Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Sykar

Pages: [1] 2 3 ... 11
1
Builds / Re: Fusion Cannon Build- The Ultimate Weapon
« on: January 22, 2024, 09:07:43 am »
Very nice build. I am not sure if I personally would use feats like Concentrated Fire and Suppressive Fire which are useless for Fusion Canon though even though I understand why you did it, I just cannot stand having feats that later will have little or no use. I'd rather have the opposite.

2
TM is in general too cheesy. At the very least Stasis needs to scale as well. Precog needs to be changed so it is useful even if you do not max Dodge/Evasion which are both lackluster skills.

3
Suggestions / Re: Buff DOMINATING
« on: April 07, 2022, 04:36:25 pm »
Dominating is already obnoxious enough with number bloat. Also no, Dominating can not be beaten by a newbie, well maybe with excessive savescumming but otherwise? No way. The only AI I want to see improved are the companions you get in a few fights because you have to actively work to make them not run and die miserably due to their sheer stupidity.

4
Suggestions / Re: Let's talk about Charms
« on: April 07, 2022, 04:34:27 pm »
So she is not useless after your first encounter? Always seemed to me that you just meet her, get a charm and maybe buy a hopper leather if you have need.

5
TK chains provide that synergy now for EK though. If proxy would provide that as well, TK might become very OP.

6
General / Re: Random useful tips you've learned?
« on: April 07, 2022, 04:27:43 pm »
You can get Premeditation back to back in the first two rounds via 2 specialization points, wating 2 turns before you engage and use LTI before you end your turn.
You can get a lot of Stun and disorient protection from LoC via specialization points and Future Orientation. 10 turns CD and 4 turns duration. Use LTI right away and again every 2 turns after.

7
Builds / Re: Weak as hell early game PSI on dominating?
« on: April 07, 2022, 04:02:44 pm »
What a bunch of nonsense. Prohibiting one and two shots is far more important than regenerating health. Few fights made me go "Man if only I could gotten some health regen". Most of the time you die to a sudden damage spike. This game is more about winning in the first 5 rounds than winning in 20 rounds. Those 500 health regenerating that you mentioned when will that ever happen? Never, so hyperbolic nonsense. Even worse if you go SI where you do not want regen at all. Crit chance reduction is not worthless. This is not about a single battle but all battles combined throughout the game which is plenty. Having roughly 50% less crits coming at you is helpful and if you claim that you never get attacks aimed at you well then I guess I cannot take you seriously anymore.
Paranoias detection bonus helps you to find traps early even if you could not find detection goggles. It stacks with other detection sources like bat and goggles and the higher your bonus the faster you discover traps and stealthers. The only enemy where you will get problems to the end are Death Stalkers but they are overtuned anyway so whatever.
Nice also how you focus on 2-3 things and ignore the rest.
All in all, bunch of rubbish dismissals. I guess I can repay you in kind then in the future.

8
Builds / Re: Pure PSI build help
« on: April 01, 2022, 09:57:39 pm »
You can opt to remove one point from willpower and add it to con for access to SI though it is not required.

9
Builds / Re: Weak as hell early game PSI on dominating?
« on: April 01, 2022, 09:46:31 pm »
Sturdy vest gets better with heavier armor. 50% of quality for tac vs 70% of quality for Riot. at 150 quality that is 75 HP vs 105 HP, a substantial difference, plugging in your build that is still 10% more HP at level 21. Furthermore you have more stealth since Sturdy also does not add yet another armor penalty.
Yeah in a perfect world melee does not get to you. Too bad that everyone screws up and no one is perfect. Yes you can get the power glove from Hecate but that prevents you from wearing boxing gloves which reduce enemy crit chance even further, combine it with Paranoia and you are nigh crit immune unless the enemy has specific rare crit gear/consumables on or uses Aimed Shot. Not that the 1 point means much anyway, it. Why would I want Hoddurform? Unless you rush Expedition, which I never do, it comes so late it won't be a game changer. Any build that relies on a specific item to work is just flat out bad anyway. It is a good item, but far from crucial, it is also better on Tranquility builds. If need be you can change gear anyway.
Paranoia stealth detection is golden on low Per characters. Add Stuffed Bat and you wont have to worry about mines early on so long as you walk slowly or just in stealth. Doubly nice once you get detection goggles but that is luck based until after Depot A though chances are decent once you reach it. Any extra point over the neccessary detection threshhold speeds up discovery so the detection is always useful unless you know exactly where every mine and every stealthed enemy is. Good luck with that though. Paranoia+Root Soda+Twitch+Eel Sandwich can give more than enough inititative. Most encounters will be opened from stealth so you will go first anyway. Arena and a few choice moments where you cannot initiate from stealth but you can far more often open from stealth.

10
Any chance for a demonstration video?

11
Builds / Re: Weak as hell early game PSI on dominating?
« on: March 31, 2022, 07:17:23 am »
Strength 4 is nice for Riot gear. It has lower bullet DR but the added DR against melee is pretty nice. Also you can get more HP out of the Sturdy Vest component. Tac Vest won't help much against the biggest problems, Snipers and Crossbowmen anyway and Riot gear has enough defense against other calibers that it usually does just fine.

Yes, some of your stats are actually pretty worthless. As pure psi, you either dump strength to 3 since tacvests have no strength requirements or pump it to 7/8 if you want to do tincan, which is strictly Psychosis territory in higher difficulties. Agility is also a dump stat as some good tabis plus Nimble will give you decent base MP for no stat points when you're wearing a tacvest, and it gets better with contraction giving you MP as well if you take TM later on. 8 intelligence is okay but TC PK does not need very many slots to be effective, crit based psi still gets pretty crazy later on even without max will though. It's your choice whether you'll end up with 16 Wil 8 Int or 18 Wil 6 Int. I would also drop dexterity myself, but I feel taking Trigger Happy (and a root soda) will make Arena much less of a pain for you.

Your skill point distribution is all over the place. Lockpicking is too high, 35 base with 6 base dexterity and Jacknife will be enough for opening vents and you can invest more into it later when you're not starving for points. High electronics and don't get too much biology so soon as one doesn't need it very high by Depot A; you won't be crafting any good drugs yet but you do need a little for headbands. Chemistry also shouldn't be so high since if you're relying on crafted grenades for damage, then you built pure psi wrong; again you can put more points into it later if you wish. With stealth either you get around 40 base ASAP or leave it at 0. A proxy crit TK Punch with EK followup will make short work of a goliath beetle so you don't need to stealth Silent Isle. Always max Mercantile until 105 effective, or 100 if you want to use Jon's Special.

From all that, you can go for SI where you'll need 9 Con. Hemopsychosis is also an option, but it is its own playstyle. I would suggest restarting with something like this: https://underrail.info/build/?CwMGAwkDDAYAKAAAAAAAMiMAAChBDx4yQUEAAAAAQVBiKywUKmXCg9-_

6 dex just for Trigger Happy? You can dump dex to 3, get Paranoia which is overall superior and only lose 2 initiative.

12
General / Re: Where the hell is the Tatoo Guy
« on: November 18, 2021, 12:15:25 pm »
To be specific, there are two "vendors", Booth and Coral. When you start the game and go to the docks and see Coral you will NOT find Booth. That being said, even if she does not appear for your playthrough that does not mean that Booth will appear. If you are unlucky you can encounter neither of them. Furthermore Booth's entrance is randomized and can appear in several places in the sewers.

13
Suggestions / Re: Survival Instincts nerf
« on: November 18, 2021, 06:05:33 am »
People use SI as a permanent +30% crit bonus.  They take 9 con just for that; they have no interest in tanking or otherwise "being tough" (with the exception of stoicism damage reduction style builds).  They walk around as heavily wounded glass cannons who use mp, CC, corners, etc to not get hit (which I think is fine on its own).  It's cheesy powergaming.  This would make it fall in line with its intended use, which is getting a boost when you are heavily wounded.

This exactly but do not expect much support from the munchkins here.

14
Suggestions / Re: Ideas for new TM spells
« on: October 15, 2021, 06:37:16 am »
Pretty much pointless unless we can get more slots or ability to cast non-innervated spells somehow or swap during combat.

15
Suggestions / Re: Randomized Death Stalkers location in Dominating.
« on: October 15, 2021, 06:25:30 am »
Death Stalkers are already overtuned and I am glad I can avoid them for most of the game. Hard pass, no thanks unless they get a serious nerf. Currently they are managable because you can meta and cheese the game a lot. You will be hard pressed to do so if you do not know their location.

Pages: [1] 2 3 ... 11