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Messages - Coaxl

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1
General / Re: Some questlines access and outcome clarification (spoilers)
« on: December 11, 2016, 12:44:15 pm »
I can confirm based on my latest playthrough that killing the Faceless Mindreader does not make the late game Faceless hostile to you if you help the Faceless in Core City and near Foundry.

2
General / Re: Crafting Questions
« on: December 05, 2016, 11:11:39 am »
22%/8 always deducts at least 8 damage, but possibly more if 22% of the damage is more than 8. 19%/10 always deducts at least 10 damage, but possibly more if 19% of the damage is more than 10. Therefore, 22%/8 armor is equal around 45-50 damage and better at higher damages. You just have to consider how much damage you take from any individual attack at any point. Early on, high thresholds tend to be better because they usually are better against SMG/assault rifle bullets, but even later on, a tacvest with an anti-rifle plate (and the incredible damage threshold it gives) can be better in certain cases. However, higher DR% tends to slowly become better as the game goes on since sniper rifles and strong melee attacks start to become a bigger, as well as more common threat.

3
General / Re: First time player, need help preping for the Deen Caverens
« on: November 29, 2016, 08:22:51 pm »
Well, I didn't really like Hornets in my assault rifle-based playthroughs due to the weak critical chance/crit damage bonuses. I guess it works if you are hoping for consistent burst damage. Just out of curiosity, what roles do you assign to the two different guns?

The one tip I can clearly give you: don't just use high frequency shields. They do not protect against everything very well - they are good against sniper shots and energy weapons (of which you might have to face some down there), but many guns have a medium impact speed, while low impact speed attacks are also pretty common. In the Deep Caverns, I'd say shielding against low impact attacks is the most important, so have a shield that specializes in low frequency attacks (or, if you can't find two good low frequency modulators, a low/medium will also do). Generally, throughout the game, I want at least a high/medium and a low/low shield emitter.

4
General / What builds have you completed the game with? (ENDGAME SPOILERS)
« on: November 27, 2016, 12:57:29 pm »
What builds have you completed the game with (including killing the final boss) and how do your experiences with different builds compare (both in the final fight and throughout the game)?

I'm asking because it actually took me a long time to get around to finishing a game. I have several characters that reached Tchort, but were unable to kill him - in the last case, I was actually under the impression that I had solved the mutagen puzzle when I actually didn't, and thus went into fully healthy Tchort's chamber under the mistaken belief that I'd have an easier time, but I didn't. Couldn't kill him. (There was also the psi build that I simply abandoned before the DC, although I might finish her up some time.)

Recently, however, I finally managed to finish the game. It was an assault rifle/sniper rifle build - not entirely optimal since I wanted to try out things on it that I haven't tried before (riot gear, Mercantile skill and the related feat), but it still certainly seemed like that a build like this is actually the optimal one for the Tchort fight. The sniper rifle could kill pretty much anything in 1 hit, and even though the mutagen tanks generally took two, even with W2C bullets, it was very helpful because I didn't actually have to enter significant tracts of the map to reach and destroy the tanks. The assault rifle was also insanely powerful - a 9-long burst, even with normal bullets, could kill a tentacle most of the time. The other times I tried this fight, I had much less impressively powerful characters (crossbow, sledgehammer...), and this just felt so much easier. On the other hand, this assault rifle fellow actually struggled for a while before getting established, while my psi-based character had a pretty easy time from the beginning until the point where I stopped playing her (i.e. throughout most of the non-DC parts of the game). I wonder how she would do against Tchort...

5
Did you already have a wiki account or should I create one for you?

Anyways, I started discreetly working on a timeline shortly after Oculus was added, but it's not really linked anywhere on the wiki yet. So far it's just a sketchy timeline of Underrail itself, not anything beyond that. There is at least one minor error on this list, but I won't correct it before the next base game patch is out. http://www.underrail.com/wiki/index.php?title=Timeline

Man, hopefully Expedition will tell us more about Underrail's history. :)

I don't have a Wiki account - now that you mention it, I might as well ask for one, eh?

That timeline is a nice start though, thanks for sharing it. I'm definitely hoping for that as well, because there are so many open-ended questions and so many uncertainties - having some of them answered sure wouldn't hurt.

6
Heh, I actually tried out the "piss off Six before DC" option. Man, that Six, what a pleasant fella. I also took the opportunity to kill the Faceless commander when he demanded his toy back and then try to sneak back up with the Cube. Of course, Six solved that in his own way (for anyone who's curious: he knew that I had the cube and simply stunned me and took it when I did anything other than give it to him).

One last question, slightly different this time: is there some sort of comprehensive timeline of events that took place during the history of Underrail, perhaps on the wiki? I'd be interesting in consulting such a list. Failing that, maybe I'd help out in creating one, provided that I feel like doing another playthrough.

7
Suggestions / Re: Reset Skills during a game
« on: November 25, 2016, 01:03:06 am »
Does not work as long as skills like the five crafting skills, hacking/lockpicking etc. (i.e. skills which eventually become obsolete once you've used them enough) exist.

8
General / Re: Is my build hopeless? (minor spoilers)
« on: November 21, 2016, 05:46:16 pm »
Well, crossbow builds are among the weaker builds you can create in Underrail, especially if this is your first game and you don't yet know what are the really powerful tools in a crossbow jockey's arsenal. Don't worry if Junkyard is hard, since it is actually one of the hardest locations in the game relative to the power level of the player tackling it (although you young'uns have it so easy! Back in the earlier versions, Junkyard actually used to be a lot more hardcore *shakes fist at sky*). Anyway, go ahead and abuse traps, they're one of your strongest tools.

Also, given that the three raiders near Junkyard are rather out of depth for a character just arriving at Junkyard, getting through them with only 5 consumables is a fairly decent trade. Bear traps are very useful, perhaps even more so than frag mine due to their immobilization effect, so abuse that - vendors often sell bear traps in packs of 15 or so.

Crafting is not mandatory, but probably useful for a beginner. As for the rest of your build - I'm not the resident build expert around here, but it looks kind of okay, except that if you don't use psi, there is no use in 4 Will - it'd have been better to dump it to 3. (Generally, in Underrail, you want to minmax your stats a lot.) Int 5 is also not ideal - Int 6-7 are where you get the good crafting feats, so that's what you should get if you want to craft. If not, then dropping Int to 3 is perfectly reasonable. Con 3 is acceptable on some builds (including a build like yours which specializes in indirect damage a lot), but it's a bit surprising that you decided to create a fragile character as your first.

It is up to you if you want to continue. If you play well enough, you probably can get through most of the game, but it might be a bit of a slog. (You might be totally stumped in the final few areas though.) My first build was also a crossbow user (I didn't use traps there, which made it even harder), and it was a painful experience, especially since certain parts of the game were harder back then. If you feel like you are not having fun at some point, consider starting over and picking an easier build - a heavily armored assault rifle user, a SMG specialist or a pure psi build are some of the easiest options in my opinion.

9
Well, that's... fair enough, I guess, since it's a lot easier making it that way than making sure everything makes sense after their deaths. I always hated invulnerable NPCs in games like Gothic 1-2, but I guess it's not too bad here...

About Tanner, is he supposed to be killable as well? Or are ways of killing him an unintended "exploit" like Expose Weakness on the Beast used to be?

One more question I have that I'm pretty sure nobody has an answer to, but who knows - what if you turn Six hostile while you haven't entered the Deep Caverns yet, then flee and go down to DC the normal way? Will he still be hostile, or if not, will he make mention of your little altercation?

10
I'm currently trying to play through the game a few more times to explore quests I haven't done before as well as various build types, but there are a few things that, while I'd love to try out in principle, I'm fairly sure I'll never want to do given just how much work it'd entail (essentially I'd have to devote a whole playthrough just to a few more lines of conversation). I'm curious, however, if anyone else has tried them out perhaps, and can share the experience. Basically, here is what I'm trying to get answers to... I kind of know what happens if you win "normally" (Tchort dies, you give the cube to the Faceless commander, you go back up and Six has a conversation with you about his future plans, then you can end the game whenever), but what I want to know is, how will things differ if:

- I kill Six when I meet him first? (In particular, will Tanner still disappear?)
- I kill Hadrian Tanner before going down into DC? (Will Six make note of this?)
- I kill both Six and the South Gate Station? (As far as I know, Six offers the possibility to go to North Underrail, and the SGS offers you the possibility to become their councillor. Is it possible to formally win the game if you complete Deep Caverns after having killed both Six and the SGS?)

11
I see. That kinda makes me want to get more hacking for DC on my current character - can you, or anyone else, say with high certainty what the exact number of the skillcheck you are talking about is?

12
Cheers! What are the relevant skillchecks in Arke, does anyone know? I don't do the whole Oculus questline with every one of my characters so that's not so critical, but having shortcuts in Arke might be pretty important. (Speaking of which - are any of the Deep Caverns mutagen reagents behind hacking/lockpicking checks, whether avoidable or not? That's perhaps the most important possible skill check I could think of.)

13
Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« on: November 16, 2016, 01:36:13 pm »
Are you planning to make more use of the special stealth features in the Foundry prison (the "camera footage must be erased if detected or you're in trouble" kind of stuff) in the expansion? That was an interesting gimmick, yet the game doesn't really seem to use it anywhere else than in the Foundry, in that one specific location.

14
I'm never quite sure how far to raise these two skills - I always want to pump 5 points into them every level until the very end of the game just because of how frustrating it is to miss a locked container by just a couple of points, and because I never quite know what treasures might be in those containers. At the same time, I recognize that I could save a lot of points by not pouring more points into those two skills after a certain points. Anyway, I've played the game through a few times (sort of... I'm yet to defeat the final boss, none of my builds ever managed to kill it), so there is no need to be careful about spoilers here as far as I'm concerned. What I'm looking for are some opinions: what are some important lockpicking/hacking checks that help out significantly with quests or help get unique items/something more than just sellable loot, and aside from that, is there some level of lockpicking/hacking beyond which you don't see investing in these skills worthwhile at all? (Basically - beyond which there are few containers and nothing that has anything extraordinary?)

15
The game explicitly states that the electrical resistance doesn't help at all.

Which is great, except that a new player is more likely to encounter Neural Overload through being zapped by it rather than by getting the ability and reading its description.

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