the last floor with just jackhammer is rather annoying, so I recommend crafting a pyrokinetic psiband, so pyrokinesis + magnesium grenade combo will destroy a few tiles of ice at once. It's impossible target ice tiles themselves, so pyrokinetic stream won't work on them. Bring a lot of batteries, recharge your shield often, spam mollies, have your exothermic aura always on cooldown and you should be good.


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Tips
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Always try to throw a cryogas grenade somewhere near your position before starting combat, so you can activate Freezing Memories buff when you need it.

Enemies under the effects of Chilled and Hypothermia can be randomly freezed when they end their turn in cryogas, use it to your advantage.

NPCs try to disarm gas grenades out of combat, so they can be used gather groups for a Cryokinetic Orb cast. Enemies will stand in cryogas much more willingly than in fire and toxic gas.

Non-critical Cryokinesis is not very strong, but it has almost a sniper range, so keep your distance, try to stay in the shadow to maximise the chance to evade shots.

Throw Cryokinetic Orbs when you have Premeditation and/or Psionic Mania available.

Manage your shield capacity, disable it when breaking line of sight and when you use a lot of defensive buffs. Use Exothermic Aura for area denial.

Sometimes it's better to activate Evasive Maneuvers than to break line of sight, as it might keep enemies from closing the distance. The further they are from you, the less their chance to hit is.

When enemies manage to get close, exploit AI by using freezed and stunned enemies as cover to prevent others from using bursts and grenades, intimidate them with Yell to decrease their hit chance and damage.

Morphine can increase damage reduction up to a maximum of 90%. If you need to use morphine at low health, remember to activate Last Stand before morhine effects expires.

Some enemies in leather armor are immune to freezing.

Be aware of Warmed Up buff, which negates Chilled, Frozen and Hypothermia, and reduces all cold damage on top of that.


---------------------------------------
Things to get early
---------------------------------------
1.Cryokinetic Orb mentor, Bullhead, Trance and Focus Stim blueprints in Core City.

2.Exothermic Aura mentor, Psi Reinvigorator and Jumping Bean bluerints in Foundry.

3.Boxing gloves to reduce chance to get critically hit, and Power Fist to increase carry capacity in a lab near Foundry.

4.Good quality pig leather and decent Super Steel Plates, aslo good quality Ancient Rathound Leather. You can farm leathers in caves near SGS and Camp Hathor.

5.Cryo-Shield mentor in Dolos Center. It can help before you start investing in dodge for Expedition.

6.Super Health Hypo Blueprint in Panacea Lab.

7.Access to Metaworm Gizzards in Messer's shop after the Beast quest.

8.Butcher's Knife to increase intimidation for Yell.

9.AKX to boost resolve.


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Specialization
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Yell, Premeditation cooldown, Last Stand duration and Psionic Mania cooldown, optionally Hypothermia max stacks, Psychosis critical chance and Expanded Psi Capacitance.


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Coretech, JKK or Praetorian Security?
---------------------------------------
All of them have their pros and cons for this build, however the only upside of JKK is easiest warehouse mission and therefore faster Core City quest completion, faster guaranteed Aegis and Plasma Beam. But instead of joining JKK, you can either cheese CT/PS warehouse mission or do Phreak questline instead. Coil spiders in his hideout are not going to be easy though. You can choose Coretech for more psionic components, guaranteed plasma grenade blueprint and their hacking utility. Praetorians have their neat grenades, which are useful agaisnt living ranged/melee users in general.




Currently I'm at level 21, already cleared Lurkers, Free Drones questline, Arena, Dude's quest. No stealth, all combat, no cheese (except for the Beast quest). 400+ HP, confidently tanking two 500+ mech damage crits in a row at full HP, with active shield and without aegis/morhpine.

Update1: Balor, first try, 30+ turns. It took 4 separate screenshots to capture an aftermath of a single instance of combat.





15
The Build (lvl20)

https://underrail.info/build/?FAMNAwwDAwhUbgAAHgAALiggGkJaQTdTAFUAAAAARMKDKCkwWBtOwpHDjiteLxrCngjDk-KjsALio7EC4r2OAd-_

Stats:
STR      3    -Carry less items, but more fat
DEX      13   -10 AP throwing knife
AGI      3    -Overrated
CON      12   -More health and damage resistance
PER      3    -No investment needed
WILL     3    -No investment needed
INT      8    -Higher quality craft

Essential feats (in order):
Trigger Happy
Paranoia
Power Management
Quick Tinkering
Pinning
Hypertoxicity
Escape Artist
Cooked Shot
Split Stare
Quick Pockets

Optional feats after level 16:
Conditioning
Pack Rathound
Remote Surgeon
Opportunist
Last Stand
Fatal Throw
Increased Constitution
Expert Throwing
Fast Metabolism

Specialization:
At least 2 levels in Quick Tinkering AP cost



Psi abilities:
EK Imprint
      -Cheap stun trap with short cooldown
TK Grounding
      -Big brother of throwing net
Disruptive Field   
      -Humiliates snipers
Force Field
      -Surpisingly effective control tool
Electrokinesis
      -Expensive but reliable stun
//Telekinetic Punch
      -Relatively cheap and weak finisher
OR
//Telekinetic Proxy
      -Light source for 10 AP



Gear:
Motion Tracking Googles
   -increases detection, provides NV for knife throws
Regenerative Nanocomposite Overcoat
   -massive defence against ARs and SMGs, can even tank 1-3 sniper shots in a single turn if shield is on.
Efficient High/High Fq Emitter
   -general defence
Amplified Low/Low Fq Emitter
-resists crossbows and melee better
*Amplifier quality must be below 50
Infused Ancient Rathound Tabi Boots
   -resist more mechanical damage
Balaclava, CH Leather Overcoat, Ninja Tabi and Cloaking Device

Weapons:
Knife Thrower's Gloves
Poisoned Throwing Knives
Acid Blob Pistol   
   -entangle groups of enemies with Cooked Shot.
Burrower Poison Bear Traps
   -applies 2 stacks of poison
Acid Blob Traps
   -bear trap, but deals more damage
Cryoliquid Blob Traps (mk.2 and mk.3)
   -bear trap, but incapacitates enemies



Sources of poisons before DLC:
Burrower Poison
-Traders in Junkyard and Hathor, any firearms merchant
Cave Ear Poison
-Farmable in SGS, you need to open the door in Quinton's lab. Opening the door without stealth will provoke him, but you can enter the lab freely.
Black Dragon Poison
-Farmable in Lower Caves
Crawler Poison
-Farmable in Upper Caves, often sold by Old Jonas, Ola, Becket, sometimes sold by any merchant that sells firearms, traders in Junkyard and Hathor.



Screenshots:
https://imgur.com/a/6LEoPYz



I just wanted to get my EK Imprint, made a couple stupid mistakes and accidentaly agro'd Lurker Base. Won that fight anyway.


TK Grounding held Balor for 3 turns after he somehow dodged my cryoliquid trap


Forgor to equip stealth items


Again failed stealth approach pretty much instantly, had to push through southwest room into northwest room to the safe corner between the doors


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