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Messages - Leviathan

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1
Suggestions / feat tweak and rebalance list
« on: May 06, 2018, 01:23:17 am »
gonna add more to post

End-game feats
Deadeye shot:
- Deals bonus crit damage based on perception, also gives 5% to-hit chance per perception point above 5. Can be executed only with sniper rifles. Shares cooldown with snipe and aimed shot. If enemy is killed, cooldown is reset.
requirements - 18 lvl, 100 guns, 10 perception and snipe feat.

Last Stand > Last Chance
- stops fatal damage and leaves player with 10% hp and stops any incoming weak damage (gives dt bonus), can be used only once per fight, dont pervents fatal damage that a twice more than maximum player health.
requirements - consitution 10, 16 lvl

Psionic Mania > Psionic Rush
- when active, increases psi cost but increases damage and reduces AP cost by 35%
requirements - will 10, any psi 80, psychosis feat, 16 lvl

Chemical Tolerance
- passive feat that prolongs chemical buffs by 1 turn per 4 turns and decreases comedown by 1 turn per 3 turns
requirements - biology 75 and doctor feat.

Neural Overclocking
- when active, greatly shorts psi spells cooldown at cost of psi.  Can be cancelled. Shorting cooldowns while on low psi will backfire.

useless feat improvements and merges:

Interloper > Shadowrunner
- stealth penalty is based on light level, no speed penalty while in full dark
requirements - stealth 60, 8 level.

Suppressive Fire
- everyone who got caught in burst radius loose 2 ap, 3 mp and suffer accuracy penalties. Effects stacks up to 10. Enemies which got hit by bullet gain 2 effects. At 10 effects target will become flushed, losing all evasive buffs.
requirements up to 4 lvl, 30 guns.

Heavy Punch > Stunning Strike
- deals 50% of nominal damage with a chance to incapacite victum. Chance to incap 100% against unaware targets.
requirements are same

Juggernaut
- raises stun and debuff resist for every point above 50 armor penalty
requirements are same

Pinning
- triggered by critical crossbow and throwing knive attack
requirements are same

Split Spare > Knives Out
- when triggered, next throwing knive attack will launch 5 in a fan-shaped cone. When used with grenades, launch 3 grenades with accuracy penalty.
requirements are same again

Steadfast aim
- every pistol attack decrease cost of next attack by 1 ap and increase to-hit chance by 5. Bonus is lost at miss. Stacks up to 5.


new feats etc

Ground Strike
- deals 25% of nomial sledgehammer damage in a small radius around user. Targets caught by this abillity gets off-balance for 2 turns. May stun targets with weak resist.
requirements - 9 str, 8 cnt, 60 melee

psi skills

Feedback
- burns enemy psi and deals damage based on burned psi. 

Psi Shield
- provides user a shield that uses psi for power and blocks all PSI attacks. Cannot be used with energy shield active. Cannot block physical attacks. Shield removed when stunned.

Weapon Channeling / Killing Hands
- when active, drains psi for bonus damage based on weapon ap costs.

2
Bugs / Re: Cant find Rupert Simmons?
« on: March 04, 2018, 09:16:07 am »
upper floor, he in his office

3
General / Re: skill point / build ? for a relative UnderRail noob
« on: February 28, 2018, 11:00:31 am »
i dont see any point in merging crossbow skill tree with psi, at 19 level with your stats psi have to deal more damage and stuns than its crossbows counterpart

abandon crossbows, go for sniper rifles + smg or melee + psychokinesis

4
General / Re: Stealth Build w/o crafting viable?
« on: February 16, 2018, 04:30:19 pm »
also dont forgot caltrops, flashbangs, tazers, molotovs, electrics and fire bolts, they provide good area denial in most situations

5
General / Re: Stealth Build w/o crafting viable?
« on: February 16, 2018, 04:23:48 pm »
I would recommend playing SMG build, it's close enough to your stat distribution (just remember to pump the dex to the max on lvl ups). It's more powerful than pistol or crossbow builds and doesn't rely heavily on crafting - there are decent unique weapons for that type and smart goggles are sold at the shop, which will allow you to be decently good at killing stuff. I goes well with stealth and Ambush feat, since you can find silenced SMGs allowing you to pick enemies in smaller grounds if you need to. And it has relatively simple build - Spec Ops + Commando. If you take Grenadier and Three-Pointer along with decent throwing skill (as was pointed out - around 80 effective skill) you would be golden. I would also suggest Paranoia for additional boost to initiative and detection. Opportunist + Suppressive Fire are also good combo to boost you damage even further along with applying some debuff to the enemy

Attribute points needed - Dex as high as possible since it affects how AP per shot you are using, Per around 10, Agi 7 for feats. Also, if you don't intend to craft anything 7 points in Int is such a waste. Drop it to 3, you will only need to spend couple more points on hacking and since you don't do crafting, you have them.

Well, thanks again for your sound advice.

I think I will go with what you propose stats-wise but I still have two questions in mind:

- I am going to play normal so do I need dodge/evasion or would you recommend skipping it completely and maybe just invest somewhat into crafting (I consider tailoring for the trenchcoat and tabi boots, maybe mechanics for silencers?)

- I would really prefer pistol over smg. I'd be ok with throwing as secondary combat skill for the grenades. What feats would you recommend for that route?

first off pistols effective only in hands of untrained charaters and they cost a lot to be effective, if you really want a good firepower and stealth you should go crossbows or throwing knifes

crafting is vital in every stage of game but crafting takes important role in mid game to achieve better gear than you may find in shops or from bodies

rapid fire is almost useless if you picked spec ops feat

most vital feats for ninja build is nimble (minus 15% armor penalty plus armor class buff) AND uncanny dodge (gives you 100% chance to dodge melee attacks) and evasive maneuvres (converts all MP into evasive skill)

for offensive skill tree you need a smg and a aimed shot (100% crit) kneecap shot (bleed + severe MP penalty) commando (lets you do another burst after kill) and blitz as emergency abillity, about gun pick an steel cat 7.62 or 8.6, install smart module and laser/compesator for best spray and pray gun. Also jaguar is a choice with 5mm, rapid reloader and smart module for best sprayning

OR pick crossbow, marksman (special bolts take no AP) quick pockets AND utility belt (they are vital as good crossbow) take aimed shot feat, kneecap shot and concussive shots for delayning enemy, when you go mid-end game pick elemental bolts and vile weaponry. Keep in mind that crossbows cost a lot in early game and require crafting but in mid game you likey will not have problems with money and ammo

about gear pick NVGS with smart lens (or with adaptive), ninja/hopper tabi boots, tazer as emergency weapon and any stealth tactical vest, they provide good armor against bullets but only one type of resistance, so be prepared to carry a spare vest

6
Suggestions / Re: Cryo Grenades
« on: February 12, 2018, 10:46:53 am »
they aint so useless but their use is just area denial weapon like caltrops, or just a way to kill without triggering a fight

7
as title reads, also NPC who got caught in gas radius dont run away

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