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Topics - dddmemaybe

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Builds / Shitty fat-ass uses pistols as a club to finally hit anything
« on: August 26, 2023, 06:35:27 pm »
https://underrail.info/build/?HgoDBw8DAwVGfQDCoADCoAAAAAAAwpHCoHBqwpEAAAAAAABhDghVwqPDkTlQJBkfYCYRG8Kyc27inrsC4qGHBOKpognfvw

  • Strength 10-capped melee trying to (consistently) hit through enemies dodge skill  :'( <- PAIN
  • Targets evasion instead  :-\
  • Ignores 40% evasion  :P
  • Laser Sight  :o
  • Min-Maxed for Dex 3 even though it's a light weapon  :-* <- Ironic poop-eater build
  • Actually has sprint and hit-and-run with nimble  8) 8) 8) 8)
  • 100% versatility conversion due to Gun-Fu ;D
  • Is fatter than your mom and also is not not cringe  :o :o
  • Reaches nearly 1900 max hp at full level  :-* ahhh
  • Also didn't forget Super Slam in the back with the hp pool  :-[ :-[ :-[ Oooh mama mia

This is a build for the real ones who just wanted to equip a riot shield for once in all its glory. <- Memes we still don't do that. once we get super slam

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Builds / Easy mode build for new and young players
« on: January 08, 2022, 07:54:03 pm »
Here's an easy mode build that is made to make the game as painless and as simple as possible. (You're something of a hard-to-kill Swordmaster)

First off, your skills merely invest the same maxed amount to the same skills every level up, which makes it easy to level up (Parenthesis number is a boosted amount from any bonuses, other number is the raw points invested). Feats are just 1 per 2 levels, keep the list(second link below) available if possible? Don't think about the feats too much if you are new, these ones just work without any intent to make them work. Only 3 of them require input (show and move their icons to hotbarkeys with "f" on keyboard once taken), Sprint (move faster), Yell (enemy temporary weak all around you), and Decapitate (kill enemy). Everything else is non-input reliant; automatic benefits.

You get a Base Ability point at every 4th level up to level 24 (4,8,ect.), just put all of them into strength to get that super strength.

Level 1: https://underrail.info/build/?AQgGBwoDAwMAAAAPDw8PDw8PAAAAAAAAAAAAAAAPAFA5378  (Max the same stuff skills shown here every level up from here on and you're good.)

Max Level (look at the link below this here to see the feats to take, they are at the Bottom Left and in order; hacking, lock-picking and throwing being not as expected doesn't matter too much, if you ignore Throwing and max the ones from level 1 instead it's OK anyways.):

https://underrail.info/build/?Hg4GBwoDAwMANQDCoMKgwqDCoMKXdMKgAAAAAAAAAAAAAADCoABQOUQkYVVjGRPCjcKBS8KZwovCtnzCheKhuALiprgD4qiwCt-_

Pros (for experienced players to see):

  • Player is tanky regardless of armor type equipped (Dodge/Evade/Juggernaut/Healingboosts).
  • Mashing attack boosts damage and grants movement to keep mashing.
  • Our Healing boosts and HP boosts stack well with easy mode.
  • No crafting and low maintenance makes buying/selling/inventory very forgiving for new players.
  • Thick Skull means disabler enemies like Brain-Psi doesn't bring heavy troubles. Evasion also helps against nets/phys lockdown a bit.
  • Swords are cool and kill fast.
  • Sure Step + Bulky Melee + Fast Metabolism makes Junkyard's acid-based(no ground damage) mutants a cakewalk.

Final Note: if you don't know what the specializations are, you get them starting at level 16, roughly half-way to the level max you can reach. You just get 1 free point for those per level up, starting then. They are pretty simple.

3
General / How do Gunslinger and Bullet time ap reductions interact?
« on: September 22, 2021, 01:50:00 am »
All of the other ap -x reductions happen last after %reductions for ap weapons. But, at the same time Bullet Time is a buff state. Does anyone know if Bullet time lowers your weapon's ap costs before the flat reduction from Gunslinger, or After?

For example if your pistol after dexterity and RR and everything is 15 ap, if Bullet Time is calc'ed first(no spec points) it's: 15 x 0.7 = 10.5(11?) -3 gunslinger = 8 ap. But, if Gunslinger's -3 happens first, it's 15- 3 = 12 x 0.7 = 8.4 (9?), 9 ap? I don't have a high level pistol build on-hand to check myself.

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Suggestions / Clump of Traps update ideas.
« on: September 14, 2021, 07:06:07 pm »
I got 5 ideas.

Electrokinetic Imprint. Detection difficulty scales off of higher of effective Psychokinesis or Traps skill. (from just Psychokinesis).

Trapper's Belt. Traps skill increased by 15%. Carried traps weigh 30% less. (Trappers worry a lot more about weight than the utility slot I think., especially for mines and blob traps which are 2 weight a piece. The weight bonus does nothing for characters that constantly take off the belt without heavily using their traps, unlike Lifting belt for instance.)

Maybe the Trap Expert feat's Specialization: Speed could be a bit softer at 5% per(5 point maximum) to 85%(from 60 base) reduced speed rather than 10 points for 90% maximum? This one is definitely pretty debatable; not sure if trap-set speed is too broken with stealthing near enemies, but 5 spec points is still decently investive imho.

Allow Deadly Snares to work with Cryo-liquid blob traps? (Unless the ice on the body is proposedly blocking the weakpoints of the target? idk, I think this is a good idea.)

Sure Step - Also walk freely over and on traps you can already see yourself. Could make some feat-owning enemies more annoying for Traps builds that don't invest that much into their Trap detection difficulty and skill, which isn't a terrible idea imo. Also allows trap-heavy player builds to not go insane walking into their traps from a missclick to disarm. Specialization could be changed to (0-10 points) 6% chance per point for rooting or slowing effects to not remove or reduce your movement. (Traps are already not too difficutly for high detection players to play around already, so I don't think that part is too broken.)

5
Suggestions / Query to make Last Stand actually last 2 turns.
« on: November 04, 2019, 08:43:55 am »
(I put this on steam forums but I don't really care tooo much about discussion as I just want dev(s) to see it so also putting here as it seems to garner more traffic.)

I must initiate this by admitting the perspective value of "for use-on-turn" buffs and "for use-on enemy-turn" buffs. Basically, this feat is a defensive ability that irresponsibly ticks for duration during your turn instead of the enemies'(which is the only time Last Stand will absorb ANY damage; it's the only time you can take any damage). What does this mean? You activate Last Stand(end turn and 1 turn duration ticks off), enemies attack you once, (you take second turn and end, 2 turn tick sets off, now your health is set to 1), enemies attack second turn and you have 1 health and can't even use meager health hypo gain to counter-act your losses. This ability should be improved in one of a few ways, either be activatable during enemy turns, be "3 self-player turns" to get 2 turns of Defensive effectiveness, or it should "proc" at the Start of your third round instead of the End of your second or (said above)third rounds. Ending(resetting to 1hp) at the start of the (player's ofc) 3rd round is the most player-friendly and most fits the feat description.

If nothing else please change the wording to be more proper to the genuine-use of the feat. As it is, it is 1 round of help, not the 2 it emptily promises.

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