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Messages - PaposikG6

Pages: [1] 2 3 ... 14
1
General / Re: do CACS work with bare fists?
« on: March 30, 2023, 08:12:33 am »
No, also stun doesn't work on dreadnoughts

2
Builds / Re: Plaguemarine(Tank with dot damage)
« on: March 29, 2023, 05:29:02 pm »
Are we going to use heavy metal armor with regen ? With what about the booking penalty?
If you worry about booking penalty you should visit library

3
Bugs / Mordre Ambush Feat
« on: March 17, 2023, 11:35:55 am »
According to the game files, Mordre has Ambush feat, however it appears to be bugged for him.

Video:
https://drive.google.com/file/d/1H0iic87BExp3K8flE6sIzEgjH1ywbZwh/view?usp=share_link

4
Bugs / Octavia merchandise check
« on: February 28, 2023, 10:21:00 pm »
Chemistry 100 hidden check for the merchandise only appears after you accept XAL quest from Georgis, rather than unlocked immediately after getting access to the stor like with other tchortist investigation branch leaders.

5
Builds / Re: New Player: Help with Ninja Melee build?
« on: February 26, 2023, 10:52:47 pm »
Your idea for a build is very general, you might want to make it more specific. Also your second post seems at times conflicting with what you wrote first. You either fight in melee or you don't at all.

Versatility is in fact - not very versatile. It basically is only useful if you use light firearms like SMGs and pistols to put points into DEX rather than PER and to a lesser degree certain semi-obscure experimental builds.

You can take enemies from stealth with basically any weapon as long as it is not too loud but in most areas you are off to fight a battle against many opponents with no chance for stealth.

>I'm also not that interested in psionics featuring heavily
TM is basically a win more button. There isn't really any tactics with it, it just gives more AP and an ability to be immune to everything for a while. It's the least psionic psi class.

Here are some relatively noob friendly example builds i can suggest:

Knifer + throwing: https://underrail.info/build/?HgMQCAUDBQYAPADCoMKgwqBQAAAAABkAAAoAAAAAAAAAADkxJhYSEwY8S1xRAE5BwrNC4p2NBeKfhAHip74G4qi7A9-_

Spear + throwing: https://underrail.info/build/?HhAHBgYDAwUAwqAAwqAoAGQAAAAAAAAAAAAAAAAAAAAAOSYkFsKUBsKsEjxLwpVODT7CtuKfhAHis6ID4rOkA-K3iAXit4kC378

As a general rule, feel free to slap as much stealth/throwing as you want if you can afford to invest the skill points. They are basically support skills, not really meant as a main focus of a character.

6
Builds / Re: New Player: is my goofy roleplay build salvageable?
« on: February 26, 2023, 06:18:35 pm »
The dodge is here only so you can pick Escape Artist later. It can be useful when you inevitably shoot yourself on accident with cooked shot aoe and get stuck in an acid entanglement and is also useful against any net throwing enemies late in the game. You can grab evasion later in the game once you got some spare skill points.

Versatility uses up lots of skill points, however with 7 INT you should still have enough skill points later on. With Versatility and max Dexterity(18 with increased dexterity feat) and max Melee skill you reach 210 effective guns skill (280 effective if you fully specc it later). For comparison, to reach 210 effective guns you'd need 8 perception, costing you some points for dex and to reach 280 you'd need 13 perception. In the long run, it is more effective to invest in DEX and versatility to both shoot more times and harder.

Side note: You can later grab Dirty Kick feat which scales with melee and makes a good combo with Execute ability which requires target to be stunned.

7
Builds / Re: New Player: is my goofy roleplay build salvageable?
« on: February 26, 2023, 08:18:12 am »
The build is bad, like real bad. Your stat allocation makes no sense.
You can't really tank anything with 4 CON and 9 INT is way too high, you only need 7 INT to unlock special chemical pistol feat, and your dexterity is just terrible.
You can probably brute-force your way through the Depot by sneaking around most of the enemies rather than fighting them and cheesing the ones you have to fight but i'd suggest you to make another character.

Here is an example chemical pistol setup:
https://underrail.info/build/?CAUMBgMGAwcyHgAAHgAoIxkeABQeKB4UAAAAAAAAFAE5JCbCkVbfvw
High dexterity is essential and you really want to put any stat point you have when levelling up into DEX so your attacks cost less AP. You level up guns until 70 base to unlock execute, then around level 14 you can grab versatility and put skill points into melee. The way versatility works, you can put points into melee (which scales with DEX) and then it will be later converted into points in guns (which would normally scale with PER) if it's higher, so you can lower AP cost of your attacks and level up your guns skill at the same time. With high Perception and on lower levels, versatility doesn't really do anything.
You can make incendiary/cryo chemical pistols to deal with the mutants but the parts are rare to come by before depot a, mostly it can be found randomly sold by gort, colton and blaine.
Cooked Shot feat is also very important for chempistols because it gives you AoE.

In regards to Traps skill, it's useful but if you don't mind dying a lot then you can simply memorize where the mines are and don't step on them or use Detection goggles to find them.

8
Builds / Re: help with unique 44 mag build for dom
« on: February 25, 2023, 07:42:15 pm »
https://underrail.info/build/?HgUQBwMHAwVGOgDCoB7CoDJRMi0AMsKCDyhkAAAANwAAAAEXKxlZHls6wofDksKjw5FOJhHCsw0x4rWuCuK9hAXfvw
love it. What were the minor adjustments? Also I am adding persuasion so my gun isn't the one doing all the talking, and wanted to ask. Is 80 effective enough to reach all the checks (with modifiers from items)? Thanks in advance.
One of the changes i had in my build was that i actually didn't use psi at all, so my build was a bit weaker but it wasn't very noticeable and I was still able to kill basically everyone anyway, including Faceless Commander and Four Naga Protectors. I also had a bit of both mercantile and persuasion but i removed it in this sample build so you could make choice for yourself. Also i had higher mechanics because i used crafted guns.

In regards to persuasion, if you join JKK and got the jkk tattoo from Booth, you can gain +30 persuasion with no investment.
Highest persuasion checks are: 110 effective (including item bonuses) to skip one fight in Deep Caverns at the end of the game.
105 effective (including item bonuses) to convince Captain Grim if you join the pirates to let you do all raids alone.
80 effective persuasion alone should let you pass almost all checks there are, at least the important ones. With 80 effective persuasion, crafted heartbreaker boots (+10), jkk suit (+15) and jon's special food (+5) you will practically be able to pass everything. There is also white dude foodstuff which can be bought from Drag and Drop bar in the waterways which gives temporary +15 persuasion so if you truly want to min-max, you can go as low as 70 effective without modifier items.

9
You usually can afford some points in lockpick. The issue is when you go overboard with it as most high level lockpick checks just contain randomly generated loot.  Lockpick is useful enough until the end of Depot A and for opening vents.

10
Evasion and Dodge are all or nothing skills, unless of course you only want them for feats like escape artist.

Title: Lockpick is quite bad but if you are a low strength character you should have 60 effective to be able to open vents in the game.

11
Builds / Re: Absolute beginner looking for help with Tank/Pyro build
« on: February 24, 2023, 08:21:31 pm »
Assault Rifle Tank is a very basic and quite easy build for beginners. You can use 8.6 caliber to gain access to incendiary ammo and use magnesium/napalm grenades to set stuff on fire.

Here's a simple AR tincan build:
https://underrail.info/build/?HgkGAwoJAwbCoG4AAAAAKEsyAAB4eDIjeAAAAAAAAFAIYjsWFSZKVUljHwLCtcKk4qGHBOKnqgPip7QI378
You are almost immobile but you will have lots of health and be able to tank most normal attacks. Preferable gear is metal armor, metal boots, metal helmet with shaded glasses and assault rifle Hornet model 8.6 caliber with rapid reloader and muzzle brake upgrades. Assault Rifles use up lots of ammo so be prepared to make lots of it.
Combat strategy should be simple: you use burst attacks on enemies and watch them die and throw a grenade from time to time if they are too far away.
Feats more or less in order, you can also add later two more feats of your choice. If you feel like it, you can add some skill points into pickpocket (to steal ammo from people) or persuasion.


Level 1: https://underrail.info/build/?AQgGAwkGAwUPDwAAAAAADw8AAA8ADw8PAAAAAAAAAAhi378
start by adding two points into perception when you level up to unlock concentrated fire feat, then one point into strength to be able to wear tungsten metal armor, then one point into consitution to unlock thick skull, then one point into perception and last one into whatever (intelligence or dexterity if you want three-pointer feat). You can dump intelligence completely if you want but i'd suggest against it for the first game since it will make crafting early game harder.

12
Builds / Re: help with psionics sword build
« on: February 23, 2023, 06:58:50 am »
You can try knives with both temporal manipulation and thought control. The issue is that thought control requires quite a bit of investment in both the skill and Will stat to make it work unlike temporal manipulation where with 3 Will and 70 points you have basically everything you need. Swords require a bit of strength to even use them so they use up a bit more base stat investment unlike with knives which can dump strength completely and focus on dexterity.

Here's some basic outline for a TC TM knifer i scrambled quickly: https://underrail.info/build/?HgMOBwMDCgYAAADCoCgAAAAAAAAZAAAKAMKgAABGAAAAOTErLAASEwYqIUvChzxcZcKzQuKdjQXin4QB4qe-Cd-_

If you are interested more in swords, check Siphonerman build by harperfan.

13
Builds / Re: help with psionics sword build
« on: February 22, 2023, 08:17:46 am »
Weapons are the only source of damage you'll ever need.
Psi usually serves as support and crowd control for hybrids. You can take temporal manipulation with swords and it works pretty good (like with everything) since this psi class is filled with support skills.
If you want to try thought control, it is better paired with knives.

14
General / Re: Phreak's quest can fail for seemingly no reason
« on: February 21, 2023, 02:52:42 pm »
You can do Phreak's quests before meeting with the oligarch but he disappears after you meet with them (Simmons/Edstrom/Knight). If you wait for a while and look around in Core City, you'll learn why. Anyway, doing all of Phreak's quests and only then talking to the oligarch boss is safe.

15
Builds / Re: help with unique 44 mag build for dom
« on: February 18, 2023, 08:29:49 am »
For one, your build doesn't even work because hit and run requires 7 agility and sharpshooter 10 perception. Also, if you want to use magnum unique pistol instead of crafting, then 7 int is useless since you can't get bonus from gun nut feat, it's better to stay at 5 int. Also premeditation is useless for TM if you don't use stasis since contraction has no ap cost (and it's going to be probably the only skill you'll end up using in 95% of cases)

recklesness spec is bad, don't take it, you're better with bullet time or versatility
expertise is very bad don't take it ever with pistols
Instead of aiming for base skill values, use Underrail Builder https://underrail.info/build/ to check how your build would work ingame. 80 base lockpick with 18 dex would for example be effective of over 160 which is colossal overkill, the highest lockpick checks are 130 and those only open boxes with random loot in DC, it's probably the best to stop at around 100 effective (counting huxkey/jkk suit bonus).

Here's a Versatility Pistol build that i made that you can check to have a better general idea:
https://underrail.info/build/?HgUQBwMHAwVGOgDCoB7CoDJRMi0AMsKCDyhkAAAANwAAAAEXKxlZHls6wofDksKjw5FOJhHCsw0x4rWuCuK9hAXfvw
5 str for steadfast aim, 7 per for kneecap shot, 7 agi for hit and run and 5 int for versatility, rest in dex.
45 biology for focus stims, 127 throwing to reach the accuracy cap on throwing grenades, 140 electronics for crafting high-tier energy shields and for one useful check in DC (can be lower if you want).
Evasion is optional dump stat if you have enough points late in the game
Feats mostly in order, aimed shot and gunslinger as first feats obligatory.
Execute is good but it also takes few feat slots. Combine it with taser or dirty kick to one-shot most stunnable enemies

With some minor adjustments i used this build myself on DOMINATING so it definitely works, even without psi.

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