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Messages - hilf

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241
General / Re: Help with my last trait
« on: January 12, 2017, 12:06:10 pm »
I'd pick Expose Weakness but i'm biased towards resistance reductions.

242
Suggestions / Re: Remove level cap.
« on: January 06, 2017, 12:19:35 pm »
If you max lockipcking/hacking with default DEX/INT you will have enough skill to open everything without any bonus from tools or food.

As for crafting it depend on item type. Some items like rifles may indeed need more skill than maximum investment value (135), others like PSI headband will not.

If you want to craft everything you should be more serious about crafting (not stopping at max investment value) just like every player is in case of attack/defense skills.

Having said that i certainly appreciate if skill checks stop at max investment value because it makes synergies useful.

What are items you tried to craft and how much crafting they need?


As for level cap, i'd use soft cap and multiply (like x3) XP needed to level up after the cap is reached.

243
Builds / Re: New Player looking for SMG build
« on: January 05, 2017, 07:10:45 pm »
I wouldn't take Conditioning, it's pretty bad with only 5 Constitution. The damage reduction it gives doesn't stack with armor resistance, instead it affects the damage that gets through your other defenses. It does become useful if you plan on actively using most of the other sources of damage reduction, like Morphine, Aegis drug, Lifting Belt and some others I forgot, then you can stack the reduction high enough that it becomes very good.
Mushroow Brew, Stoicism, Ancient Rathound stuff. It can stack to 100% for a 2 rounds immunity to mechanical/cold/heat damage.

244
Development Log / Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
« on: December 29, 2016, 08:03:44 am »
I'm pump!

Ouch, it's official, chemical pistol is the second weakest class, with throwing knives being the weakest.
There's still hope! http://underrail.com/forums/index.php?topic=2790.0

Granted Stygsoft very rarely implements player's feat suggestions but ... that's what hope is about.

245
General / Re: Tips for my SMG/Spec Ops build
« on: December 22, 2016, 08:57:52 am »
I'm level 11, and TBH certain quests such as the Free Drones/Destroy the Elevator quest is really giving me a hard time.
Double your level.
SMGs are pretty strong but not that strong.
But even on higher level you'll get one shot by snipers. You need to kill them first, disable them or hide behind a corner.

You want 16 DEX eventually. Keep in mind food can give you +1 DEX so consider putting 15 points in DEX and 1 extra in PER. Don't forget to bring this food into final stages of the game.

Suppresive Fire, suprisingly, enables Opportunist. I'd take both of them.

Other than that just follow Nerd Commando's guide.

246
General / Re: Crafting Questions
« on: December 06, 2016, 03:16:36 pm »
22% is better.

247
Only with energy/chemical agent.

I took great pains early game but i got my compensation on higher levels. Both Tchort and IRIS were easy (played on normal). Not because chemenergy is strong, mind you, but because i've powergamed the hel* out of it.

248
General / Re: Is my build hopeless? (minor spoilers)
« on: November 22, 2016, 06:23:19 pm »
Generally skill checks are capped at 135(although some crafting recipes can go beyond that) but there are items that boost some skills. Just play and you'll see.
There's also food that can temporarily boost your attributes (each of them can be boosted that way) and in turn your skills.
But it won't be a big waste if you just raise your effective value (in parenthesis) to 135.

So it's essentially a waste to go beyond 135 in all skills but crafting? Even evasion?

By skill check i mean stuff with binary, non-random results so basically all non-combat skills. Combat is more elaborate.

Evasion and Dodge is something you max because of how chance to hit math works (it's a ratio of attack skill to defense).

Combat skills is something you typically raise much more than 135. Some weapons might actually be strong enough to stay at 135 but i didn't try it.
Effective value of 200 is totally enough for all weapons skill, with possible exception of throwing knives. Even chemical pistols are fine with 200.
Strongest options like SMGs or assault rifles can probably do with like 160 skill but if it's your first run go ahead and raise it to 200 just to be extra sure.

249
General / Re: Is my build hopeless? (minor spoilers)
« on: November 22, 2016, 05:00:46 pm »
Quick tinkering is to set traps fast, i.e. bear trap to stop the bigger nastier enemies from getting to you.
Lockpicking and the like only needs to be around 120 in the parenthesis by the way. In case you thought he meant 120 points, which gives about 180 adjusted skill in your spreadsheet, which is afaik way, way higher than any lock in the game requires (think the highest ones are 130 or 135).
Exactly.
QT will also help placing traps out of combat. With good enough stealth you can place traps under enemy noses.

Generally skill checks are capped at 135(although some crafting recipes can go beyond that) but there are items that boost some skills. Just play and you'll see.
There's also food that can temporarily boost your attributes (each of them can be boosted that way) and in turn your skills.
But it won't be a big waste if you just raise your effective value (in parenthesis) to 135.

250
General / Re: Is my build hopeless? (minor spoilers)
« on: November 22, 2016, 03:59:26 pm »
Gave up on persuasion, an anti-social thief will have to do for now.

Don't let those min-maxers abandon your dreams!

It's probably still a suboptimal build but I will try to stick with it.

Raise your PER to 10 on lvlups and don't take Snooping.
You put too many points into subterfuge skills, it should be more like:
Hacking, Lockpicking - 120
Pickpocketing - 100 will most likely be enough, just play and you'll see if you need more
Traps - 110

This way you can raise Persuasion to at least 60, which is a sweet spot.
You should also have spare points for Crafting, Mechanics and Tailoring being most useful to you.

I think I will just skip dodge and raise evasion because I don't plan on getting involved in melee combat ever. Is that a crazy idea?
And should I go with the highest evasion possible then?

If you'll take Quick Tinkering dropping Dodge is not crazy at all.
And yes, you want more evasion.
You may also add to Throwing but 127 is maximum effective value for nades.


251
Development Log / Re: Dev Log #49: Temporal Manipulation
« on: November 18, 2016, 05:42:50 pm »
Pretty interesting new psi school, Precognition makes me think if will work with characters with massive armor penalty (95%), meaning I will have dodge/evasion like a Nimble character?
If I'm reading the description correctly, it says that Precognition increases your Dodge & Evasion by a percentage of your skill level in those categories, so if we assume the maximum gain is 25% (because I've noticed that Styg likes to make 25% the maximum for all these percentage-based skills/feats :P) then your Evasion and Dodge would still be getting reduced by 70% due to your armor penalty (or 55% with Nimble).

It doesn't say it increases Dodge&Evasion, but rather your chance to dodge and evade attacks.
Dodge and Evasion are one source of dodging and evading, Precognition would be another one (hence stacking 'additively').
That would also mean armor penalty has no effect on those chances as it reduces skills.

252
General / Re: Requesting a new build.
« on: November 14, 2016, 04:07:26 pm »
Probably the best pistol builds out there:
http://underrail.com/forums/index.php?topic=2219.msg12755#msg12755


However, Gunslinger bug apparently still exists and if you want to take advantage of it and make something unusual, you can use my build:
http://underrail.com/forums/index.php?topic=2008.msg11366#msg11366

I said it's outdated because i thought Gunslinger got fixed. Considering how bad pistols are and how nicely Gunslinger fits chemical/energy pistols you should not feel too bad about abusing it (:

253
Suggestions / New feat: Toyslinger
« on: November 12, 2016, 09:03:38 am »
Toyslinger:
-4 AP to fire chemical/energy guns
+5% THC with chemical/energy guns
6 dex
6 per
25 guns

-4 ap for energy is about equal to -3 for firearms because energy/chem are about 1/3 slower than firearm pistols: 22 vs 16 (fastest), 40 vs 32 (slowest). And i'm not taking rapid reloader into account.
AP reduction is a very good fit for those weapons because of how on-hit effects work and 4 out of 6 have them. Oh, and there are those unique pistols with on-hit effect as well.
Sure, someone who manages to max DEX would get some 'nice' numbers for some chemenergy pistols but i'd not say those numbers are too 'nice' because you can't max DEX without sacrificing something: you won't have all of Steadfast Aim, Sharpshooter, Practical Physicist/Mad Chemist. And since SA works well with Sharp and PP, and MC helps chemguns greatly at not sucking, you typically want all 3 (4).

+5% THC is to differentate it from Gunslinger, to balance it with Gunslinger and to give chemenergy what they need. Chemenergy not only have lower range than firearms, which affects THC, they also can't mount laser sight. Even laser pistol is less accurate than average firearm with laser sight. Another reason why accuracy is important for chemenergy is that they need to roll twice to do their job - first for hitting and then for their on-hit effect, so chances for on-hit effects are actually lower than item description states. Plasma pistol needs it badly as well since missing with it sucks as much as missing with sniper rifle and plasmas don't have innate accuracy bonus, huge optimal range nor ability to mount scope, like SRs do.


This feat is also a non-crafting feat and ... yeah, that's also what chemenergy need, since firearms have Rapid Fire, Gunslinger and Expertise.


Requirements are just what i felt would fit. DEX is there due to AP reduction, PER is there due to THC bonus, both are at 6 because both Point Shot and Steadfast Aim are like that.
Ditto for Guns 25.
I was thinking of "X electronics or X chemistry" requirement, as using those weapons without crafting is pretty mad (but not Mad Chemist!), but it does not quite fit a non-crafting feat.

254
Bugs / Re: Report spelling/grammar errors
« on: November 05, 2016, 01:51:30 pm »
Inside bloody mobile computer there's
"Have Al Faber killed"
instead of
"Have Al Fabet killed"

255
Suggestions / Re: New feat: Tactician
« on: November 05, 2016, 06:44:44 am »
Does it balance well? I mean, will it bias the game (easier if you take this perk)?

I must say that I would have very much appreciated it...

SuNo
Any feat makes the game easier if you pick it and this one is no different. So, yeah, i think it balances well.

I'd also make it transfer additional AP due to high AGI or INT.

But i'd lower INT requirement as it doesn't make much sense to put it higher than for Neurology feat.

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