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Messages - Hammer Wizard

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1
Bugs / Glitched Drag n Drop cocktails with Merchant Refresh
« on: October 30, 2023, 03:20:35 am »
Spamming merchant refresh will, instead of resetting the quantity of Ice of Spades, Jetdrag and White Dude, it will continuously add to their numbers non-stop

2
Builds / Re: Hammer wizard build for dominating
« on: April 09, 2023, 12:48:04 am »
https://underrail.info/build/?Hg8DAwoDBwUAAADCoAAAAEs8AADCjMKgAFpaAMKgAABkwqBVKwhQaQ0SLRRVYx8nX0RgwrbCp8KB4p-EAeKhhwTio5MF4quGBd-_

Feats not in order, but if you're unsure or unfamiliar with tank gameplay, open with Conditioning, Stoicism, Thick Skull and Fast Metab
Hammer Wizard is a very air tight build with no real room for modification least you're not playing optimally, this build is already at top performance with no variation, almost

3
Builds / Re: Ultimate hammer guide
« on: February 14, 2023, 04:52:43 am »
looking at the stats for doing a grenade focus on the tank hammerer, i was wondering if you think giving up 1-2 con to get 7 agl or giving a str is more important or i should just stick with 6 agl and get +1 at 4 to get three point throw. ofc con vs strength is somewhat preference but idk if i would be missing some vital feat not having one or the other maxed

Going Agility on a tungsten tank build is kinda redudant, the rest is all valid, I'd get enough DEX to get three pointer/grenadier, get enough CON as you please then dump everything else on STR

4
Builds / Re: Ultimate hammer guide
« on: January 20, 2023, 03:24:57 pm »
Would y'all recommend Guard on a leather hammer build? It seems decent enough to me, but the guide doesn't mention it
No, it's pretty bad on a leather build

5
Builds / Re: Ultimate hammer guide
« on: January 20, 2023, 02:48:53 pm »
Hi,

I started a new melee oriented character and I wanted to try a hammerer. I used the Hammer Wizard doc as my blueprint but it seems that I'm starting to hit a bit of a roadblock and it may be because of my tactics.

Main differences of my build: I decided to take Biology and Intimidation because I wanted to craft my own drugs instead of buying them and for the early YELL perk. Aside from that I'm also levelling both Hacking and Lockpicking, although I regret the latter.

Currently I'm level 7: perks that I took, corporeal spatio projection, expose weakness, dirty kick. Fast metabolism and Conditioning from the start. Psy Empathy from the start for the force punch.

Gear: I got an electric hammer from the GMS compound and Antithermic, Insulated, Antirifle Overcoat (65% encumberance). The latter is the one that is saving my life in nearly every encounter I do.

Right now I'm stuck in a few fights: GMS compound, the raiders in the bottom cave led by Gerhard Page. I'm overwhelmed by the damage, the best I can do is use molotov cocktails to keep the enemies separated but there are still too many and I die.

Burrowers in the GMS compound. I'm overwhelmed by the DPS, i can't kill 1 in 2 turns and I can't clear my poison fast enough.

3 Raiders north of Junktown: I can stun 2, focus on one but I don't deal enough damage, they heal in between stuns and between critical shot, shock bullets and poison I'm killed. Caltrops, flashbang and molotov are not enough to control their movement.

Syphoners north of Junktown: I can't do enough damage to burn through their healing and I don't have the movement points to run away.

My questions:

1) Do I need to start burning through my morphine and adrenaline drugs? I'm playing on hard but I wanted to hoard as much as I can for Depo A
2) I have 2 options to buy metal armor in Junktown: one is 65% encumberance the other is 98%. I have tried with both and I'm seeing little difference compared to my overcoat.
3) Is biology a good strat? If I'm using morphine, adrenaline and late game drugs in each fight it made sense to pick them up.
4) Do I need to craft my own metal armor? My tailoring is at 0 and I wanted to keep it at 0.

1) Yes, Strenght boosts Melee (Both Melee and bonus Sledgehammer damage), Telekinetic abilities and boosts Intimidation which in turns boosts your Yell and Brutality, rushing 50 effective biology to mass produce your first adrenaline shoots is a massive powerspike, when you can use your adrenaline all carefree, the only thing you need to do is merely collect everything from the animals you slain, and you have a lot of animals to slain with rathounds packs.
2) Neither, both looted and purchased gear in general is terrible, only bother crafting your own, for Depot A either use quad tungsten metal armor with reinforced tungsten boots and dense tungsten helmet, or use mutant dog dense padded leather armor and dense strider mutant dog boots, Id encourage the latter because it's easier and more affordable to get it, you will be very resistant to acid but mutants can still tear you appart, becareful, just because you're a tank doesnt mean you can afford to be careless
3) You should NEVER -NOT- priorize your main skills (in your case Melee, PK and Intimidation), you NEED to max out your relevant combat skills in order you get by, after that, I'd priorize Mechanics and Electronics, then biology, after that Mercantile/Persuasion then Hacking/Lockpicking, also tailoring
4) Yes, crafting your own armor is your goal, a good tin can with a Regenerative vest is your goal, having tailoring at 0 is a huge mistake you will later regret.

6
Builds / Re: Balor's Hammer Dominating Build No Psi.
« on: October 30, 2022, 08:29:38 pm »
Yes, and as matter of fact, I did it.
I wouldnt recommend it with heavy armor, stay relatively mobile because you will need to move.
I recommend going TiChrome/SS Nimble can, you will need Nimble, Fully Spec'd Armor Sloping, Bodyweight Training and Strider boots.

A lot of enemies like to kite you, and beside grenades you wont have any ranged defense, so you need to be able to close the distance and get around corners
You can try going 7 Will and go for Stoicism, the strongest tank feat in the game

Still, I dont recommend it, build is countered by a lot of things and it will be a struggle whenever you encounter non-conventional attackers (Acid attackers, thought controllers, electrokinesis users, cold Metathermic psions, etc), it is doable to beat it on Dominating, it will just extremely painful

https://underrail.info/build/?HgwDAwoFBwYAMgDCoAAAAFpBAAB9wocKbmQAAAAAPMKgVQgkRVBfYy1EDR8SwoFgwrZ8wqc84p-EAeKhhwTio5MF4qeCAuKrhgPfvw
This is how I would it

7
General / Re: Underrail Infusion Fan Suggestions/Ideas Megatopic.
« on: July 01, 2022, 04:47:15 am »
tl;dr

9
General / Tin cans: Aesthetic-Mechanic upgrade for Metal Helmets.
« on: June 01, 2022, 02:38:51 am »
After some time playing Underrail, there was something I always wanted to have, customizable metal helmets, using different frames to build a metal helmet, yielding different visuals and stats.

For example, a ballistic protective metal helmet frame, geared towards giving protection against hostile gunners, it's visuals could be similar to the armored heavy gunners from the anime movie Jin-Roh. Perfect stats and aesthetics to gun people down.
A relatively lightweight metal helmet frame, priorizing low AP and low weight while staying relatively protective, with visuals of, for example, the helmet Judge Dredd
A heavy, thick, melee oriented and general protection metal helmet frame, maybe with visuals similar to F.E.A.R.'s Heavy Replica soldiers. Bonus points if looks intimidating and/or uncanny.
Another metal helmet frame oriented for snipers, cumbersome and not as protective, but having no PER/detection penalties, and bonuses with sniper rifles and precise general gunplay. Tin can sniper is something that should be a thing.
Lastly, an odd looking frame, relatively weak on physical protection, but effective at guarding the user from Thought Control shenanigans. Dont have any example for this one

This would be nice to have in Infusion, because more seasoned players would want to look as what they are, absolute murder machines.

10
Suggestions / Revert damage taken modifier change
« on: February 07, 2022, 08:45:13 pm »
While I get that running around with 0% damage reduction was broken, setting the minimum at 10% will unironically neuter builds that relied stacking it, and it completely ruined my stoic ancient rathound berserker, and I'm not the only one.
My suggestion is reducing the minimum to 5% or less, this thematically would be on line with mech DR being at 95%, because as it is right now there's no point on playing damage stacking builds anymore.
Also this nerfs stoicism really badly. Stop nerfing tanks, tank life is hard as it is and we dont need this game to be a 3 CONlet glass cannon alpha strking central.

11
General / Re: 30-40 hour beginner's review (very long and intense)
« on: February 05, 2022, 09:42:50 pm »
tl;dr kek

12
Suggestions / Randomized Death Stalkers location in Dominating.
« on: October 14, 2021, 06:48:18 am »
Title, it would mean in areas that normally there are no crawlers, you could instantly get jumped by one.
Even better if they also respawn randomly, you could have killed all random death stalkers in one area, but there's also a chance of they respawning, or not
Making the players super paranoid

13
Bugs / Re: 2 Ice Tower Bugs
« on: September 29, 2021, 11:25:25 pm »
Any time of gas damage is actually a range of damage, like almost all attacks in this game.
For example, the damage range of a toxic gas cloud ranges between I'd say 5-15 damage, and ever increasing with further contaminated debuff stacks.
In a similar way would work with cold gas and frigid envirioment.
So everytime you get hit a by a gas, it's actually a random tick of damage selected from a damage range.

14
I think it does that because it's classified as an 'unarmed' attack, mutant dog attacks also completely bypass energy shields but that makes sense, thrown acid barrels not so much, mostly because thrown rocks damaged do get partially absorbed by energy shields, so I fail to see why acid barrels should ignore shields.

15
Builds / Re: Hammer wizard but with metathermics
« on: September 17, 2021, 04:59:05 pm »
>I really doubt that stoicism is that good
HERESY! Stoicism is probably one of the best feats in the game, and probably has the best specialization of the whole game.
Any tank build that can actually get it will automatically become much superior.

>And stoicism does nothing for casting
It doesnt need to, it makes you stupidly hard to kill, giving you more turns to survive and throw more grenades and MT spells

>7 will is nice even better 8 will and psionic mania
You dont need it

>Losing the initiative is not fun.
You're playing a tin can hammer build, having rock bottom initiative is the normal thing to happen.
If you want to have initiative, play literally anything else, this build is not a hare, but a tortoise. Play like it.

>Trying to enter combat manually every time is not fun.
Only if there are thought controllers around, then otherwise you dont really need to manually start combat, you can roll last on an entire fight and survive just fine

>3 will is point economy.
Might as well add TM since you will get a better point action economy.
You will add to a very basic generalist build.

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