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Messages - HulkOSaurus

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1
Suggestions / Re: Energy weapons should have an effect on Doppelgangers
« on: December 11, 2020, 10:37:02 am »
Would be kinda cool to have another Juice-like concoction that uses Spirit Poison and gives you the ability to attack them with mechanical damage. They could have something like 90% resistance and no threshold, fully immune to debuffs.

2
Builds / Re: Difficulty Deciding on Build
« on: December 11, 2020, 12:18:53 am »
Go both.

3
General / Re: Finally a real review of this game.
« on: November 27, 2020, 06:22:46 pm »
Indeed, a lot of Sseth's audience wouldn't ever consider trying out a game like Underrail. They'd just do it because their boi told them so. He's an entertainer and will do what an entertainer has to do to put food on the table. But he also likes creative and difficult games.

During the years I've observed people playing this game I've come to realise there's generally two types of Underrail players.

1. I have points in Guns and a gun therefore I should reasonably handle the majority of opponents I meet.

2. I discover a lot of different things and I should try to see what all of these are for. There might be some new armour, consumable, weapon, throwable that could help me in a given situation.

It seems Strat-Edgy started as type 1 and migrated to type 2 later on. I believe he himself said something to that effect.

But regardless - the biggest advice any future Underrail player should take is that they should always experiment and be open-minded. A lot more builds are viable than people think they are. I also think Strat-Edgy says something to that effect, as well.

4
Builds / Re: Help with newcomer build
« on: November 25, 2020, 08:22:03 pm »
In terms of damage - no. Pneumatic Leather Gloves, in particular, can help you a lot, though.

In general, because of your Versatility, try using weapons which benefit from the AP reduction that comes with high Dex - Laser Pistols, Chemical Pistols, Light Melee Weapons, SMGs, Firearm Pistols(that's the least effective category.)

But even then Underrail isn't the type of game where you just put your points into Guns, pick a gun and kill an enemy that appears in an area close by. You'll still die, until you learn. Try to experiment more and see what types of armour/consumables/throwables/gadgets you can make.

5
Builds / Re: Help with newcomer build
« on: November 25, 2020, 05:29:29 pm »
Nothing wrong with the build, to be honest.

Probably more like how you pilot it, really. Although I think that as a really new player a Perception based character with stealth(because you like it) and Paranoia could be better as you will be able to spot a lot more of the ''invisible'' stuff - enemies, traps, ect. You should be exploring while in Stealth as to be as safe as possible and scout as much about the encounter you'll be facing as you can. More importantly - you will be able to start on your own terms, at least most of the time.

Also, take any damage type in the game except Energy; you can become immune to it through armour. Energy damage can largely be soaked with Energy Shields. There's the Thought Control Psi which will bypass your defences and that's it. You shouldn't be so easily disheartened :).

6
Bugs / Vanishing Powder Grenade
« on: November 24, 2020, 12:00:00 pm »





The issue is somewhat inconsistent. But I definitely have experience cases in which the VPG doesn't put the character in stealth.

https://app.box.com/s/bh7o5uuqrsewzuihfd2ixr7zotfphdia - let me know if there's anything wrong with the link.

7
General / Re: Vanishing Powder Grenade
« on: November 16, 2020, 03:27:14 pm »
It's a very good item and - yes - you need good Stealth in order to make decent use of it.

It's just that I've observed it not putting a character into stealth even when there are enemies in somewhat close proximity(that's how I think it's working - you need to have enemies close to you.)

8
Builds / Re: Assault Rifle / Thought Control hybrid
« on: November 15, 2020, 09:09:13 pm »
I wouldn't use heavier gear all the time. Rather put it on for specific fights because you can become immune to melee with some of them. That's not worrying at all about how much damage you will take. Yes - Balor will hit you for 0 on a 3 Con psicher :D.

I see no problem in using Vanishing Powder Grenade. You can't use them all the time, plus they aren't reliable as I've observed them not putting a character into stealth. For the Magnar fight in specific I think you can use your stealth to remove the few guard before the corridor and then just rig it with bear traps and gas 'nades. Then your NO will one shot him.

You can do something similar for the Goliathus beetles - make a field of toxic gas and watch them go down.

No EMP3 for Nevil :)? With a decent Infused Hopper Leather and Tabbis you can run to gates and catch individual groups before they even come in the main room. You don't have Grenadier so you probably won't be able to save him, but you won't have great problems, either. Them Nagas you one shot are a good source of SS.

I generally avoid the Marsh, tbh. I don't much like the area and I don't consider there being something that worthwhile to go through all the fodder. Abandoned Waterways is much better for the loot.


9
Builds / Re: Assault Rifle / Thought Control hybrid
« on: November 15, 2020, 07:15:09 pm »
Oh no, I didn't mean the build; was rather asking about the playthrough. Was curious if you died at all, and if you did - how you died, ect.

Yes, the mirror images aren't perfect defence and on a similar note - I am not a big fan of tactical vests. They can't even protect you well versus 9mm ARs. There are some great Expedition leathers which can provide excellent protection, however. The crafting perk for leathers can give you melee immunity with just two pieces of a set together with something like 65 % physical resistance. Not shabby at all.

 

10
General / Vanishing Powder Grenade
« on: November 15, 2020, 04:45:35 pm »
Does anyone know if they have an intrinsic fail chance, i.e., failing to put you into stealth?

11
Builds / Re: Assault Rifle / Thought Control hybrid
« on: November 15, 2020, 02:21:11 pm »
Was it flawless?

12
Bugs / Re: Enemies line of sight
« on: November 12, 2020, 08:53:20 am »
This has been known for long time. It's how the game works - something to do with its engine.

On the flip side this occurrence is very consistent. You can also use it against enemies, i.e., being able to shoot them without them being able to shoot you back.

13
Builds / Re: Recommendation for a high agility build
« on: November 11, 2020, 05:41:42 pm »
Personally I'd go for the for 7 Dex 12 Agi, but that's entirely up to you. I just think it opens very good options that way.

Leading shot is very reliable. Do note that it does have a requirement for it to work.

Every specific enemy in the game has some sort of armour that can reduce said enemy's damage to 0. Having those, especially as a crafty character is a huge boon. The CAU armour in particular is very appropriate in general for the Expedition. If you're going for that particular build you'll be able to Snipe down the Hives as they don't have any DR at all.

14
Builds / Re: Recommendation for a high agility build
« on: November 11, 2020, 04:05:51 pm »
Snipe could provide good value here.

A mix of shotgun and sniper action could take care of large portion of the game while not going too heavily into Perception - as you will be able to selectively use the sniper against low Evasion targets.

Another way to do things is to do go max Dex with Pneumatic Leather Gloves/Versatility and use Dodge plus maxed Evasion for some extra points on the side. A lot of Evasion will have noticeable effects on the gameplay, but you shouldn't try and push your luck to see if you can dodge that Aimed Shot here.

15
I think it might just be way it's working atm.

It would be cool if you could get another 3 turns of free healing from the vest, not gonna lie.

Too early to despair, though - you can still craft yourself a good shield emitter with over 2k capacity and/or energy weapons with extra shots. 

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