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Topics - Iviris

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Bugs / Bone hairpin doesn't drop
« on: February 16, 2023, 04:45:47 pm »
I've exterminated and looted every native, yet got exactly 0 Masterwork Bone Hairpin. Doesn't even seem to be a RNG issue at this point.

On a side note I've did the same with pirates yet only got 4 out of 5 ships in the bottles. Which is a rang issue and I suppose you can generate unlimited pirates via island attacks, but still kinda sad.

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General / Is it possible to force all random locations to spawn?
« on: June 30, 2021, 08:49:19 pm »
Or at least the ones that don't conflict with each other.

The whle "random dungeon" things feel really wrong to me in the long, exploration-based game like this, I feel that I'm getting content cut for no reason at all. I don't think that this system is well designed as it is with dungeons being wildly unequal and their spawn not being affected by player actions, nor do I think that underrail is a fitting game for this kind of system, being 70+ hours game that isn't all that replayable content-wise.

So anyway, is there a way to fix this issue?

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Builds / AR/Psicommando
« on: February 10, 2020, 10:37:13 am »
Somehow I don't see that much discussion about tin can/AR builds ever since the expedition (and since smart module/burst interation was removed), so I've decided to make my own.  I know that quite a few people consider AR builds boring and the purpose of this build isn't to challenge the imagination, but access most of the game's mechanics and content on hard/dominating, while still providing satisfactory gameplay experience.

So here it is:
http://underrail.info.tm/build/?HggDAwoMAwfCoFkAAAAAAFR0AABucUZwWwAtMjdNAGxjK20aCFUxKjsmFUlLwodKRVPCpMK1d8Kewq1swp3in6IF4qKNA-KnggLip6oD4quuAt-_

Starting stats: 8str 10const 5int, rest into perception. Get +1int at lvl4 for premeditation and another +1int when you feel like starting crafting.
Gear: night vision +critchance goggles, galvanic superseel armor, galvanic supersteel boots with a spring, high+medium frequency efficient shield, doctor's pouch.
Weapons: 11ap 7.62mm hornet, 16ap 9mm chimera, all with anatomically-aware scopes and muzzle brakes
Other gear: metal armor with biohazard vest (or CAU suit) - for all kinds of gas abuse and for the expedition, 14ap 8.6mm chimera - for 8.6mm ammo utilization and tryharding (it can be shot twice under combined effect of adrenaline and PtC), black cloth stealth set and cloaking device - for stealing and quests, hearseeker armor and boots, huxkey, a lot of grenaders and meds of all kind, hardcore chips.

Features/pros of this build

- Extremely high damage output
- very good durability with decent mobility
- Support/cc psi powers
- 150 biology outside of the workshop, no jacknife or lemurian engineer suit needed, hypercerebrix is needed only for extremely high end crafts
- 7(9) int and excessive persuasion/hacking for RP checks in expedition and deep caverns.

Cons:

- low resolve, weak to thought control psionics, bilocation is death
- tedious inventory management, high repair kit consumption
- no will for psionic RP checks


Now here is where I would need some feedback and suggestions. I didn't playtest this specific build, but I did go through dominating with a similar one http://underrail.info.tm/build/?HggDAwoNAwbCoFkAAAAAAFFhAABxfExnWwAtRkZUAE1jK20aCFVPKjsmFUkxSktiRcKkwrV3wp7CrcKcbOKfogXioo0D4qK1AuKnggLip6oD378 , which I then modified.

And here are some doubts/questionable moments I'm concerned about:

- This build isn't especially minmaxed. Crafting is overcapped severely (which might be of help if you want to do DC before expedition, get 160-170+ components from there and actually use them), hacking/lockpicking is overcapped so you don't need to equip additional items, underpie isn't used etc. Utilizing all that I could get a lot of free skill points, but I don't really understand where else would I put them. it isn't enough to get decent stealth in combat gear, isn't enough to get high end pickpocketing (surely it would help in early game, but in early game I don't have skill points for it anyway). The best thing I could think of is putting them into psi, but I've found out that I hardly ever use stasis and and thermal aura is only barely worth it against expedition's spiders.
- Survival instincts. This is basically a crit build, so it would be great, but I just don't find myself under 30% hp  in mid-late game.
- Expertise. I'm not entirely sure of how it works, does it add 20 damage after all % modifiers, like special ammo? Then it is kinda worthless.
- 7int. Yngwar/Ferryman dialogues aside, it upgrades philisophy and allows taking Gun nut (+15% to the basic higher damage roll) and potentially Power Management (which I didn't find a place for, but I consider switching time acceleration for it). Plus it gives a bunch of skill points, bringing us back to the first paragraph.
- Specialization points. I'm not exactly sure which of damage modifiers are additive (and don't mean that much) and which are multiplicative. Is opportunist:slowed target really worth it?

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