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Messages - dddmemaybe

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1
Your build is actually pretty good right now already. One thing is that you want some stealth to place traps more effectively before combat starts. Tailoring helps stealth about the same as (not super high Agility) stealth skill points invested since the components are very common and only use Tailoring skill (if placed on simple leather at least; Cave Hopper Leather boots and armor is good, you can get the cave hopper component from SGS's Agronomy level Quinton. "black cloth, soft foam and cave hopper leather", also boots need the really cheap boot frame(2x) from most merchant stock.

Strength 5 is sweet spot for pistol, shotgun, sniper in most cases. The shotguns that need Str-6 just eat a food-vendor's str-boost food and 20 mins of free-to-go.

I would try to have a stealth armor (for trap placement), and then consider switching to boots with a Boot-Spring(crafted with mechanics; tailoring too if leather instead of metal boot) to get shmoving in combats.

Your electronics is high so making use of making a cloaking device is a good idea to help trapping it up.

One final thing is that since you're going full-dex I think, make sure to put laser sight or scope(normal scope) on any of your guns(shotgun can't and won't need too badly iirc) since moderate PER(7) might make accuracy annoying against some kinds of enemies.

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Builds / Easy mode build for new and young players
« on: January 08, 2022, 07:54:03 pm »
Here's an easy mode build that is made to make the game as painless and as simple as possible. (You're something of a hard-to-kill Swordmaster)

First off, your skills merely invest the same maxed amount to the same skills every level up, which makes it easy to level up (Parenthesis number is a boosted amount from any bonuses, other number is the raw points invested). Feats are just 1 per 2 levels, keep the list(second link below) available if possible? Don't think about the feats too much if you are new, these ones just work without any intent to make them work. Only 3 of them require input (show and move their icons to hotbarkeys with "f" on keyboard once taken), Sprint (move faster), Yell (enemy temporary weak all around you), and Decapitate (kill enemy). Everything else is non-input reliant; automatic benefits.

You get a Base Ability point at every 4th level up to level 24 (4,8,ect.), just put all of them into strength to get that super strength.

Level 1: https://underrail.info/build/?AQgGBwoDAwMAAAAPDw8PDw8PAAAAAAAAAAAAAAAPAFA5378  (Max the same stuff skills shown here every level up from here on and you're good.)

Max Level (look at the link below this here to see the feats to take, they are at the Bottom Left and in order; hacking, lock-picking and throwing being not as expected doesn't matter too much, if you ignore Throwing and max the ones from level 1 instead it's OK anyways.):

https://underrail.info/build/?Hg4GBwoDAwMANQDCoMKgwqDCoMKXdMKgAAAAAAAAAAAAAADCoABQOUQkYVVjGRPCjcKBS8KZwovCtnzCheKhuALiprgD4qiwCt-_

Pros (for experienced players to see):

  • Player is tanky regardless of armor type equipped (Dodge/Evade/Juggernaut/Healingboosts).
  • Mashing attack boosts damage and grants movement to keep mashing.
  • Our Healing boosts and HP boosts stack well with easy mode.
  • No crafting and low maintenance makes buying/selling/inventory very forgiving for new players.
  • Thick Skull means disabler enemies like Brain-Psi doesn't bring heavy troubles. Evasion also helps against nets/phys lockdown a bit.
  • Swords are cool and kill fast.
  • Sure Step + Bulky Melee + Fast Metabolism makes Junkyard's acid-based(no ground damage) mutants a cakewalk.

Final Note: if you don't know what the specializations are, you get them starting at level 16, roughly half-way to the level max you can reach. You just get 1 free point for those per level up, starting then. They are pretty simple.

3
General / Re: How do Gunslinger and Bullet time ap reductions interact?
« on: September 27, 2021, 06:58:30 am »
Oh I see. Thanks for all the info.  :D ;)

4
Builds / Re: Help with battlemage build
« on: September 27, 2021, 06:16:45 am »
It's a few weeks late but, I wanted to take a shot at this build.

I think firstly that because melee attacks roll for hit-chance, and metathermics mostly don't really, a lower WILL stat is more valuable for increasing STRENGTH overall. The only feat taken for will-7 is Stoicism, and it's a good boost to survivability, but, it's on a build that uses sword attacks. When they miss, you cry and lose your flurry-combo, which really sucks.

Level 1: https://underrail.info/build/?AQcGBwcDBAYAAAAPDwAAAAAAAA8PAA8PAAAPAAAADzkk378

Level: 16: https://underrail.info/build/?EAsGBwcDBAYARgBaKAAAAAAAAFpaHkFaAABaAAAAQTkkK1XCjCoTRT1LAN-_

Thermodynamicity with Premeditation allows you to weave in 2-x cheap psi spells to allow ap room to keep up the sword attacks. Idk why Sprint wouldn't be first feat taken since your armor penalty is ignored for it. You don't need expose weakness for robots since your heavy armor means they tickle you back; once you get energy-boost on the sword they just melt into canned re-fried beans. Also, you probably don't need conditioning too much ngl... Biology 80 is a must for Bullhead spam to auto-counter the awful mental-boom-bastards. If you can craft and have high mercantile, probably can survive with ok money without pickpocket on Hard. Especially with high str for carry capacity, and expending less currency early on compared to ranged characters. Make sure to give Jonas a bad deal xdd.

Level 30: https://underrail.info/build/?Hg0GBwcDBAYAZQDCoCgAAAAAAAB4eB5teABGwqAAAMKgWjkkK1XCjCoTRT1LAAZQRMKNwrZ8wrjipbIF4qa4A-KyiAXisokC378

If the game is too Hard, maybe throw in some Temporal Contraction instead somewhere?? why not, it's good xd
I threw in Yell/Intimidate as our strength score starts to get pretty good. Really high critical boosts here, and peak medicine potential for Bullheads, Regenerative Mixtures and Supersoldier Drugs. Make sure to eat rathound barbeques of course. Fast Metabolism gives us extra psi on boosters but also boosts regenerative mixtures, regen vests and hypos as well.

Thermodynamicity (65% ap reduction spec points) with 2-ap Psi-booster from doctor's pouch will be a godsend when they lock you down with throwing nets, acid, ect. You could swap out premeditation(level 6) with it instead but I can't decide.

Oh yea, and snarf literally every no-badside drug like all the time that you can later on. Aegis + Focus Stim will make you into a monster. And maybe use a lot of (poisoned?) caltrops in Depo-A?? It might be your only hope.

5
General / How do Gunslinger and Bullet time ap reductions interact?
« on: September 22, 2021, 01:50:00 am »
All of the other ap -x reductions happen last after %reductions for ap weapons. But, at the same time Bullet Time is a buff state. Does anyone know if Bullet time lowers your weapon's ap costs before the flat reduction from Gunslinger, or After?

For example if your pistol after dexterity and RR and everything is 15 ap, if Bullet Time is calc'ed first(no spec points) it's: 15 x 0.7 = 10.5(11?) -3 gunslinger = 8 ap. But, if Gunslinger's -3 happens first, it's 15- 3 = 12 x 0.7 = 8.4 (9?), 9 ap? I don't have a high level pistol build on-hand to check myself.

6
Builds / Re: Hammer wizard but with metathermics
« on: September 22, 2021, 01:19:52 am »
Imma add a little.

First off about Paranoia, the best part is actually -3% chance to be crit since you're so beefy and taking so many attacks.

Also Cryostasis is really effective for us as tank, as you can auto-6-ranged-disable the worst threats with it, and if you take Cryogenic Induction, a high power sledge attack is likely to full-hp shatter most enemies as a combo, which is huge.

Here's my build attempt for you: (level 16 build here:) https://underrail.info/build/?EAoDBgcDCQYAQwBaAAAAAAAAAFpaGypaAABaAABaKzlfK0Q9JFUqChwu378  (show crafting bonus)

A main strategy will be to remove any enemy's high dodge values to zero because your melee skill is not uber-high. Best options are:
Cryostasis
Taser
Throwing Net
Flashbang
Sledgehammer's 10% stun hahah.

Some later shit to get is like, Superslam, Fast Metabolism (will boost regen vest, hypos, AND psi boosters), Body Weight Training...ect. Armor sloping is good but, don't forget there are a lot of powerhouse low-end infused leather armors too- when the enemies deal non-mechanical and non-energy damage. Especially cold damage, ancient rathound and bison leather armor are so good, alongside slow immunity bootses. Armor Sloping also does nothing if you put on a super-heavy tac vest suit anyways.

Try to get your hands on some Infused Siphoner Leather Bootspring Boots (tabis lose us crit-protection) to have slow immunity.

edit: re-arranged the order of the last couple feats.

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Builds / Re: DOMINATING low maintenance Metathermics Chem Pistol build
« on: September 15, 2021, 04:31:37 am »
Great build with no waste. Aoe chem blast; metathermic blast; grenade blast; and covers utility factors like money, stealth and crafting well. Top-tier kill-the-whole group functionality. Can combat solo enemies well still with dirty kick and availablely, a taser. Go fast psi -and stasis included. Huge dex means you can go first decently oftenly with root soda in the arena as well which is pretty important.

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Builds / Re: Looking for Crossbow + Traps + Stealth build (no psi)
« on: September 15, 2021, 03:49:28 am »
It's late and probably unneeded but, I post some more stuff related to crossbow build help if anyone else looking for some. It's a bit comprehensive, yet the spoiler-level doesn't touch any plot nor missions, nor too much build help other than generalizations and figure out how to actually start craft anything.

My main and most important annoying piece of advice is this. Focus the stealth components (3 --italic-- component). Because bear-trap need stealth to place in the first place- or it don't work very effectively. With a little mercantile(15-35~), max out Tailoring, and hoard high quality --Black Cloths-- and high quality --Soft Foam Padding-- as long as you already have good ammo and heal item (80+ bolts about right). At level 3+, go to the Agronomy level(not Engineering) and buy some(2+) --Cave Hopper leather-- armor component item (he only has component items for this item don't fret it; there are 2 merchants on this floor). Use that cave hopper leather (after --using the held Blueprint Item first to learn to craft your Leather Armors--) to make agi+ (and importantly peak light-weight) leather stealth suit, using and placing in the black cloth and soft foam padding(also used in boots but quality doesn't matter for boots). If you need to level up first a little before crafting that's ok and normal. Make sure you keep some money for ammo, heal item and keep mechanical repair kit for weapon(only breaking equip that matters a lot early). Always stealth as you enter a new or scary area.

Level 1: https://underrail.info/build/?AQMGBgUKAwcACQ8AAAAPCAgAAA8IDAAPAAAAAAAAD385378

Base attribute values of this are pretty good and intentional. Also in this creator menu on internet, you can press the "compact" text button at the bottom right, and/or "show all" (whereas feats you can't get, yet or not, also show) to see feats easier.

We grab Sprint, gives many movement points great when used- if you have room to move(quite often honestly do). Strafe is also grabbed because it's very important for Crossbow accuracy right from start to finish of your game.

We will take a lot of Traps skill after level 1; just to make some money leverage with mercantile~.

Level 6: (show a little skill progression help and the next couple feats; +1 per:): https://underrail.info/build/?BgMGBgULAwcAFSgAAAAZGhgAKCgQIAAoAAAAAAAAEH85QCIn378

We take Trap Expert so we can have a lot more fun getting our traps down easily and non-detectably. Marksmen so we can have fun with our special bolts too. Don't worry these are strong even though they are, imo, fun to use. And lastly, we grab Pack Rathound, so we can carry our metal traps without going over the weight limit too quickly!

If you want lockpick/hacking, good standard is just +5 effective skill (the one in parenthesis) to each every level up (if you have to come back to a locked container a little level(s) later it ok, super hard to pick or hack locks don't consistently guarantee op items- or even anything at all sometimes tbf). You can drop it if you want to, it's not op or mandatory.

Rounding of bonuses(on a skill's effective value in parenthesis) can also force you to go over sometimes (aka: double +1's from a ratio), just so you get why that is happening.

Some final blueprints you'll like to buy soon enough; just once if you see em (they are not rng but always carried items): Leather Armor, Balaclava, Boots(hopper guy Agronomy level), Incendiary Bolts (other Agronomy level guy), Crossbow(duh), Hand Grenades, Bear Traps and Frag Mines. Shock bolts are notably also real good when you get to them later. And a final piece of advice: if you have a grenade(grenade good), you better know how to throwing skill that- or you're dead meat.

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Suggestions / Re: Food Blueprints
« on: September 14, 2021, 09:19:34 pm »
If so, the Hoppers need to stop spawning at a certain point. If not, THAT purposely-unarmed player will never finish their Hopper round up.

I think an in-game earned cooking-feat if there was cooking implemented (to say that making a meal item has a fail-rate just like fishing initially; probably no related attribute though?) until you do something cool would be appropriate for this mechanic imo. It'd be cool if every merchant has a small chance to want exactly 1 food item, cause it would be hilarious and wholesome that everybody's gotta eat and they just want a burger. If there is a Food blueprint, it should obvious-also-definitely be just 1 blueprint to not bloat the blueprint menu any further, similar to extract humor or process plant. I think food costs a bit too much to just let the player generate so much currency from cooking it though. It needs to have a secondary investment cost into the blueprint, like a burger needs a bun that costs fair share, and others all need their thusly 1 main and 1 secondary food piece imo.

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Suggestions / Re: Healing items should heal percentage
« on: September 14, 2021, 09:03:14 pm »
Bandage as it is now: "Use: Restores 140 health points over 7 seconds. Health must be over 40% in order for bandages to be effective."

I could see it healthily changed to "Restores 100 health points plus 10% of maximum health over 7 seconds." When I play tank metal armor beef-cakes, I have to use 3x speed cheat engine cause healing usually takes up to ~50 in-game's seconds of standing still every combat end; depending on my dude's level advancement reach and damage taken (often high as beef build's main resource to throw around is hp pool; and making effective use of Last Stand maximizes the player's pain level too). This is very painful without cheat engine 3rd party help. Pls help us fat-lad players?  8) :P.

edit: the helpful feat for regen-vests and the like for these beef builds, Fast Metabolism(x125% healing by itself), also benefits bandages so my math was actually off a little on the 50 seconds to be honest.

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Suggestions / Re: Ideas for new TM spells
« on: September 14, 2021, 08:45:17 pm »
I really like the idea of the Psi Caltrops/Psi slow-zone but I personally think it should only proc once per enemy per cast. TM is already packed to the brim with some of the most potent and unique utility effects in the game. On a tangent, we already have ice barrier block zone(metathermics) and force wall(psychokinesis) in addition to caltrops and traps slowdown as well as others too. I know psi-slot equip limits and build limits makes my point a little moot overall. I think that the psi-temporal attacker with orienting around buying time for the super Temporal Distortion delayed attack-stack to explode could use a spell like this for good use without being remotely op imo.

I'd the spell something like: Temporal Glue: creates an invisible slow-zone(size slightly smaller than caltrop area) that slows everything except yourself by 20 movement points once per turn if they touch it.

I'd also like it if Temporal Rewind could be used on enemies to undo health-hypos and self-buffs used temporarily and also move them back their move tiles again(doesn't undo their attacks, only undoes last action'ed turn). The move tiles lost should not be given back as it makes no sense if they move again..? I think..? I hope.. (edit... unless you can use it on yourself to gain a ton of bonus mp on turn 1 as you initiate combat...? yea that sounds broken since same school also has Psycho-temporal contraction, and steps on its toes a bit at that too..)

Also, Temporal Distortion.. I personally think having it's Continuum Ripple feat buffed wouldn't be a bad idea.

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Suggestions / Re: Infusion suggestions
« on: September 14, 2021, 08:22:47 pm »
Before I start replying, I have to mention that the thread title sounds like leather armor infusions, so it's a bit misleading. Maybe change to "Assorted gameplay suggestions?"

Paragraph 2(op): Agi 7(imo) check to universal go up and down the Railway Ledges makes sense but awkward to implement the specific squares you can do it on unless it's smeared across all of Underrail (which just might be ok.. I'm not sure.)

Paragraph 3(op): Strength reduction on armor penalty sounds fantastic. Few builds that use Metal Armor S7-8+ are very amazing overall right now, especially when considering scary ranged psionic threats. I think this is a fantastic buff that helps especially the beefy sledgehammer builds(which are in a weak spot overrall for offensive attack-viable capabilities) the most. Strength as an attribute overall only has 2 related skills so far and I think it overall has great room for a specified buff here. I would implement it as a feat, similar to feats like High-Technicalities but implemented for heavy armor builds. Maybe requires Str 7, "Walking Fortress"?, and reduces armor penalty by 5% per point of strength above 4, occurs after other reductions and is multiplicative? It makes a lot of sense from a logical stand point of a beef-man charging in full-plate or something like that. (specialization should multiply off the the multiplication so you don't reach 100% penalty reduction. maybe every spec point separately multiplies armor penalty by 0.9 again each time, for a total of 41% reduced again multiplier after 5 max specialization points?)


Paragraph 9, 4th from bottom(op): A feat for throwing grenades and/or other aoe combat utilities around corners, off walls or just curved throws like in baseball sounds like a great idea. It sounds really hard to mechanically implement in my personal opinion though.

Paragraph 11, 2nd from bottom(op): Temporal Manipulation, you say it needs a nerf and I can see why in some areas. In my personal opinion, I think you could make Psycho-Temporal Contraction lower all of your offensive skills(other than Temporal Manipulation itself) by like 7% multiplicative during the duration. It should always be allowed as a fun I go do more button for any build willing to take the hp-psi penalty. It's not fair to psi builds to make it cost more psi points. It's typically strongest in the hands of a physical attacker like smg or unarmed imho, as they never need to spend those psi points lost and the movement point bonus for those 2 builds is irreplaceably potent. (they also can end combat in 1-2 turns the easiest other than maybe chem-elec-metathermic blaster, but that guy expends useful psi points and slot on casting). Lowering offensive skills is universally diminishing and allows for the core idea and allure of the time manipulator attack guy to still work right.

Also some people in this thread talking about Con being made stronger via medicines and stuff becoming stronger from a high Con stat and stuff? I could personally see something like a "Sequel Feat" to Fast Metabolism that increases the drug duration and decreases drug penalty durations/effects. Maybe requires Con 8; Fast Metabolism, "Grand Metabolism"?, and makes all drug benefits last an additional (player)turn and all drug and poison penalties last one fewer (enemy)turns. Maybe also increases all healing by an additional 10% multiplicative(137.5% healing total including the prereq feat)?

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Suggestions / Re: More exotic weapons
« on: September 14, 2021, 07:36:13 pm »
I like both of these. The energy pistol being unique is a good idea instead of just making it function too similar to an energy-pistol variant of cooked shot blob pistol attacks. Since it's a unique weapon it's far less of an issue. I would personally make the aoe-blast a special attack, and give it like a 5 turn cooldown that eats a ton of energy but, that's just me.

If we compare the Toxic Blob Pistol to other blob pistols, I think it'd be good to make the main on-hit effect of 1 stack of Contaminate be a 100% chance just like Cryoliquid Pistol's 100% chance to add a chill stack per hit. The Incendiary Blob Pistol's 40% chance to ignite also fears the majority of living enemies when it procs, so the chance (as a disable effect) makes more sense there. 18-30(x2) split damage is a bit high compared to other Blob Pistols. I'd put it to like, 15-22(x2) even split of mechanical/bio.

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Maybe 85% like the natural regeneration activation range?

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Suggestions / Clump of Traps update ideas.
« on: September 14, 2021, 07:06:07 pm »
I got 5 ideas.

Electrokinetic Imprint. Detection difficulty scales off of higher of effective Psychokinesis or Traps skill. (from just Psychokinesis).

Trapper's Belt. Traps skill increased by 15%. Carried traps weigh 30% less. (Trappers worry a lot more about weight than the utility slot I think., especially for mines and blob traps which are 2 weight a piece. The weight bonus does nothing for characters that constantly take off the belt without heavily using their traps, unlike Lifting belt for instance.)

Maybe the Trap Expert feat's Specialization: Speed could be a bit softer at 5% per(5 point maximum) to 85%(from 60 base) reduced speed rather than 10 points for 90% maximum? This one is definitely pretty debatable; not sure if trap-set speed is too broken with stealthing near enemies, but 5 spec points is still decently investive imho.

Allow Deadly Snares to work with Cryo-liquid blob traps? (Unless the ice on the body is proposedly blocking the weakpoints of the target? idk, I think this is a good idea.)

Sure Step - Also walk freely over and on traps you can already see yourself. Could make some feat-owning enemies more annoying for Traps builds that don't invest that much into their Trap detection difficulty and skill, which isn't a terrible idea imo. Also allows trap-heavy player builds to not go insane walking into their traps from a missclick to disarm. Specialization could be changed to (0-10 points) 6% chance per point for rooting or slowing effects to not remove or reduce your movement. (Traps are already not too difficutly for high detection players to play around already, so I don't think that part is too broken.)

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