Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Koveras

Pages: [1] 2 3 4
1
Builds / Re: Assault Rifle / Thought Control hybrid
« on: October 12, 2021, 10:27:13 pm »
This build does have tools to deal with crawlers:

- Locus of Control makes you stun immune; it can even be used when stunned to break it.
- Pseudo Spatial Projection can be cast in advance, when entering an area with crawlers, causing them to miss their opening attack (most of the time).
- I played without Temporal Manipulation, but since you got it: Stasis is amazing against crawlers. Just run in the middle of the area and Stasis yourself to bait the crawlers. When Stasis end you'll have a pack of crawlers around you, and you can burst them or nuke them with Neural Overload.

2
Builds / Re: Assault Rifle / Thought Control hybrid
« on: October 08, 2021, 06:49:57 pm »

Short answers:

1) You can drop Neural Overload and the associated feats, AR damage is more than enough.

2) Psi crit does nothing for non damaging spells.

3) Must have psi abilities are Pseudo Spatial Projection, NO (if you for it), Mental Breakdown, Psycho-temporal Contraction and Stasis.

Now I'll just elaborate a little on how and why I used NO, but once again: dropping it for lower psi costs and more utility feats is perfectly reasonable.

NO is an extremely high damage spell in late game, as shown in my original post. But to be good it has to crit, and it is not possible to get crit chance high enough in that hybrid build. That's why I picked Psionic Mania, and only ever use NO after Mania. Psychosis is taken as a prerequisite for Mania, the feat in itself is indeed a net loss.

My experience is that the extra cost is okay, because the fights are short anyway. As I progressed through the game I used less and less CCs, it was faster and more reliable to just kill everything. Typically the first turn would be:
Premeditation -> LoC -> Mania -> NO -> Burst -> Burst -> Burst
Not many groups of enemies can survive that.

3
Builds / Re: High agility build
« on: September 16, 2021, 07:01:10 pm »
No blitz or escape artist? What difficulty do you play?

Dominating/oddity.
Escape artist would not help, because if an ennemy can touch me I'm dead 99% of the time. I'm not a Blitz fan, but it could replace one of my QoL feats I guess.

With this character you kill 2/3 enemies, disengage, rinse and repeat. If the map is large enough, it's possible to disengage by running away then stealth. Otherwise, Vanishing Powder is your friend. It's possible to exit fight mode with an enemy 2 tiles away, stupid things happen at 500 stealth... Then again, it IS a meme build, I don't want to bait anyone into playing it. I just wanted to point that sniper rifles are viable at low skill values.

Also, RewRatt is right: while I do have 95% hit chance against everything, I'm firing a 50 AP weapon, so a miss is generally an instant F9 + cursing Styg ^^

4
Builds / Re: A blind laser pistol build (aka Stormtrooper)
« on: September 16, 2021, 06:34:15 pm »
Hey, glad you like it! I joined Coretech during my playthrough, their merchant is much more useful for that character. It won't change much though, and JKK is overall easier to complete. JKK also makes it easier to get certain oddities. Don't overthink it, merchant RNG will screw you anyway and you'll regret whatever choice you made, this is Underrail after all!

Side note, Critical Power got nerfed but there is a sweet new belt in the game (Commando Belt). If you're lucky enough to get it it's probably better to spec 5 Versatility / 10 CP.

5
Builds / Re: High agility build
« on: September 15, 2021, 06:38:11 pm »
I know you said "not a meme stealth build", but hey, just in case:

https://underrail.info/build/?HgUDEAMKAwbCoGUAAAAAwqBVcGUAZG4jOGQAAABGAABaATkdKAI1fjNLKyrCiMKFJCfCscKlwqbDi8Kdwp7Cn-Kgsgrir7wE4q-9Ad-_

I'm finishing a run with that stupid build (lvl 29, almost done everything except DC), and it was surprisingly viable. Snipers are okay with low PER, because it's easy to get extra accuracy, and they overkill most things anyway. And extreme stealth is really strong.

Also, be careful with dodge/evasion + 3 CON. You will most likely end up playing as if you have no defenses anyway. Dodge/evasion is damage mitigation, like armor, and you need base HP to make use of damage mitigation.

6
Zone control determines whether or not NPCs can trace your traps back to you. But if you punch someone in the face they will easily identify you as the problem, independently of the zone status :) Then hostility almost always propagate to the entire faction.

Regarding your specific situation though, you can easily kill the CAU without antagonizing anyone. Just set up some traps around the corner, out of their line of sight, then lure them with a loud noise. Since it's an uncontrolled area they won't identify the traps as yours. It might take a few cycles to kill them if you can only use low level traps, but literraly any character can pull that off.

7
Bugs / Alternate utility tower tactic
« on: September 08, 2021, 09:33:27 pm »


I swear, I was just trying to break the damn ice with TNT!

8
General / Re: Random useful tips you've learned?
« on: August 18, 2021, 11:27:10 pm »
Switching to Høddurform (or any health reducing weapon) before healing increases the effectiveness of the healing. That's because switching to Høddurform maintains the health % while reducing the maximum, making static recoveries more potent. The effect is only interesting for very low CON characters on higher difficulties, otherwise a 50hp difference is not going to do much.

For example, I have a glass canon in dominating with 216 HP (the ideal scenario for this trick), sitting at 21/216 HP.
I can use an advanced hypo and gain 75 HP (96/216 hp).
Or I can switch to Høddurform (16/166 hp), then use the advanced hypo (91/166 hp), then switch back to my normal weapon (hp 118/216).
Yay, 22hp out of thin air!

9
General / Re: How does Bleed work?
« on: August 18, 2021, 10:58:26 pm »
All bleed sources roll separatly, so even if you have 5 sources (boots, armor, ripper*3) with 35% chance to bleed, you might apply none.
On a side note, using multiple blades on a metal armor only gives you one source of bleed with stacked damage.

10
Bugs / Re: Commando Specialization - negative AP and more!
« on: February 23, 2021, 11:33:30 pm »
From what I see, it could be that Commando cannot refund AP over 50, so the refunded points might be computed as:

extra_AP = min(9, 50-current_AP)

Would that be consistent with what you oberved? Still quite weird if that's what is actually going on.

11
Suggestions / Re: Some suggestions
« on: February 12, 2021, 07:13:27 pm »
Quote
In some place, like a certain fetid place, you cannot loot the corpse of some enemies: they are in water and you can’t reach them. Maybe extending the range of looting or modifying the enemies IA (for attacking closer to shore) can end this inconvenience.

This! Or maybe make the corpses disapear after a while if they are not lootable anyway. I'm a compulsive looter and seeing these unreachable corpses piling up kills me inside :/ (and kills my cpu too after a certain amount)

12
Builds / Re: Juggernaut build that dosnt miss out on crafting and dialouge?
« on: February 05, 2021, 12:26:59 am »
I agree that for this specific build Conditioning is not particularly good, simply because metal armor already covers mechanical damage mitigation. Investing in mech damage reduction when you already have 95% mech resist is not useful, sure.

That being said, it is still completely wrong to say that Conditioning is bad no matter the build. For example this meme build of mine is infinitely more resistant to mechanical damage than any tin can, and it uses Conditioning as a core feat. sheepherder also has a nice explanation on why damage reduction can be good in some situations, see his build. Once again: damage resistance and damage reduction both have increasing returns. Invest a little and they are near useless, invest a lot and they shine.

13
Builds / Re: Juggernaut build that dosnt miss out on crafting and dialouge?
« on: February 03, 2021, 10:10:34 pm »
Never take Conditioning for any build.

Conditioning can actually be useful, if a build has other sources of damage reduction (Stoicism, Ancient Rathound leather, lifting belt...). And even if it doesn't, Conditioning makes Morphine/Aegis significantly more potent. That's just like the damage reduction on metal boots: alone it is useless, but if it increases DR from 90% to 95% it doubles effective HP.

14
Builds / Re: Asking for suggestion to improve my energy pistol build.
« on: January 26, 2021, 08:42:47 pm »

I've played a versatility/survival instinct laser pistol, these builds are very fun glass canons. So yes, it should work very well as long as you don't get hit.

That being said, I think you're worrying too much about critical chance. With just Survival Instincts, Recklessness, good goggles and focus stim you are already at 75% crit chance. Add infused rathound and that's 85% (JKK armor is really not that good, though it looks WAY better than infused rathound ^^). Counting specialized Steadfast Aim (no infused rathound) you have 97% crit chance. I'd say Ambush is wasted.

Personally I would drop either STR or PER to get more INT. The crafting feats are great, it saves skill points, and High Technicalities is quite a strong feat.

Also, plasma pistols are fun but laser pistols are just better in most situations, because plasma waste a ton of overkill damage. I'm not saying you should change your build, just a fair warning.

15
Builds / Re: Assault Rifle / Thought Control hybrid
« on: January 11, 2021, 11:19:56 pm »
In my original build I had lockpicking, because I'm a compulsive looter. That being said, I'm confident you will not have any major issue leveling without it. Actually I think that pickpocketing will compensate the lack of lockpicking, at least in early/mid game. And if you really want some lockpicking, you can transfer skill points from throwing, tailoring, biology, stealth... The build performs really well in combat, so it is quite flexible.

Also, if you want to use vents, you can probably use a crowbar. Most vents can be opened with 8 STR if I recall correctly, so with one STR buff it should be fine (Regalia, Barbecue).

Pages: [1] 2 3 4