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Topics - Kekus Maximus

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1
Suggestions / Additions for Sure Step and Doctor plus 1 new feat
« on: June 04, 2023, 06:26:22 pm »
These two feats are a bit meh so here are some ideas to improve them:

Sure step:
1)Trap "immunity" - character will not activate one detected trap for 1 turn or per two tiles traveled. This means character with SS can walk on a trap and stand there for indefinite amount of time; once they step on it, this effect is nullified after a very small delay, so the trap can't instantly trigger. If character moves away from trapped tile, effect comes back after 5 seconds or after moving for 20 MP. This allows to "jump" over traps, even in combat.
2)Character only loses focus after moving for at least 16 MP.

Doctor:
1)Shortens CD of all meds and drugs by 2(3?) turns. And specialization could decrease it further by 0.5 turns per point, 2 levels.
2)Also, restoring health with any hypo or bandage instantly decreases duration of bleeding wounds and crippled by 1 (2?) turn(s).
3)Required biology probably should be increased to compensate.

All of these are an addition to existing effects.

New feat - Built Different.
Decreases duration of fatigue by 3 turns, cooldown of morphine by 4 turns, INT by 1. Requires 7(8?) CON (and maybe Motioner).

2
General / Suggestion - Destructible doors and tiles
« on: April 29, 2023, 05:26:31 pm »
Give HP to some doors, so large beasts can break them, also player and (even more importantly) human enemies with powerful guns, melee and explosives can blow them up. Different kinds of doors can have different HP and resistances, for example "curtain" type door is weak to bladed weapons, while thick metal door has very high mech DT/DR, but low heat/energy DR. Or fence gate with no acid resistance but high explosive DT and so on. And destructible walls too! But not like we have now - "look! this one specific tile can be destroyed with jackhammer or tnt! Rather, to make it less obvious, remove markers from "weak" walls, and allow some of them to be destroyed with something other than mining equipment.

Pros:
Less AI abuse!
More secrets that are not (ingame) PER checks!
Better, immersive gameplay!
More ambush encounters fuckery!

Cons:
???

3
General / Cryoliquid Blob Pistols outside of MT+Chem build?
« on: September 21, 2022, 08:10:25 pm »
Seriously is there any other use for it? I know it can incap a bunch of enemies with Cooked shot for up to two turns, but the chance to freeze for every individual enemy is ~0.5 at best. I've been trying to come up with a cryopistol build for a while now. Most of these ideas are pretty stupid and CLB pistol feels like a fifth wheel (which is also square). Like Temporal distortion build that also freezes enemies, even though acid pistol would definitely do better for that kind of build. Or a semi-pacifist build, probably knife+stealth+CLB, which is very dependent on having advanced catalysing belt just after completing Depot A. Clearly TC is a superior option for almost guaranteed incaps, and/or TM with slows, stasis and LTI can provide way more options for a pacifist playthrough.

There is no reason to use CLBp as a primary weapon on a pure chempistol build, when ABp does much more damage, that is also of an "exotic" kind, so very few enemies have a good resistance to it; while quite a few leather armor and tacvests in the wild have some resistance to cold. A few stacks of warmed up status pretty much kill both the damage and special effects of CLBp, and this status effects is relatively common, especially in populated areas. ABp + CLBp together don't make a lot of sense, because entanglement is generally better than chill and freeze; chill is basically useless when an enemy is very likely to be immobilised anyway. The one use for it is probably killing sea wyrms, and I'm not even sure about it.

Also there is no reliable source of crafting component for CLB pistol as far as I know. There is like 3 merchants that always have AB component, and one that always has incendiary component, but cryo? No one has it. Ok, Marty, Constantine, mechanics, Gort and firearm merchants SOMETIMES have it, but good luck getting at least one cryogenic collector of good quality in multiple merchant runs.

If I am missing something, please enlighten me.

4
Suggestions / Level editor
« on: September 12, 2022, 04:27:00 pm »
Title. Most likely not a new suggestion, but I think it would be cool to have an map editor that lets players create their custom levels, quests and campaigns, items and stuff. Maybe it's way too late to make such thing for Underrail, but what about Infusion?

5
Builds / Nimble Cryo Tank
« on: August 12, 2022, 09:07:35 am »
IceQ - Nimble Cryo Tank (psi version)

https://underrail.info/build/?HgMDBgkDDwcAAwAAwqDCoABPYAAAHMKgLERaAADCoAAAwqBIKwhiKSQqLGUcRA9fH8K-UMK3wrxmw5bDmd-_

Like most tanks, this is a suboptimal build. Don't expect to drop 5 bodies per turn. Being a metathermics build, it will aslo have troubles with robots up to a certain point.

Starting base abilities:
3   STR
3   DEX
6   AGI
9   CON
3   PER
9   WILL
7   INT

Starting skills:
3(2 effective) in throwing, 15 in evasion, electronics, metathermics, intimidation and mercantile. The rest is up to you. I played on oddity XP so I invested another 15 in lockpicking.

Essential feats:
Conditioning
Survival Instincts
Power Management
Nimble
Premeditation
Psychosis
Psionic Mania
Hypothermia
Yell
Evasive Maneuvers
Stoicism
Last Stand

Optional feats 1:
Expanded Psi Capacitance
Psycho-Neural Optimisation
Increased Will
Neural Overclocking
Paranoia
Beyond Cold

Optional feats 2:
Doctor
Fast Metabolism
Cryogenic Induction

Psi abilities:
Cryokinesis
Cryostasis
Cryokinetic Orb
Cryo-Shield
Exothermic Aura / Plasma beam.

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Dealing damage
---------------------------------------
The build is mainly focused around Cryokinesis spam, so we have two options to improve it with feats. Cryogenic Induction goes well with the cryomage theme, but I think it's rather weak, because of enormously long cooldown of Cryostasis, and it's not very effective without Tranquility. However, you can swap any optional feat (after Last Stand) with CI if you want. Hypothermia seems like a better choice to me. Definetely not a killer feat, but it shines when fighting bosses and other tanky living enemies. At level 13-16, five non-critical Cryokinesis casts can deal 500+ damage to Carnifex, and shave another ~1000 HP with Hypothermia. Pick it at level 8 or 12.


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Defences
---------------------------------------
Calling this build a tank is actually a bold claim, because it uses leather as main armor suit, and despite having good damage reduction it's not able to survive literal tons of mechanical damage like a tungsten armor can. Instead of relying on just the armor suit, the build is a "jack of all trades" type of tank. While it doesn't excel at any single type of protection, the combination of evasion, shield, leather armor, damage reduction, huge health pool and mobility together form a surprisingly solid defence.

Power Management is important for both shield and Cloaking Device capacity. Nimble gives 30% effective boost to dodge and evasion when wearing armor with 15% penalty. Evasion Maneuvers or/and Yell works wonders against SMGs and ARs bursts, and against ranged enemies in general. Jumping Bean and Adrenaline further boost evasion.

Keep in mind that evasion is not going to protect you from every shot, just some of them. Evasion helps a lot with AoE damage, 400 effective evasion will decrease all AoE damage by 85%. Also you're unlikely to evade sniper shots even with Evasive Maneuvers, especially if they rolled a rifle with bipod; break LoS or force them to move, or use Yell on them. The build can tank one or maybe two sniper crits, but you still should avoid being in a sniper sightline.

Effectiveness of damage reduction (indirectly) scales with your maximum health, so Infused Pig Leather is a perfect candidate for our main armor set. It also works well with Nimble, as it only has 15% armor penalty. The best pig leather can be looted from Fatso. To get to him, you need to visit Rathound King and then return to Camp Hathor and buy jetsky from Tappy. You can craft your first weaker set of leather armor before you get good super steel plates, I think q60+ pig leather plus q100+ super steel should be enough for a comfortable midgame.

Conditioning and Stoicism provide 14% mechanical damage reduction at 100% health and 38% reduction at 4%. Stoicism, morphine and Aegis also decrease all kinds of damage, including damage from Psionic Mania. Damage of morhine debilitation is reduced by mechanical damage reduction. Try to get Aegis blueprint early. Fixer sells it after Core City questline, and aslo it sometimes spawns as loot and in merchant inventories.

Lifting Belt, (Infused) Ancient Rathound Tabis, and Canned Meat provide another 15% mech damage reduction.

Beyond Cold is reasonably strong defensive feat which you can activate manually by ending your turn in cryogas. It gives 3 turns of +15% of mechanical damage reduction and a minor bonus to damage and resolve. I got it at level 20, but you can get it way earlier, I would say it's very possible at level 12 if you craft armor set with decent fire resist and good low/low shield (50+ low shielding) for a bossfight, optionally add insulated padding to your armor for a little bit of cold damage treshhold. Get an Exothermic Aura and jackhammer from Foundry to climb the tower. Dealing with ice at the last floor with just jackhammer is rather annoying, so I recommend crafting a pyrokinetic psiband, so pyrokinesis + magnesium grenade combo will destroy a few tiles of ice at once. It's impossible target ice tiles themselves, so pyrokinetic stream won't work on them. Bring a lot of batteries, recharge your shield often, spam mollies, have your exothermic aura always on cooldown and you should be good.


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Tips
---------------------------------------
Always try to throw a cryogas grenade somewhere near your position before starting combat, so you can activate Freezing Memories buff when you need it.

Enemies under the effects of Chilled and Hypothermia can be randomly freezed when they end their turn in cryogas, use it to your advantage.

NPCs try to disarm gas grenades out of combat, so they can be used gather groups for a Cryokinetic Orb cast. Enemies will stand in cryogas much more willingly than in fire and toxic gas.

Non-critical Cryokinesis is not very strong, but it has almost a sniper range, so keep your distance, try to stay in the shadow to maximise the chance to evade shots.

Throw Cryokinetic Orbs when you have Premeditation and/or Psionic Mania available.

Manage your shield capacity, disable it when breaking line of sight and when you use a lot of defensive buffs. Use Exothermic Aura for area denial.

Sometimes it's better to activate Evasive Maneuvers than to break line of sight, as it might keep enemies from closing the distance. The further they are from you, the less their chance to hit is.

When enemies manage to get close, exploit AI by using freezed and stunned enemies as cover to prevent others from using bursts and grenades, intimidate them with Yell to decrease their hit chance and damage.

Morphine can increase damage reduction up to a maximum of 90%. If you need to use morphine at low health, remember to activate Last Stand before morhine effects expires.

Some enemies in leather armor are immune to freezing.

Be aware of Warmed Up buff, which negates Chilled, Frozen and Hypothermia, and reduces all cold damage on top of that.


---------------------------------------
Things to get early
---------------------------------------
1.Cryokinetic Orb mentor, Bullhead, Trance and Focus Stim blueprints in Core City.

2.Exothermic Aura mentor, Psi Reinvigorator and Jumping Bean bluerints in Foundry.

3.Boxing gloves to reduce chance to get critically hit, and Power Fist to increase carry capacity in a lab near Foundry.

4.Good quality pig leather and decent Super Steel Plates, aslo good quality Ancient Rathound Leather. You can farm leathers in caves near SGS and Camp Hathor.

5.Cryo-Shield mentor in Dolos Center. It can help before you start investing in dodge for Expedition.

6.Super Health Hypo Blueprint in Panacea Lab.

7.Access to Metaworm Gizzards in Messer's shop after the Beast quest.

8.Butcher's Knife to increase intimidation for Yell.

9.AKX to boost resolve.


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Specialization
---------------------------------------
Yell, Premeditation cooldown, Last Stand duration and Psionic Mania cooldown, optionally Hypothermia max stacks, Psychosis critical chance and Expanded Psi Capacitance.


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Coretech, JKK or Praetorian Security?
---------------------------------------
All of them have their pros and cons for this build, however the only upside of JKK is easiest warehouse mission and therefore faster Core City quest completion, faster guaranteed Aegis and Plasma Beam. But instead of joining JKK, you can either cheese CT/PS warehouse mission or do Phreak questline instead. Coil spiders in his hideout are not going to be easy though. You can choose Coretech for more psionic components, guaranteed plasma grenade blueprint and their hacking utility. Praetorians have their neat grenades, which are useful agaisnt living ranged/melee users in general.




Currently I'm at level 21, already cleared Lurkers, Free Drones questline, Arena, Dude's quest. No stealth, all combat, no cheese (except for the Beast quest). 400+ HP, confidently tanking two 500+ mech damage crits in a row at full HP, with active shield and without aegis/morhpine.

Update1: Balor, first try, 30+ turns. It took 4 separate screenshots to capture an aftermath of a single instance of combat.





6
The Build (lvl20)

https://underrail.info/build/?FAMNAwwDAwhUbgAAHgAALiggGkJaQTdTAFUAAAAARMKDKCkwWBtOwpHDjiteLxrCngjDk-KjsALio7EC4r2OAd-_

Stats:
STR      3    -Carry less items, but more fat
DEX      13   -10 AP throwing knife
AGI      3    -Overrated
CON      12   -More health and damage resistance
PER      3    -No investment needed
WILL     3    -No investment needed
INT      8    -Higher quality craft

Essential feats (in order):
Trigger Happy
Paranoia
Power Management
Quick Tinkering
Pinning
Hypertoxicity
Escape Artist
Cooked Shot
Split Stare
Quick Pockets

Optional feats after level 16:
Conditioning
Pack Rathound
Remote Surgeon
Opportunist
Last Stand
Fatal Throw
Increased Constitution
Expert Throwing
Fast Metabolism

Specialization:
At least 2 levels in Quick Tinkering AP cost



Psi abilities:
EK Imprint
      -Cheap stun trap with short cooldown
TK Grounding
      -Big brother of throwing net
Disruptive Field   
      -Humiliates snipers
Force Field
      -Surpisingly effective control tool
Electrokinesis
      -Expensive but reliable stun
//Telekinetic Punch
      -Relatively cheap and weak finisher
OR
//Telekinetic Proxy
      -Light source for 10 AP



Gear:
Motion Tracking Googles
   -increases detection, provides NV for knife throws
Regenerative Nanocomposite Overcoat
   -massive defence against ARs and SMGs, can even tank 1-3 sniper shots in a single turn if shield is on.
Efficient High/High Fq Emitter
   -general defence
Amplified Low/Low Fq Emitter
-resists crossbows and melee better
*Amplifier quality must be below 50
Infused Ancient Rathound Tabi Boots
   -resist more mechanical damage
Balaclava, CH Leather Overcoat, Ninja Tabi and Cloaking Device

Weapons:
Knife Thrower's Gloves
Poisoned Throwing Knives
Acid Blob Pistol   
   -entangle groups of enemies with Cooked Shot.
Burrower Poison Bear Traps
   -applies 2 stacks of poison
Acid Blob Traps
   -bear trap, but deals more damage
Cryoliquid Blob Traps (mk.2 and mk.3)
   -bear trap, but incapacitates enemies



Sources of poisons before DLC:
Burrower Poison
-Traders in Junkyard and Hathor, any firearms merchant
Cave Ear Poison
-Farmable in SGS, you need to open the door in Quinton's lab. Opening the door without stealth will provoke him, but you can enter the lab freely.
Black Dragon Poison
-Farmable in Lower Caves
Crawler Poison
-Farmable in Upper Caves, often sold by Old Jonas, Ola, Becket, sometimes sold by any merchant that sells firearms, traders in Junkyard and Hathor.



Screenshots:
https://imgur.com/a/6LEoPYz



I just wanted to get my EK Imprint, made a couple stupid mistakes and accidentaly agro'd Lurker Base. Won that fight anyway.


TK Grounding held Balor for 3 turns after he somehow dodged my cryoliquid trap


Forgor to equip stealth items


Again failed stealth approach pretty much instantly, had to push through southwest room into northwest room to the safe corner between the doors


7
General / Destroying one of the major Core City Factions and getting 3 XP
« on: February 12, 2022, 07:34:36 pm »
So I've been looking for a way to kill a few JKK members to get their vest without triggering hostilities with other factions, but then I got carried away... and killed the entirety of JKK including everyone on their base, it's surroundings, merchants floor, commons and docks. Coretech and Praetorian are still neutral.

Will that have any effect on the game? Or at least endings? Will the dungeon in the sewers open after warehouse mission if there is nobody to open it?

8
Builds / 3 PK builds for Dominating (Oddity XP)
« on: February 09, 2022, 08:24:23 am »
Title

1. Strength/Versatility/AR/PK build

   lvl 16: https://underrail.info/build/?EAwDBgYDBwdQAABaAAA2ACwyADY2DiM2AFoANwAAKDnCo2ErFBVpKsOOT0kawofiorUB378
   lvl 26: https://underrail.info/build/?Gg4DBgYDBwdQHADCjCgyUAAsMgBYUCYgUADCjABGAABQOcKjYSsUFWkqw45PSRrCh8KIwp3CnsKtD2gmwrbiorUC4rWuCd-_
   ------------------------------------------
   Gear:
      -Motion Tracking/Seeker NV Goggles
      -Infused Pig/Rathound/Hopper Leather Armor
      -Commando Belt
      -Infused (Greater) Siphoner Leather Tabi (Does it counter the slow from Dilation?)
      -Crafted Metal Armor/JKK vest for the Arena
      -Rathound King Armor for midgame
      -Spear/hammer (for early game)
      -7.62/8.6 Rapid Compensated* Hornet and Pneumatic Scoped** Cyclon
       *or scoped for crit chance in late game
       **for accuracy
   Food:
      -Rathound BBQ for +1 strength
   ------------------------------------------
Is AR really worth using without Concentrated Fire? Should I use 7.62 Rapid Steel Cat with Spec Ops instead? Also, I have a feeling this build will struggle in midgame because it's very short on skill points at 16 lvl, where <free 5 levels part of the game> ends and I expect it to be mostly ready for combat.

2. Corporeal projection PK build
   
   lvl 16: https://underrail.info/build/?EAwDBgMDCQgAAAAAAABIKioyAFpaDSNIAFoANwAARSs5YWkUKlfCvSxlwofirIMB378
   lvl 26: https://underrail.info/build/?Gg0DBgMDCggATAAAAMKMX0AqMgBaZA0jUADCjABGNgBHKzlhaRQqV8K9LGXCh8KIwp7CncK-ZmjCtsKuw4fin5gB4qK1AuKsgwLirKoG378
   ------------------------------------------
   Gear:
      -A variety of PK headbands for damage/crit damage/psi cost boosts
      -Infused Hopper Leather Armor/Rathound King Armor
      -Doctor's Pouch
      -Infused Greater Siphoner/Hopper Leather Tabi
      -Spirit Staff for that sweet ~5k damage proxy telepunch
      -Power Fist
   Food:
      -Rathound BBQ for +1 strength
   ------------------------------------------

3. Perseption/AR/PK build

   lvl 16: https://underrail.info/build/?EAcDBgYJBwZaAAAAAABIACwyAEhIDyVIAFoAPAAAKys5T2EUFQLCh0oqSeKitQHfvw
   ------------------------------------------
This build is a little too basic, but at least it got Concentrated Fire and all benfits of high perception. I got bored halfway through making it in planner, so there is only link to lvl 16.


   Thoughts?

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