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Messages - deanisi

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1. Any sword build is a crit build, it is suboptimal not to take crit perks:
Cheap shots
Crit Power

2. In my experience taking Fatal Throw on knife/sword builds is a waste, your flurries and crits are fatal 90% of the time, so its almost impossible to get this 27AP when you actually need them.  Its works very well on combat fist users and chem guns though.

3. The most dangerous enemies have good armour, any melee build without expose weakness will struggle against them.

4. Hypothermia is one of the worst psi feats in the game, almost anything else will be better. I tried playing swordsmen with all four psi schools and metathermics was the worst. PK is much better, stuns and net are working on all enemies  and help a lot to flurry with a 95% chance.

5. I don't like Sure step. Despite the usefulness of caltrops in early game they are of little use later, not to mention the fact that you can just carry iron boots with you to the same effect.

6. If you are going into Evasion Dodge build you have to max them out, and even then it is quite unreliable on glass cannon builds.

>I won't be showing the lvl30 build because every build gets OP after 20th level.
Why don't you play domination then?

1. I don't usually take cheap shots on sword build because enemies die in fewer hits than on knife build and incapacitate doesn't proc that frequently. 50% crit dng is good, but ripper is much better because it's multiplicative and better for decapitation.
Critical power on other hand sounds awesome on this build, I'll probably take it instead of something else. Maybe I'll take cheap shots too

2. I took fatal throw because dex is very high and basically it's free AP. Because of ripper it works much better. Main idea was to start turn with Premeditation Cryo Orb, enemies get seriously damaged and hypothermia will decrease their hp even further, so I can use throwing knive at least on one of them. But after looking at what CON does it's kinda useless to take hypothermia. I'll probaly take points from throwing and spend them somewhere else.

3. I thought that with crits i can go without EW. I don't know what is better, having high crit chance and damage or having 1 enemy take more mechanical damage.
Let's do quick math. I'll take robots for example because I can bypass most of orgaincs enemies armor by throwing knives or MT, or poison, or grenades.
automatons usually have Mechanical: 50% / 20
Q50 steel machete have 16-24 (we'll take 20 as average) dmg and 7% crit chance and 140% crit damage.

Now if take effective melee skill 100 for example we'll have 34 dmg, plus 7% from 7STR and we have 36. So after attack we'll deal 16dmg without crit. If we include 140 crit damage we'll have 48dmg, and 24 after armor. If we include Critical Power we'll have 63 before and 32 after. If we also include cheap strikes, then we'll get 95 before, and 48 after.
 
Now do the same but with EW.
After EW enemy will have Mechanical: 25% / 10
No crit = 26 vs 16
default crit = 36 vs 24
Critical power = 47 vs 32
CP + CS = 71 vs 48

Expose weakness is clearly more effective, only problem is that you can do it only once in a fight, or twice with TM. Unlike dagger, sword can be just fine without EW, especially with utilities such as plasma or emp grenades, or with MT. Also we can get an energy or shock sword. Only problem as you said are boss enemies with high mechanical armor, but they're rare and usually closer to endgame. I'll probaly take EW if I have a spare feat.
 
4.Yeah, I kinda gathered that Hypothermia is kinda weak. I thought that -CON will also decrease their current hp and not max hp. MT was taken because it's cosplay build and Ryu used fire/ice/lightning based ninjutsu.
TC is out of question because I don't have enough will for that,
PK I usually take only for unarmed or high STR builds. PK abilites are strong together and I don't want to spend AP on doing them. And don't forget about nets, stingball grenades and tasers, they can stun enemies too without any feats.
MT on other hand gives me AP free nuke that can give debuffs (burning, bleed or chill(Could it be possible to take opportunist and use free cryo orb for it?)) or anti crawler utilites aka Fire Aura, also cryostasis can be a good disable.
TM is pretty much must have on any build, especially melee ones.

5. It's a ninja build and ninjas use tabi. Tabi boots give too much good stuff to use anything else. Also I'm planning to go poison on those caltrops, and as a bonus caltrops are great against invisible enemies or just ones that want to get close to you. Also you can abuse AI by moving from one end of caltorop field to another. But it's more of QoL feat and can be replaced for something more essential.

6. Main idea was to use evasion for surviving at least 1 turn with energy shield on, then 2nd turn and stasis, and then kill leftovers. With decent shield, mobility and positioning I can go without any dodge or evasion, but I kinda like to have defensive option beyond shield. I'll probably either take points from throwing to spend on evasion, or scrap it all together.

7. I don't play domination because even after 400h I still haven't finished it on normal and all I do is try different builds.

Here's my new iteration of this build. Pretty much the same sans throwing and hypothermy
lvl 20 https://underrail.info/build/?FAcPBgMDBQYAAABuUG4eUDIAAFBQAABQAABuRgAAACs5JDHCjBIqwosGS1zCjcKH4rKIBd-_
lvl 30 https://underrail.info/build/?HgcQBgMDBQYAAADCoMKgwqAyUDIAAFpaAEFaAADCoEYAAAArOSQxwowSKsKLBktcwo3ChwA8wrPCuHjip74K4rKIBd-_

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Don't take weaponsmith if you intend to use the red dragon.
Red dragon isn't a main weapon choice, more just for flavor and decapitate. Most of the time I'll be going with straight machete untill I get my crit chance high enough, then curved machete.
I took weaponsmith so late only because I don't have any decent mechanics skills to make a decent sword.

3
    Recently I've discovered Ninja Gaiden and thought that Ryu-like build would be pretty cool, so here we are.
https://underrail.info/build/?FAcPBgMDBQYAPABuQVAeSzIAABkAAAAAAABGRgAAACs5JDHCjGHCiypRXMKNHADisogF378
If someone unfamiliar with Ryu Hayabusa here's what he uses in game:
  • Sword as main weapon
  • Throwables as secondary
  • Ninjutsu as ultimate (usually some flavor of fireball)
  • Ninja speed and acrobatics

Now how to adapt this to Underrail?
Sword and throwing are self-explanatory.
For ninjutsu I use MT, and for speed TM and bio for adrenaline and other drugs, for acrobatics I use dodge/evasion. And some stealth because ninja.
Also we need mandatory underrail crafting and lockpicking/hacking skills

As you see we have our skills spread on too much categories, so how do we balance it out?
As said above our main focus is Swords, then Throwing, then psi, then dodge/evade, then lockpicking/hacking.
After we get enough dodge/evade and lockpicking/hacking only then we can start investing in our crafting skills, except chemistry because we have methathermics so grenades will be used less.

Now time for feats:
  • Sprint - it's a melee build with 6 AGI
  • Nimble - dodge/evasion + more MP
  • Recklessness - we don't use EW and go for crits
  • Flurry - it's a melee SWORD build
  • Sure step -  ninjas don't step on their caltrops
  • Decapitate - because Ryu used this alot, also it's cool
  • Premeditation - to use one of our psi abilties in a pinch
  • Hypothermia -  softening targets up via cryo orb. Can be replaced with Pyro or dirty kick
  • Fatal throw - more AP
  • Ripper - works well with Fatal throw, decapitation and shatter
  • Onlaught - SWORD build
  • Weaponsmith - more crits = good


Now we have our Ninja guy, but ninja is still pretty weak without his tools.
EQUIPMENT:
  • Armor - every stealth armor with less than 15% penalty is good enought untill we find Infused Rathound Leather
  • Boots - Siphoner or black cloth Tabi
  • Head - psi headband with additional slot, or one that increases MT abilities
  • Main weapon - sword (Red dragon for fun)
  • Secondary - thrownig glove
  • Belt - doctor pouch

Psi abilities:
  • Psycho-temporal Contraction - I'm fast as fuck boiiiiii!!
  • Cryostasis - disable, gets replaced by stasis later
  • Stasis - best for long fights or disabling one strong enemy
  • Pyrokinesis - early nuke, gets replaced by Cryo orb
  • Cryokinetic Orb - nuke + softening targets up via hypothermia
  • Exothermic Aura - for molotov or stasis combo, also helps against crawlers.
  • Cryokinesis - loooooong range where throwing knives don't reach, also hypothermia.

That's pretty much it. I won't be showing lvl30 build because every build gets OP after 20th level.

Please share your opinions and suggestions, preferably ones that don't go too far from original idea.[/list]

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General / Re: Tin cans: Aesthetic-Mechanic upgrade for Metal Helmets.
« on: June 04, 2022, 10:52:43 am »
Dude, that's exactly what I was thinking. I always wanted more variants for helmets, like adding googles or a gasmask.

Also Jin-Roh armor design is very intresting with it's modular backpack and multilayered defences (like two helmets, external and internal). I hope that Styg will take more simillar inspirations and we will get some cool tactical armors and mods.

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General / Re: Where do you think it will take place?
« on: June 04, 2022, 05:51:27 am »
You guys are wrong, next game will take place in Detroit where our mc will try to take a shit in Detroit and along the way frees bio-droids from slavery and destroys "bio-life" company, which tried to kill all bio-droids who gained free will because of some virus.

But it's only the first part of the plot, as some insiders from IGN said:

"After nuclear devastation ravaged the earth and skies the second time, the people of Underrail retreated into the sprawling underground Metro system in order to survive, building tattered towns at various stations throughout. The world is populated by mutants, dangerous anomalies and a number of supernatural occurrences. In the midst of this strange setting, players take control of the young Douchebag and guide him on his quest to deliver an important message to a neighboring station. He'll fight a ton of generic enemies in order to get there, with a few surprises along the way."

P.S. Here's leaked concept art.

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General / Re: Heavy weapons and modular armor
« on: June 04, 2022, 05:38:05 am »
I think heavy weapons would definitely require some consideration about how to implement, since their high power is usually paired with downsides - equipment is heavy, ammo is rare/expensive, etc. - that would make them really tough to use in Underrail.

That's the point of heavy weapons, they're LOUD and POWERFUL, but a very heavy and costly, as one wise russian said "It costs 400,000$ to fire this weapon for 12 seconds". Or in RPG case, you basically have a sniper rifle that shoot very powerful grenades.

About your idea of removable components, it's sounds awesome and probably not so hard to implement, it can be done by adding mini-inventory for some armor and by adding there specific items you can change stats or add new skills/passives. It irked me a little when you couldn't just replace armor plates of your tactical vest.

I guess my idea of mods can be too op for this game, I just really like how modular kerberos squad armor is. Their armor not only have rebreathers an NV, but also have a backpack that stores radio equipment, oxygen tanks and ammo belts for their machine guns.

And I thought about how new mechanics can make this work. If armor and weapon mods get expanded and enchanced then there will be new engieneering direction for builds that can replace psi or compensate for weak weapon skills.

My problem with psi is that I don't want to use it on weapon oriented characters and try to replace it with craft, but psi is too effective and resources/exp cheap to pass it, and with buffed craft system I can replace psi with it and still have a quite viable build. But I'm pretty sure that Styg's gonna rework most of psi.

7
General / Heavy weapons and modular armor
« on: June 03, 2022, 11:52:33 am »
I don't know what Styg's opinion about these things, but personally I love to RP as heavy machine gunners, and seeing new armor and equipment system makes me think about how many new mechanics can be implemented, especially when heavy weapon come in equation.
Most intresting idea is modular parts, like different mods for different armor parts which can enchance weapon capabilities, for example  installing ammo belts in torso part of metal armor, which will remove need for reloading but also will make armor much heavier and less protective because some plates were replaced by ammo belts. Or pretty much the same thing for rpgs and flamthrowers but also if torso armor get damaged enough or when attacked by special skill, fuel will spill out and rockets will explode.

Another examples I have are:

Reactive armors -- armor for meatallic/heavy aromr that can protect the wearer and damage attackers. Reactive tank armor that negates damage that deals quite big % of weares hp and deals heat/mechanical damage to melee attacker but destroys armor by a set amount. Tesla armor which deals damage around user but pretty heavy and flimsy compared to regular one.

Alternative to ractive armor, additional layer for elemental protection -- like hazmat/fireproof suit which defense relative to armor integrity. Or little shields for arms and legs for additional protection (basically adding more metal plates while crafting hand/leg armor).

Exotic upgrades like exo skeleton that makes armor weight less and makes burst fire more accurated when it's powered. Or sytems which can get rid of debuffs like being on fire or acid (aka built in extinguisher/shower). Or system that allows to use 1 drug without using any AP. Drawbacks are increased weight, decreased integrity and need to be powered.
 
I can go on and on about this, but I more interested in your opinion guys. What ideas you have about new armor system and what do you think about adding heavy weapons?

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Development Log / Re: Dev Log #4: Laying the Foundations
« on: June 03, 2022, 11:52:02 am »
Thanks, I hate this 3d death stalker in hd. Now I can't sleep without lights on.

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Builds / Re: Sanic "Siphonerman" Psi-blade build
« on: March 13, 2022, 05:36:48 am »
Wow, that's exactly what I was looking for! Thanks dude, gonna try it as soon as I can.

P.S. Underrail char builder doesn't work in Russia for some reason. Well, it's VPN time.

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Development Log / Re: Dev Log #3: Real-time 3D Models
« on: February 20, 2022, 11:38:26 am »
Woooow! That's awesome! I love when all stuff is seen on my char, only thing that is more impressive is when damage is shown on clothes, like in Project Zomboid. Styg made Interplay/Black Isle run for their money, he's literally made a perfect classic fallout and is making his own Van Burren, except Styg is gonna finish it.

P.S. Does Styg take any donations? I don't mind to support him, give him some coffee money at least, he looks like a great guy so far.

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Builds / Re: Chemical Warfare Build
« on: June 07, 2021, 06:29:01 am »
Thanks for suggestions, DEX looks more profitable than PER but my shots missed pretty much every time so I picked more PER, also I didn't want to use any psi in this run.
When I was making that build I had Caustic from Apex in mind, dude that can gas entire room while laughing in agonizing enemy's face.
Pretty much every encounter I won just by shooting my Acid gun against non mutant and non bug enemies, and freeze gun against bugs.
But in harder fights I just lay traps in circle formation or in corridor and toss gas grenade inside or behind them. If enemies still alive and trying to disarm my death fog machines, I'll just freeze or entangle them from stealth. This strategy works perfectly in open and closed space, it even outright annihilates deathstalkers. And even if you corenered or don't have space for maneuvers you can just toss gas grenade under your legs or where enemies can't see them and lure them there without any problems cause Chemical Assault Armor or insulated armor.


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Builds / Chemical Warfare Build
« on: June 06, 2021, 12:18:42 pm »
I wanted to break rules of geneva convention as much as I can.
Main idea was to trap all exits  from room with poisoned bear traps or acid chemical traps and gas it + toss some magnesium grenades or flashbangs.  I made this build just for that specific moment, but it came out much better than I thought.
Basicly with that build you can make any place into an absolute death trap and freely walk there while your enemies die painfully. Also works pretty well in frontal confrontation.

Starting stats: https://underrail.info/build/?AQUIBgMIAwcPAAAAAAAPDw8ADwAADw8PAAAAAAAAACdh378
Current stats at level 12: https://underrail.info/build/?DAUKBgMIAwhBHgAAAAAeNzcAKDI3NzcyAAAAAAAAFCcBFkDCkVZhMN-_
Current equipment:
Weapons: All kinds of chemical pistols, sometimes energy pistols.
Armor: Chemical Assault Unit Armor, Ancient rathound leather armor with insulating padding (when I use cryo grenades)
Head: Coretech tactical respirator
Boots: Black tabi boots
Also shitload of ALL kinds of traps and grenades.

Finally after 200h of different builds I found one that fits me and now I can finish the game.
I tried to use a lot of people's builds but I got bored pretty fast, so I made my own build and wanted to share it and get some  pointers.

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