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Topics - goodboyblue

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Builds / Chimera DMR Build?
« on: August 30, 2020, 02:11:59 am »
Is it possible to make a decent assault rifle- designated marksman build? Figured I would get as many crit perks as I can and the goggles. Figured I would get
rapid reloader and the +35% crit damage, I should hit high crit chance with the rathound leather armor and goggles with scrutinous and recklessness.

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Question for the old timers like TheAverageGortsby and such:

Has anyone made a build hyper focused on making Neural Overload hit hard? I figured with the cerebral trauma, psi headband module, spec and hoddurform you might be
able to make a Mindflayer build. Just curious if anyone has tried it. I would try to get will to 18 to max damage.

With the Cerebral trauma perk plus specialization it would equal + 40% dmg, with the headband module at max quality would be + 56% dmg, and hoddurform plus 25% dmg,

So a total of +121% damage. And with Hoddurform, your attacks leave a DoT that deals 66% of a Neural Overload hit as acid damage.

Figure with a psionic mania + LOC neural overload, you crit hard and leave all the enemies close to death or dead with a strong DoT.

What do you all think?

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I have 900 hours in this game, and I have never played a stealth rogue. I figure I'll use Black Dragon and make infused rathound leather armor for the crit chance, with the pirate sword for ripostes when faced by melee enemies. I'm also going to use traps and Brutality + Deaths Grin for some CC. I am also going for evasion with 10 Agility. I heard that evasion in general is worthless in DOMINATING(Never used it in my playthroughs since I heard that, but don't know if its true.)  Heres the build:

http://underrail.info.tm/build/?HgUPCgMDBQUAawDCoCjCoDI3GR4yaGg7Q2UAAAAAAEtdOTEWEsKZEwbCjlwkS8KNwow-woHCszDinY0D4qe-CuKyiQLfvw

What do you think?

I am aware this will be a tough playthrough, I have found melee to suck generally in DOMINATING. I plan to abuse the hell out of restealthing via flashbangs, smoke bomb, etc. I am kinda worried about getting access to Black Dragon before late the twenties. Are throwing knifes still worthless? I considered them since I'm using such high DEX.

Also, will the next patch break my game if it gets updated while I'm in the middle of the play through?

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http://underrail.info.tm/build/?HgcDAw0ECgbCoDgAAAAAFAAUAAB4eDJzccKgLcKgNwAAVisIVSxfYh8uFSplZiFzwrLChEnCh-KitQLiqaIG4quGBeKsgwLfvw

So I have played around 800 hours of Underrail since 2017. I have tried every type of build under the books and with the recent outbreak I decided I was gonna brain storm and think of the most unkillable, rampaging build I could make. If someone else has posted something like this before, then I apologize for coming up with this. Just means you and I both agreed on how good this is haha. This was my best run ever.

So one thing I have noticed with this game is that there are 3 things you really need to focus on: Survivability, Damage and Crowd Control. Usually you focus on 1 or 2 of these focuses and are kinda up to the RNG gods as far as some situations. I wanted to win every situation, regardless of the enemy or if I didnt get an initiative roll or if my flashbang didn't incapacitate all the enemies, etc.

With this build, I focused on having a strong survivability and then looked at what were my damage options after selecting key stats and feats that would allow me to tank even enemies like Carnifex.

Stats

I chose 7 Strength for the Full Auto feat. I was going to make my assault rifle my physical weapon, and it needs minimal
feats to be effective when bursting. I bumped perception by 1 to make my skill not dip into the negative.

The absurd 15 Constitution is to enable you to tank.

10 Will and 6 Intelligence is all you need to become a hard hitting caster. With a Psi beetle vest and a headband, you are golden

Skills

Max out guns, bring throwing to 56 to get 50 skill to not have complete potato throws.

Stealth and lockpicking are just twenty, I use a rathound BBQ and a crowbar to get threw vents just fine. Use stealth gear and cloak device and you can sneak fine when you need to(pretty much just for quests, you don't need to hide from shit with this build).

I bumped my crafting skills to make the best gear. Same with mercantile to 86 to get effective 100 for that gucci shit. Go with Coretech for their Electronics.

For Psionics, Max TC and MT. Psychokinesis doesn't have many good abilities above 45 after the Electro Imprint ability IMO unless you are speccing high and with a high Strength stat. Even with a low skill of 45, with your 10 Will and gear PK will do fine when you need it like electroing a robot or needing a guaranteed stun.

Gear

Get a Kevlar Psionic Regenerative Overcoat with the Psi beetle Carapace. 90-95ish is fine enough for the carapace.

Juggernaut can't be utilitized early on as you need a super steel sheet with the Psi beetle carapace to get 50% encumbrance.

Try to roll a high super steel plate, I got lucky and got a 160 quality on my 4th try. Once you make this, the game changes
as far as survivability.  Combined with the feats and regen vest, you are almost impossible to kill.

I used 7.62mm Hornet Assault rifles with a rapid reloader and +2 shot barrel the whole game. With this, it costs 27 AP to burst, and shoots 9 bullets.

Early on its a little inaccurate with the low perception, but it catches up later on. Also, with so many ways to stun or CC, getting a fat burst on an enemy is pretty easy. Use nets early on too, it will let you kill hard enemies early on as you stun, net and burst for a couple turns.

Use the spirit staff once you get it in the expansion in your other slot when casting. No need to explain why.

I used a psionic headband that maxed psionic critical damage and crit chance, with the generic mod that increases all psionic skills. Use a detection goggles when you really need it, but imo I never did cause I could carpet bomb areas with nades, cryo kinetic orb and pyrokineses.

For boots, use Pig or Bison Infused Striders.

Get a Double Low Frequency Efficient Shield. The one I made for in game I got the components from Coretech and Constantine. They were 155 quality.

Craft Plasma Nades ASAP.

Use a laser pistol or Acid pistol you find to fight the bladelings with Toxic gas nades. I kept a laser pistol as a side arm for the first third of the game for stuff that didn't like bullets when I couldn't Psi nuke em.

Taser + Burst fire works awesome in close quarters.

I used the gun belt, and usually carried flashbangs, plasma nades and my taser incase something jumped me.

Feats

Conditioning/Stoicism/Juggernaut/Last Stand/Body Building/Increased Constitution allow you to sponge a TON of damage.
I took maxed the Stoicism specialization and put 6 points in Juggernaut to get 12% more health.

Last Stand combos well with Burst and with all of your Psi abilties. With Stoicism and its feats, you have an insane amount of resistance. I tanked a snipers Aimed shot when I was murdering Aegis with no shield and at 20% health.

Hemopsychosis is excellent with this build. I didn't take Spec points in it because I used it more as a way to get Psycho contraction at the beginning of the fight to not wipe my psi pool or when I ran out of psi and couldn't use a booster. When you are able to burst with your AR when you are out of PSI, I didn't find myself using it ALL the time. It was however another great versatile tool I could use in a pinch.

The rest of my feats focus on generic Psi enhancing abilties, with Pyromaniac being an exception as setting enemies on fire is super useful for CC, espec when used along with Locus of Control. You can swap out Thermodynamicity if you want to focus more on damage with one of the survival feats like stoicism.

Thick Skull wasn't needed since I had Locust of Control. Pop it when you are surrounded and throw a flashbang. Then Rip N' Tear

Combat

You are going to find you have a ton of options in combat, and will be extremely hard to kill. You can open with premed+Mania+cryo orb +pyrokineses to kill most groups, or use contraction while under hemo to burst 2-3 times the first round and then use your psi abilities next round.

 I can't explain everything you can do as you will find all kinds of ways to combo or deal with enemies. Make sure to use Entropic Recurrence on tough enemies after you crit nuke them to get a 4 turn DoT that will deal 100-200+ damage per turn.

Use Temporal Increment all the time and you will be having your cool downs ready asap in fights, especially since the premed and psionic mania spec points are used to bring them down by one turn.

Try to horde 7.62 casings the whole game to make a shit load of AP rounds at the end. It makes your Hornet way more effective. I was rolling with 1500 AP rounds by the time I was in Deep Caverns.



Anyways, really chill playthrough. Deep Caverns was easy, as was the expansion. Use drugs when you need them. Focus stim and trance will make you super deadly. My death count was wayyy lower than from my other playthroughs with glass cannons like sword, SMG, and Energy pistols.

One thing I think is hard to figure out in this game is when to know that you don't need as much damage as you think in your build, and to focus on Survivability and Crowd Control.

Maxing out Perception or Will isn't needed when you know the game well, and know when to use certain Psi or abilties. Having an 70% crit is nice to look at in the panel, but if you can't lock down groups or take a sniper shot, you are gonna reload alot lol. Anyways, thanks for reading and try this if you want easy mode on Dominating.
 

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Going to a nerd party, and its video game characters themed. Quite a few of my buddies play underrail, and two are gonna go for the Coretech and Praetorian armor. I am gonna be JKK.

What items are supposed to be hidden in the JKK Tactful Jacket? Are there any tactical gear inspirations or concept art?
I love this game, and I want to make my costume for my favorite Core City faction pretty cool.

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Builds / Reglade's Cave Wizard Console Cowboy(DOMINATING)
« on: November 21, 2019, 11:28:45 pm »
So the new update brought in the new faction armor, and definitely my favorite is the new JKK armor. It essentially allows you free specialization points for Point Shot, a ability not used very often. In addition, it is one of the few armors that provide bonus's to initiative(combos with gunslinger feat), and crit chance. The Lockpicking and Persuasion bonus is always useful as well.

So I decided to build a character around it, and max my gun slinging capabilities.

http://underrail.info.tm/build/?HgUHAwMMCgbCoCkAAAAAwqAZGQAnwoLCgjwyAMKgwqAAMg8ASysBJhdZHls6KiFLwoczETHCtSfCpOKeuwLipI4F4qe-CN-_

I always play on the hardest difficulties in video games, and Underrails dominating is one of my favorites. I never played a pistol character before, and realized that I needed to be relatively close
in order to hit my enemies with Execute, Aimed Shot, Kneecap Shot, Point Shot and Rapid Fire. I decided to forgo Agility and Constitution, and bring Will to 10 and Int to 6 to get Locus of Control and Premeditation to maximize my incapacitate capability so that I can use my special pistol abilities as often as possible. Also, with Temporal Manipulation leveled up to 50, I have ample amounts of movement points and I am able to lower my cool downs for my pistol abilities. Its fun using it to get Rapid Fire a turn early, or use Point Shot twice in one turn.   

Endgame I used a .44 Hammerer with a rapid reloader and laser sight and a Plasma Pistol with the Amplifier and Smart module. With these configurations, I use the Hammerer to accurately burst with Rapid fire(as well as pick off more distant enemies, seriously the laser sight makes a big difference), and use the Plasma pistol for beefy enemies with Aimed shot or Execute. I destroyed Carnifex in two turns with this configuration at level 15. I also crafted a Rapid Spearhead Commando sniper rifle for engagements where I needed extra range and killing power(Savage cave with the million Wyrms come to mind).

Your number one priority in the early game is to get the W&S .44 off Wyatt at Depot A. The best way to kill him(he is REALLY REALLY hard to kill early game) is to level your traps to 50, and make the best frag mines you can and lure him out after mining his yard and throwing a nade to detonate them all.

 I used the W&S for most of the mid game, and the crit chance is out of this world, especially when you get to core city and get the JKK armor and Hardcore chips. It falls off later on due to the shitty bonus crit damage, but it jumps back up a bit when you start using specialization points with Sharpshooter and Critical power. Level both of those back and forth to maximize bonus crit damage. Once you get to Upper Underrail, use the Wasteland Hawk from the Lunatics from the entry level Institute of Tchort quest if you haven't been able to find a good Hammerer frame to craft.

I also use goggles with the plus crit chance, and whatever is the highest level Tabi boots I can find, with a Efficient High frequency shield. I also use the gunslinger belt, flash bangs, MK 4 nades and whatever else I need to use for the situation. The JKK goggles are also very helpful for persuasion checks, and for another way to incapacitate a group of humans in case your Locus of control and flash bangs/taser isn't enough. Nets are also good after a Locus of Control mass incapacitate on enemies that wont die after a burst or aimed shot(Carnifex, Eldran) and allows you to continually shoot them after you wake em up after the first shot.

I also dumped 50 points into Biology in order to make Focus stims. With those and Hardcore chips, you are going to be pushing into 60-70% crit chance. With my explosive .44 rounds and rapid fire, I kill almost anything biological. For robots or other high-mechanical armor enemies, the Plasma pistol wrecks them. 7k crits are often with the Plasma pistol.

This is one of the strongest builds I have ever used, and it almost makes dominating easy. I easily wiped out all the savages in the DLC, Aegis and have had no problem breezing through all the enemies in vanilla Underrail, including deep cavern. I decided to take packrat hound over Ambush, as I found I wanted more space for ammo, nades and powercells as I went into the Deep Caverns. Up to you, I felt it wasnt needed as my crit chance was already super high.

Psi allows so much utility with crowd control and cool down management/extra AP that the pistol abilities are really able to get setup easily, especially against ranged enemies.

I role played as mercenary kinda like Conrad Kellog from Fallout 4, or as the protagonists from my favorite movie, The Way of the Gun. Make sure to max persuasion at the character creation(the high will makes it really easy) so that you can get a .44 at the beginning of the game, it allows a super smooth early game in addition with the Psi abilities you learn.

If you have any questions feel free to ask! This was a very fun and refreshing play through. I genuinely felt like a gunslinger.   

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General / Aran and where to find him
« on: September 14, 2019, 12:21:16 am »
Hello,

I am trying to find Aran. I am level 13, and haven't started the expedition yet. The wiki says he is in the Core City slums, but I can't find him. Do I need to do certain quests in the Black Sea for him to appear or am I missing him? I was planning on finding him so I can murder him and get his gear. 

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General / Where to find Razor?
« on: August 09, 2019, 04:05:53 pm »
So I murdered all of Aegis, and I did my first mission with the Pirates. The Cap'n wants me to find Razor for a meeting...the only problem is I can't find him.
I've seriously looked all over the pirate base and "northeast" from what I think the pirate merchant told me where he was. I still have no idea where he is at.

I looked at the wiki and it doesn't have him on a page yet. Can someone tell me where I can find him so that I can continue my raids into the Underrail?

blue

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