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Messages - Turbodevil

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1
No, but honestly each 2 Per points from 5 and above should grant +1 to sight range. YA HEAR ME STYG!?!?!?

2
General / Re: Infusion unarmed combat
« on: December 07, 2023, 11:54:45 pm »
Disarm is definitely cool.
Give Disarm feat to crawlers.

3
it promotes this stupid idea that you have to use a super specific completely mapped out optimized build or the game cannot be beaten.
also
Quote from: Styg
Hey hey people, have you tried this new DOMINATING difficulty yet?

4
Builds / Re: NOOB - Advice on LMG Tin Can
« on: November 07, 2023, 09:40:55 am »
Your biggest problem would be lack of mobility. I would go for 7 Agi as early as possible and pick Sprint + Hit and Run (the latter works even for characters with max armor penalty but only when sprint or Psychotemporal Acceleration is up)

5
Builds / Re: Ultimate Fishing Build- Women Want Me, Fish Fear Me
« on: October 16, 2023, 08:14:47 am »
This build just begs for maxed Temporal Manipulation, not even for usual meta contraction/lti/stasis combo, but for distortions against armored/robotic targets. Paired with distortions headband it will turn exploring NFT ruins into cakewalk.

6
Builds / Re: Versatile Versatility (Sword/Chem Pistol+TK) build help
« on: August 07, 2023, 10:59:52 am »
In general such build would work but I would switch to knives instead of swords. Reason: swords use lots of AP per attack (Flurry) and their damage ramp up when using exclusively swords. So, you will have little AP to do other stuff if going for highest damage. Knives, on the other hand, scale better with Dex which shoild be your main stat, since it reduces AP cost of both knives and acid pistols, gives crit to knives, initiative and skill points.

Knives are bad choice against armored enemies but you have acid and Electrokinesis for them. Knives are good with crit and (Premeditated) Electrokinesis has a feat that increases enemy chance of being criticaly hit, you can start your fight with that and see the results. Lastly, Acid Pistols would benefit from high crit chance of Ambush and PK's Telekinetic Proxy lit adjacent targets to trigger Ambush, worth digging into it.


7
Builds / Re: Doomguy build
« on: July 17, 2023, 07:45:47 pm »
That's always difficult for me as well :) Build is feat and stat heavy. I would probably start with 5 str, 7 Con and 8 Per, pump str to 8 asap, then con to 10. As for feats, this is full berserk mode. https://underrail.info/build/?HggHBwoIAwPCoMKgAAAoAABQUDwoZGRQAGQAAAAAAHhkORnCsB7ClhVKO0kWPk4fRMK1YwjioIoC4qGHBOKnqgPip7QD378

I would also love to squeeze Paranoia somewhere as well, do it if you care about being able to shoot first.

8
Builds / Re: Doomguy build
« on: July 17, 2023, 08:12:56 am »
It's very hard (I woud say outright impossible) to make a min-maxed charater that uses more than 2 different kinds of weapons (not counting grenades), let alone making it guns/melee hybrid. Reasons:

- only two weapon slots (+ utility slots for grenades) available, weapon switching in combat is possible but costly, even with Quick Pockets feat
- each weapon type requires spending feats to shine, you need to spend them wisely

I would suggest playing a character that uses just two different kinds of weapons and throws lots of grenades. Viable weapons for combinations:

- SMGs and ARs both have very AP effective starting 2 bursts attacks thanks to specialized Commando and Rapid Reloader, they also debuff enemies thanks to Suppresive Fire. ARs don't require much stats or feats
- Energy weapons have powerful crits and special attacks, using Aimed shot and Point shot with Smart Electroshock/Plasma pistol do wonders
- Sniper Rifles have Killing Spree for masacring large amount of enemies during first turn
- Pistols have Bullet Time for one turn of godmode, great special atatcks and ignore evasion at close range, but they are costly feat-wise
- Shotguns are good all-around weapon, nothing special for hybrids except for Kneecap Shot but they can be your backbone when cool stuff of other weapons is on cooldown

Now, I imagine Doomguy to be highly mobile tanking killing machine so I would pick Sprint and Hit and Run, they both ignore armor penalty (kind of) when used together so as long as you are killing things you will be able to move and kill more, even in full metal armor set.

Also, Grenadier and Three Pointer for making things go boom.

Example build (shotgun/AR) made on a knee:
https://underrail.info/build/?HggHBwoIAwPCoMKgAAAoAABQUDwoZGRQAGQAAAAAAHhkSkk7HsKwwpYVGTkWPmNOHwjCtUTioIoC4qGHBOKnqgPip7QD378
(Added Yell for destealthing crawlers and more strength to wear supersteel armor)

9
Most PSI builds here utilize (or can utilize) stealth since best PSI armor is PSI beetle carapace + tactical vest which is light with relatively low armor penalty.

There are two main PSI paths:

Tranqulity - benefits greatly from staying at full health, which means taking no damage and prefers starting up from stealth, then hiding beyond line of sight

Psychosis - has powerful alpha strike (Premeditation + Mania) which can be used very effectively when starting the fight, you can stealth up to enemy pack and clear it without giving them any chance to hurt you

Pick the PSI school(s) which seems most interesting to you and search for build that you will like.

10
Suggestions / Re: Let us make gas grenades with the d5 canisters
« on: February 10, 2023, 08:14:06 pm »
And add ending slide for using them against Todd!

"Biocorp finally finished the work started over 200 years ago"

Poetry!

11
Development Log / Re: Dev Log #6: New Environment Renderer
« on: December 08, 2022, 11:33:00 am »
I see you are elevating the franchise to another level

*snort*

12
Bugs / Echoing Soliloquy high persuasion bug?
« on: November 09, 2022, 08:02:42 pm »
From patch notes: Echoing Soliloquy now gets a buff from persuasion (applied at the moment you obtain the feat and remains constant afterwards)

Wiki suggests the buff is 5% per 30 effective persuasion. (ofc wiki may be wrong)

I made a DOMINATING character and pumped persuasion to 150 for maxing this buff (25% bonus) so I can trivialize DC by slowing down creeping dread stacks, but buff proved to be unnoticable.

Napkin math:
- on DOMINATING I get 3-5 creeping dread stacks, average 4, per turn/6 seconds
- 75% chance per stack to not have it applied, so out of 4 stacks only 1 should get appied on average
- of course this is random, so I can get any amount from 0-5 stacks, but expected result should be 1 stack per turn on average, and frequent 0s and 2s.

Actual situation:
- consistent frequent 1-3 stacks per turn, 0s or 4s sometimes happen, 5s happen very rarely
- this is the same expected result as fully unbuffed (0 persuasion) Echoing Soliloquy, as it has expected stacks per turn equal to 2

Random is random, sample size is low and wiki can be wrong. Then again, if I can't see effect of 150 persuasion which should double my time to get Eye of Tchort debuff, I think it is a bug :)

13
Builds / Re: Boom & Zoom: Agile Shotgun, Crushes DOMINATING, Very Fun
« on: November 03, 2022, 11:32:56 am »
*Doom music kicks in*

Have you tried using Precognition with all of that evasion/dodge? Enemy chance to hit would drop to almost 10% especially when you are in the shadows (against ranged enemies).

14
Builds / Re: Max Int 0-crit LTI Electroshock Pistol Build (1-Turn Chump)
« on: October 31, 2022, 01:15:55 pm »
Interesting, I'm planning similar (kind of) build for my next playthrough to maximize int enefits, with main difference being: it's Thought Control - electroshock hybrid with 12 int and heavy reliance on TM for cooldown reduction. Do you have any issues with Point Shotting with Electroshock? (Ie: do you hit enemies and not yourself? :) )

15
General / Re: What do you think about an SMG build?
« on: October 08, 2022, 12:25:56 pm »
1 shot every other round
No. This never happens on pistol build. You calculated AP cost wrong, probably missed gunslinger. 14 Dex = 15AP cost per shot, with Point Shot being 7 AP and Rapid Fire costing 22 AP. You get LTI to reduce their (already very short) cooldowns. Also, reducing your turn to 35AP requires many stars to align and can only happen late in fight anyway, after everything is dead (rapid reloader not triggering, not being able to cast Contrraction after spamming LTI and Stasis, using Norwegian Snuff instead of Adrenaline). Pistol build do not shoot once per turn, ever.

Quote
There is a reason, people bemoan the 1x4 damage spread of .44 Hammerer's.
The reason being not understanding probabilities, game mechanics and historical record of pistols being bad. Every melee/range weapon deals between 0 (due to misses or low damage roll vs DT + shield) to bazillion damage per AP. Damage spread ratio is infinite. What matters is how likely you are to kill the enemy (and how many APs you are wasting). For pistols this probability is very high due to massive upper damage, high hit and crit chance.

Quote
And the build you posted has no mobility, apart from gear
This one I can agree with, what was he thinking... Seriosuly though, Shoggoth's build is solid and clearly contains some thing for fun (like cutthraat) but pistol build can have highest mobility in this game due to Hit and Run.

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