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Messages - hilf

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121
Builds / Re: Help with a Chem pistol/Grenadier build on DOMINATING
« on: June 14, 2018, 02:41:29 pm »
You totally want attack speed on chem pistols because of their % chance to proc stuff.
Cooked Shot's AP cost is based on current AP cost.
With 3 AGI and tabi boots i was mobile enough but that was on Hard with stealth and traps.
Consider taking Nimble and Paranoia.
I doubt 8 PER will be enough. Chem guns don't have weapon mods to raise accuracy and have low range.

Can't help you too much as my pistol build was quite different and i played only on Hard.

122
Builds / Re: Planned build for expedition
« on: May 03, 2018, 02:09:19 pm »
One question: what's the point of full-fledged skillpoints allocation into Thought Control there?
It would Temporal Manipulation if current build tool allowed us to put points there.
I guess OP wants to see how good Tempo is at supporting otherwise non-psi builds.

123
Suggestions / Re: Make the combat log visible after death
« on: March 10, 2018, 06:09:31 am »
We don't learn from dying IRL so it's realistic!
Or maybe we do... who knows.

Nvm. I'm with You Gortsby.



124
General / Re: Energy build feedback on dominating
« on: February 24, 2018, 11:42:20 am »
Obligatory -- Gunslinger only applies to firearms. Better take Critical Power.

Also, Stealth will greatly help you with save/reload vs stealthy enemies and crossbow users in general. It does NOT help w/ Death Stalkers though. Only napalm baths will. One thing that helps the most with Death Stalkers (and Black Crawlers) is the smell of Napalm. Give yourself some breathing room and limit the amount of flanks they can come from. Then throw flares where necessary.

Question #1: Does Steadfast Aim help with energy pistols?
Question #2: Is it feasible to do decent energy damage (vs AP spent) without high-cooldown abilities? One thing that comes to mind is Ambush, Critical Power and an amplifier. 500% critical damage guaranteed.

1. Not really for laser pistol but for 2 others it's all right.
2. Yes, my build was based on this
http://underrail.com/forums/index.php?topic=2008.msg17964#msg17964
Aimed Shot was my only special attack for EWs.

125
Gort from Junkyard sometimes sells it.

126
Bugs / Re: Force Field ends at different points during the turn
« on: February 16, 2018, 08:41:14 pm »
It has initiative of 0 :p

I have same experience as you do but it seems like it's ending at the very end of a turn for quite a long time now (quote from 2014):

Quote from: Styg
Ok, the thing is - your buffs "tick" at the end of your turn. So if it says two turns, it will expire at the end of your next turn. FF expired slightly later because it's an environmental effect and it's "tick" is triggered last during the turn no matter when it was cast (after the player and all the NPCs have acted).

Maybe some baddie has bested you on initiative roll?

127
General / Re: Stealth Build w/o crafting viable?
« on: February 16, 2018, 08:28:39 pm »
As others said, lower your Pickpocketing. Hardest check i know of needs about 120 and is unnecessary for someone with that high hacking. I wouldn't go over 100 effective skill.

You can also take a few points from Hacking to leave it at 130. You want that much without any hacking tool for hardest check.


128
Suggestions / Re: Overcharged Plasma feat?
« on: February 02, 2018, 09:17:27 pm »
Plasma is most likely too specific.

I'd rather have something for all energy pistols. I like the idea of overcharge and it does not need to be a feat.
Currently we can recharge EWs with batteries and any energy above weapon capacity is wasted. Maybe that excess energy could make EWs overcharged? Overcharge level would depend on amount of energy wasted on reload.
Recharging EWs with full energy would not be possible, maybe it's already not possible, i don't know.
That would give Plasma Cell another purpose.

129
General / Re: skill point / build ? for a relative UnderRail noob
« on: January 31, 2018, 03:27:14 pm »
110 Persuasion and 130 Hacking is enough. You need that much Hacking without any tool for ultimate hacking check.

130
General / Re: New update - vendors not updating their stocks
« on: January 28, 2018, 02:42:14 pm »
Sell or buy something, then wait for reset. It helped me in such scenarios.
Might be a bug.

131
Bugs / Re: [1.0.3.20] effective skill in level up menu
« on: January 20, 2018, 10:14:59 am »
Not a bug, you're getting bonus skill levels from synergies: Lockpicking and Mechanics.
Synergies can't push effective skill level beyond maximum investment value.
Maximum investment value is level dependant and equals to 10 + 5*level.

132
Hmm, maybe inactive robots are equivalent to dead creatures. Dead don't care for your crits (:

133
General / Re: No-crafting exploration build?
« on: January 08, 2018, 08:44:14 pm »
There are some objects in game that will reveal information if player char has enough will. One of them needs 7, not sure about others but with 10 you should be good.

Thought Control can unlock information in 2 dialogues but i don't remember skill levels.

A proper exploration build should get at least enough will to unlock information from objects i mentioned.
Taking 10 WIL, Locus of Control and raising Though Control will give you a very powerful options vs living enemies.
Robots can be handled with sniper rifles or whatever firearm you fancy. Maybe crossbows can handle robots too, i've got little experience with them.

134
Suggestions / Re: A feat for using carapace in crafting
« on: January 07, 2018, 10:52:51 am »
Sure.
As far as i'm aware Riot Gear with Shield is not very popular, it could use some buff.
And it's one argument more for unnerfing infused leather.

135
I was comparing unique items to generated ones. I totally agree crafts are better than uniques.

Unique items like Mind Cracker or Kukri might be underperforming due to another problem:

Styg loves damage.
It shows in several places. Weapon damage grows with weapon quality, skill level grows with character level and multiplies weapon damage, attribute points multiply skill level and they grow with character level too.
Second nerf to Taste for Blood did not touch damage at all, it completely removed attack speed instead.
Combo nerf did not touch damage at all but divided stun chance by 5.
Recent buffs to energy/chemical pistols are mostly "throwing damage at the problem". (Attack speed changes for laser and chemguns are in large part unnerfs).
Infused leather got nerfed so leather armors block less damage than before.
Contamination debuff exists.
W2C/JHP bullets exist and were even made craftable so players can use them even when not really needed.
And there's more.


I did a comparison of Syg MPX and autogen Steel Cat (ok, not really it was a crafted Steel Cat with one mod (most autogen have 0 or 1) that can be rolled on generated SMG). Steel Cat had slightly higher quality (durability 2040) and Syg still won:
Slightly lower damage but much narrower damage range;
5% precision + 5% burst vs 10% burst - very close but i slightly prefer 5%+5% because precision works with normal attacks too;
5% more crit damage;
bigger magazine.

Besides, why would i need a crafted or generated weapons (assuming the latter are better then uniques) if unique weapons do totally fine? I've used Syg MPX ona a pistol build in DC and it did fine with standard bullets on new Hard.

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