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Topics - DunderFail

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Bugs / Infinite Turn Time Running from Dopplganger
« on: May 06, 2020, 11:40:27 pm »
On silent Isle, if you just try to run for the Doppelganger, it will eventually disappear but then the turn takes literally forever and you have to load a new save.


2
Builds / Commando Build
« on: May 05, 2020, 11:40:53 pm »
http://underrail.info.tm/build/?HgMHCgMOAwbCoEAAAB5OwqBlW3EyeHgfKngAAAAAAAAAJwEZHRY1Ajd-RzNJwoU7wrXCpE7ipKIK4qWfBd-_

After completing the base game as a pure psi user with low initiative and stealth but high speech abilities, I wanted to try something completely different for my first Expedition character; a stealthy, anti-social crit-commando.

Thought about adding in some Temporal Manipulation so I could experience that for the first time, but I feel I need to dump will and I want to craft all my equipment.

Didn't invest much into chemistry since the only grenade I want to have in abundance are flash bangs; they are crucial for crowd control now since I don't have any other way to stun/incapacitate. I feel I can buy all the other grenades I need.

Concerning attributes, I'm torn about whether perception or agility should be higher. Perception basically increases my gun damage but agility governs movement points, stealth, and initiative. I think 10 is enough for the latter but let me know. Hopefully its enough to spot crawlers either way...

Regarding equipment, I wanted to go for a sniper rifle with high crit chance and a silenced SMG for silent takedowns. I'd love if I could use throwing knives instead so I can have a beefier SMG, but I don't want to invest anymore into throw than I already do.

I'm not so sure about traps. I though there was a perk that lets you deploy them in combat more easily but I can't seem to find it. How useful are they in the player's hands with limited investment in chemistry?

All in all really excited for this build, its truly going to be something completely different to what I'm used to. And I get to experience the whole game all over again with the expansion!

EDIT:

New build with Temporal skills
http://underrail.info.tm/build/?HgMHCgMOAwbCoB4AAABMwqBlW3EyeHgbKngAAABGAAAAJwEZHRY1Ajd-M0nChTsrwrVHMOKkogripZ8F378

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General / The Endgame Sucks Too
« on: May 05, 2020, 09:50:09 am »
On their own, the Deep Caverns are cool. A bunch of abandoned laboratories with shady shit going on and some interesting lore dumps. That's where the positives end.

Not only do you have to deal with re-spawning enemies, not only do you have a constant debuff, not only will the Faceless not help you if you played the game well, not only do you have to do a shitty scavenger hunt, not only do you have to constantly backtrack to manage the power, not only do you have to do some random chemistry shit (and another scavenger hunt) but then to cap everything off you have to fight a truly awful final boss.

I've never been a fan of 'big dumb object' bosses, and this one is the biggest and the dumbest. Regenerating AND re spawning tentacles that are tanky as shit? PLUS random mobs attacking you all throughout?

I can't do it. Maybe if this is what I faced right off the elevator I could get through it, but after spending six hours trudging through the worst gaming experience I have ever had I just can't. Was Styg high, drunk, or filled with malice towards all Mankind when he designed this part? Banging my head against a wall would replicate the experience, it might even surpass it.

It's such a shame the game has to end this way. It was really good! But like many good games, it shits the bed in the end.

4
General / Goliath Beetles Not Dropping Shells
« on: May 04, 2020, 04:45:25 am »
I'm trying to craft my psi tac vest for the endgame, but I can't find a 100-quality psi beetle shell. I've tried farming goliaths, but after killing tens of them in the caves north of Rail Crossing I haven't gotten a single piece to drop.

What gives? More than half of the regular beetles give shells.

5
General / These Directions Suck
« on: May 03, 2020, 07:32:52 pm »
I'm really REALLY trying to play this game without looking up guides, but the directions some of these quests give make it impossible not to.

The first problem I had was finding the abandoned warehouse to get the strange device that disabled the robots. I followed the directions but couldn't find the warehouse. Turns out I had to exit south at a specific exit or else I ended up somewhere entirely different. I do remember an NPC saying something vauge about keeping to the east of the tracks, but I couldn't ask them again to confirm what they said.

Then I tried finding the Bakers. Originally this one was on me since I didn't think to ask the Hardcore barkeep about the random man with tattoos who was the train driver. Kinda obscure, but I suppose that's part of being a detective. What got me was   trying to follow his directions to head into the northern caves. I did so and kept heading north until I couldn't go north anymore and no sign of them. Had to again consult a guide to find out they were in some random cave you could only hope to find with pure luck. Couldn't there have been acid puddles or something to point you in the right direction?

But the worse so far has been Hephaestus Research. I was told it was North of the GMS Compound. Only there isn't any path north from there. I originally tried the Burrower caves, as those were located North, but that is a dead end. Turns out I have to start somewhere completely different, Rail City, and then somehow randomly stumble my way there with no directions whatsoever.

One time is a fluke, two times is a coincidence, three times is a trend. This is a great game, and I realize it's also meant to be a challenging one, but there is a difference between challenging and frustrating. Combat is grueling enough, i don't also have to fight the map.


6
General / Leveling Crafting
« on: April 30, 2020, 01:16:10 am »
When is a good time in the game to level the crafting skills, if at all? Leveling biology to 50 to make advanced health stims seem reasonable, but otherwise the investment needed in extreme.

I want to be able to craft psi bands and tac vests for my pure psi character but the point requirements just seem too intense. My current save is pretty busted I think cause I leveled it too early at the cost of other useful skills.

Is it really worth it? should I just focus on crafting either psi bands or tac vests and not both? And is there a character somewhere who can craft for you?


7
Builds / Pure Psi, Pure Noob
« on: April 29, 2020, 05:40:51 am »
I've had this damn game sitting in my library for so long, but never played it despite rave reviews since I kept getting chewed on by rats in the starting caves and quit from frustration.

Now with the expansion and Sseth's glowing review, I want to make an actual go of it.

I want to go pure Psi, and this is the build I came up with only a little more than 0 experience.

http://underrail.info.tm/build/?GQMIAwMDEAoAAAAAAAAAR1BaAFVXCShmwofCh8KHLwBAKz8oFCM9Vy4cKmcKIWYF

Some notes:

1. I want to be able to pass every speech check, open every door, and pick every pocket.

2. I have no idea what I'm doing in terms of crafting ability. I just based them off of what I was told you need to get the best psi headband and psi tactical vest.

3. While an endgame build is nice, if you could also give me an initial level 1 build in addition to whatever you come up with that would be great as well!

4. I'd like to spec into stealth, but that means diverting points to agility and making it harder to pick locks and pickpocket.

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