Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - A_Clever_Monocle

Pages: [1] 2 3
1
Suggestions / how make throwing knives better
« on: February 11, 2022, 08:18:55 pm »
if you think throwing knives do or don't need a buff comment below

2
General / List of viable uniques
« on: February 03, 2022, 12:23:00 am »
what uniques are viable late game with the new update

any unique weapons you have stuck with for a long time, any that you think could last you the whole game with the rebalancing

3
Suggestions / Old world parts kits to expand on refurbishing
« on: February 02, 2022, 01:26:15 am »
similar to how refurbishing works but simply provides a flat damage boost to the weapon it is used on (say 15% or so) or possibly to add an enhancement to one (maybe random)

possible locations
-depot A
-protectorate warehouse (core city)
-a certain military base that you reach through... unconventional means
-on the body of a certain eldritch entity
-as a reward for giving the redacted to one of several characters or in the area where you find the redacted
-from random events (that can only occur a limited number of times in a playthrough)

4
Suggestions / Gun Kata feat
« on: February 02, 2022, 01:15:29 am »
damage of the next attack increases for every movement point spent between attacks

passive and requires hit and run

5
Suggestions / Gun Fu Buff/Rework
« on: November 22, 2021, 04:29:28 am »
Gun fu is a meh feat not really worthy of the slot (unless you just want the bump so versatility scales just a little bit better), so I'm figured I would propose something a bit more fun than what is currently offered

6
Pistol frames

Cylinder- .44 only, tight damage spread base crit chance of 12% base crit damage of 115%, max range of 12 optimal 9, but limited to 6 round capacity and is incompatible with both extended mag and rapid reloader but can use scopes.

Sniper rifle frame.

Stinger- 5mm only, average damage spread 23 ap to fire, a lower range than other snipers, and a strength requirement of only 4, can be suppressed (obviously)

Spear molds

Glaive- wider damage range and a boost to sweep

needlepoint- higher critical damage and tighter damage spread but lower overall damage

Barbed- Bleed chance, higher ap cost

Sword molds

Short mold- lower ap cost, lower strength requirement, but larger damage spread, bonus to crit chance, turn machete into a short sword


Attachments

Green Laser- increases the precision of special attacks by x% (decided by quality)

Miniscope- scope for pistols and SMG's gives a small crit damage boost

Bayonet- allows for a special melee attack with the weapon ap cost of 15 (and is affected by dexterity), damage decided by the component, and incurs 125% dmg resist and threshold, barrel attachment.

Thermal Scope- weapon is no longer affected by darkness penalty for mammals, and humanoids, robots, and insectoids are still affected

Rail accelerator- barrel attachment that increases the maximum range of the weapon by 25%

7
Builds / Desparado Firearm pistol and knife build
« on: March 08, 2021, 11:23:41 am »
This build is looking at the bonuses to firearm pistols and throwing knives

Starting Stats

Strength: 5

Dexterity: 10

Constitution: 3

Perception: 6

Will: 3

Int:6

All stat points from leveling will go into dexterity for a few reasons

at 18 dex

throwing knives are 10 AP to use

A rapid 44 hammerer is 15 AP per shot BEFORE bullet time and gunslinger are applied (12 ap after gunslinger, all the way down to 6 with BT, point shot with jkk might even reach 1 AP with eel sandwich)
----------------------------------------------------------------------------------------------------------------------------------------------

equipment

Bullet Strap Belt (this build burns through mags and that extra 10 ap is almost 2 more shots during bullet time)

jkk tactful jacket (mainly for the point shot and crit bonuses but feel free to swap for something else endgame)

Rapid Smart .44 hammerer of the highest quality

A rapid extended 9mm falchion or neo luger of the highest quality (for large numbers of weaker enemies)

Seeker googles

Energy (not shock) Dagger

high-quality Tabi boots

Utility slots (you get three unless you take quick pockets) there is an A(Organic) and a B(robotic/ high resist) loadout

A1 Throwing Knife                                             B1 Shock Shuriken
A2 Flashbang                                                    B2 EMP grenade
A3 Taser                                                           B3 Net

---------------------------------------------------------------------------------------------------------------------------------------------------------------------

Skills to dump and when

Guns: Dump at 70 as you have met all feat prerequisites

Lockpicking can be dumped at around 85 ish points (if you get a certain lockpick) due to the fact you get obscene dexterity scaling (+110.5%) on your effective skills meaning you can yet around 185 effective skill (enough to open most locks in the game I think the highest mechanical lock is around 190 or 200 in expedition)

for this reason, melee is also your main attack stat, and you want to start throwing spare points into that around level 6 or so and you should aim to have it at 90 base skill when you take versatility at level 16

Metathermics 40 (because Crystatis and Cryokenetic orb both trigger opportunist)

its good to have throwing high (if not maxed) but you can likely afford to dump when it reaches 80-90 base skill


EDIT: Got my happy ass over to the character builder

Guns: 70 (210 OR 245 with versatility spec of 5)
Throwing 97 (212)
Melee: 160 (350)

Dodge:0
Evasion:0

Stealth: 160 (200)
Hacking: 0
Lockpicking: 85 (186+ 15 if you can get a certain something from a certain someone)
Pickpocketing: 0
Traps: 0

Mechanics: 129 (150)
Electronics: 129 (150)
Chemestry: 38 (50)
Biology: 60 (75)
Tailoring 69 (80) Its worth it just for the ability to scrap clothes in order to make nets

dump all psi except for

Metathermics 40 (cryo orb) this ability is iffy to be honest but I think the ability to mass slow for opportunist proc is worth it

temporal Manipulation: 129 (120)

Persuade: 0 (65) (a total of +30 from jkk jacket and tattoo, 34 from mercantile)
intimidate: 0
Mercantile: 103 (120)


----------------------------------------------------------------------------------------------------------------------------------------------


now for feats

L1: Gunslinger/hit and run

L2: Opportunist

L4: Point Shot

L6: Steadfast Aim

L8: Rapid Fire

L10: Fatal Throw (3 spec AP bonus)

L12: Execute (2 Spec CD)

L14: Bullet Time (5 Spec)

L16: Versatility (way better than guns with 6 perception, specialty dump for any leftover points)

L18: Ambush (this and bullet time together are grounds for a massacre)

L20: Expose Weakness (for those tough nuts, also makes throwing knife kills more doable)

L22: Remote Surgeon (greatly improves chances of killing with fatal throw, ok spec choice)

L24: Psyco Temporal Accelleration

L26: Improved Dexterity  (a MUST)

L28: Player Choice

L30: Player Choice

--------------------------------------------------------------------------------------------------------------------------------------------

How this build fights

Open with a flashbang (or emp for bots), bullet time and any ability that boosts your AP

use execute on either the nearest enemy or the most durable one

If that does not kill said, enemy use rapid-fire, and if that does not kill the target start praying (or reload save and switch to AP rounds)

Point shot

use LTI and Point shot again

Be sure to use a knife on anything low heath (under 25% for the fatal throw crit, remote surgeon makes this more reliable)

Fire and reload until out of AP

round 2

Rapid fire and point shot should be up again So use those

Very rarely is anything alive at this point

--------------------------------------------------------------------------------------------------------------------------------------------

for large scale fights use bullet time do everything the same except instead of using execute you should throw a flare and absolutely massacre using ambush

save execute for when an enemy gets too close for comfort


-------------------------------------------------------------------------------------------------------------------------------------------

for bosses and super high res enemies open with a stun, expose weakness, and then execute with ap in the gun (very few things can survive) expose weakness can open up even the toughest opponents like a can of spagettios


-------------------------------------------------------------------------------------------------------------------------------------------

Feats I would not recommend

Aimed shot (its a wasted feat, rapid-fire is just better)

Gun Fu- poor return on investment, melee range should either be execute or your knife



Post your suggestions and opinions below

8
Builds / question on gun fu
« on: March 03, 2021, 08:47:23 am »
What does unmodified mean, is it referring to your base melee skill, or your melee skill after dexterity scaling

if it is the former I doubt it is worth a feat given the harsh conditions to activate, if it is the later however It might be one of the strongest feats in the game, either way, it is a must-have for versatility builds that use the dex/melee for their damage

the real question is whether or not it is worth the specialization points

9
Introduce a new item into the game, darts, they work the same as throwing knives and are affected by the same perks

the darts/ syringes can be filled with either chemicals or explosives

TnT (mk 1 and 2)

hexogen (mk 3, 4, and 5)

liquid nitrogen (mk1 and 2)

acid (mk1 and 2)

corrosive acid (mk 3, 4, and 5)

gasoline (fire mk1 and 2)

Napalm (fire Mk 3, 4, and 5)

midazolam (tranquilizer darts baby) MK1 and 2

and lastly magnisum which functions like a mini flashbang that only effects one target

darts would require a dart casing, pressure trigger, and 1- 2 chemical components in order to craft. darts are crafted in batches of 15 and they have a base mechanical damage of 15 that scales with throwing, elemental damage is purely derived from chemicals used)

10
General / are silenced pistols useless
« on: March 02, 2021, 05:54:12 am »
Smgs have burst capabilities, crossbows have alpha damage and special bolts and pistols have ???, how have you made suppressed pistols viable or are they forever stuck in the novel but useless category like so many other things In  underrail

11
Suggestions / I tried shock shuriken's I want MORE
« on: March 02, 2021, 01:25:03 am »

Plasma Stars- Same Idea as shock shurikens but with the plasma emitter

Rocket Darts- these darts contain an explosive charge that detonates on impact causing a razor-sharp sabot to pierce armor it directly bypasses 60% of the mechanical damage thresholds and resistances of the target and can contain an optional secondary charge that explodes underneath the armor, craft requires 1 or 2 explosives, the tiers work the same as grenades, and they do not have bonus damage that passes through armor like throwing knives do UNLESS you have a remote surgeon.   

Boomerang- a craftable throwing knife that is reusable and has a 1 turn cooldown, base ap cost of 23, and a crit damage multiplier of 175%, better damage than throwing knives, you can add energy edge emitters or electroshock generators to them if they have electroshock generator attached they gain a flat 45% chance to stun, same rules for crafting edged melee weapons apply to these









12
Suggestions / Pistol frames/components suggestions
« on: March 01, 2021, 07:52:58 am »
Pistol frame whisper lower damage range moderate damage variability comes in  9mm only the frame is integrally suppressed and the damage is reduced accordingly

Pistol frame BullWhip a pistol frame for .44 exclusively it has a high critical chance 12% and critical damage 110%, as well as tight damage, spread 5 shot magazine improved to 6 or 7 with a high-capacity magazine, however, this pistol requires more ap to reload than other pistols (20-25) and has a str requirement of 5


Compson Defender- unique pistol, single shot, chambered in 12.7mm (a reference to the Tompson center contender)  STR requirement of 6 or 7

Agrippa Dino - unique 5 shot revolver (a reference to the chippa rhino)

custom grips- improves critical damage (quality scaled component)

laser grip- improves critical chance by 6% (incompatible with above component)

green laser- improves the precision of point shot by 25%


13
Builds / Totally not Jhon wick (WIP) a build for the new update
« on: February 28, 2021, 06:50:40 am »
this build focuses on firearm pistols, throwing knives, and a knife or fist weapon as well as temporal manipulation

get in close and use point shot, limited temporal increment, and point shot again to dole out some pretty devastating damage after the gun-fu bonus gets factored in, finishing off any target that has low health with throwing knives

shock shurikens sometimes work and sometimes don't, fantastic damage into the midgame, great against robots if you are getting crits and lots of stuns if you just start throwing en mass with split spare.

A smart 44 hammerer with a laser is the go-to pistol along with the jkk jacket (no tailoring here folks because that point shot bonus is the whole focal point of this build) and the new knife throwers gloves (until you hit the cap, and just take another pistol)

early game I recommend a 9mm neo luger and the W&S revolver that Wyatt drops or the new throwing knife gloves if you can find them


expose weakness is kind of a must for this build in my opinion it gets rid of (or at least mitigates) the main drawback that pistols and throwing knives



best belt is a toss-up between bullet strap and utility belts


Skll caps

Guns 70
temporal manipulation 60 (feats) or 70 (if you want stasis)

take the other skills as high as you want them. Remember that throwing and melee are going to be your main damage skills the reason we are going with melee over guns is due to gun-fu(bonus melee scaling for pistols) and versatility because this is a dex build (and guns scale with perception) between these two feats you should have a VERY high effective firearms skill in melee range


Stats to start

Strength 4
Dexterity 10
Agility 7
Constitution 3
Perception 7
will 3
intelligence 6

Feats
hit and run
gunslinger


L2
Aimed shot

L4
Strength
Steadfast aim

L6
point shot (synergizes very well with the gun-fu later on)
start dumping any extra points into melee skill about now

L8
Dexterity
Fatal throw (specialization candidate for bonus ap)

L10
remote surgeon (just dump everything you need into bio here and now)

L12
Dexterity
gun-fu (maybe specialize)

Stop leveling the guns skill entirely (gun-fu will mitigate the damage loss for some time) and pump points into melee and throwing

L14
psyco-temporal contraction (a little extra ap never hurt)

L16
Dexterity
Split spare

L18
Versatility (throw any extra specialization points here if you have them)


L20
Dexterity
Expose weakness (this will help with any of the tougher to crack enemies)

L22
bullet time

L24
Dexterity
 
from this point on all feats are player choice I do recommend picking up any special attacks or feats for pistols or a melee weapon of your choice

lightning punches, kneecap shot, rapid-fire and split spare.


feats I do not recommend would be the executioner (unless you plan to take opportunist) due to the long cooldown and the higher action point cost per shot

ambush looks good on paper but throwing knives do not proc it at all

sharpshooter requires far too much investment, same for scrutinous


14
General / Aram ambush locations and conditioned
« on: December 14, 2019, 06:33:59 pm »
So I got the acorn and am waiting for azif to come to me for a charitable armor and weapon donation.

I know that he will attack in an uncontrolled zone.

Looking online it seems to either happen at rail crossing or in the basement of your house.

Has anyone encountered him elsewhere if so where

And more importantly does he show up before you have sold the acorn to someone or is it only after you have made a deal with someone else.

I intend for this to be a thread that helps to an aswer everyones questions about him so please only provide information rather then asking questions or speculating

Also if anyonre can post acorn sale prices and buyers i can organoze the info along with ambush locations in another post.

15
General / Fold m7 is there a use for this item?
« on: December 11, 2019, 08:33:27 pm »
It says it cant be sold and I have yet to find a use myself besides just collecting them

Pages: [1] 2 3