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Messages - hilf

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256
General / Re: Deep Cavern - Did I follow the good way to the Ark Station ?
« on: November 02, 2016, 03:32:43 pm »
Yes, you are. Infiltrate the power plant until you are able to transfer power.
You can transfer to several places but not at the same time and not all of them are mandatory.

There's no need to get back to Tchortists but you'll need to get to area between two factions, where monsters spawn. Not sure if you'll need to fight invi Faceless while getting there.

257
General / Re: Unarmed Psi build advice
« on: October 29, 2016, 11:09:15 am »
Cheap Shots add 50% melee crit dmg.

258
General / Re: Unarmed Psi build advice
« on: October 29, 2016, 10:17:15 am »
Food lasts 20 minutes, is cheap and you'll need it only for harder fights.
Fancy Footwork is well worth it. Picking this feat was single best decision i made with my DEX melee build, by far.


Tchort guide You.

259
General / Re: Unarmed Psi build advice
« on: October 29, 2016, 06:20:24 am »
Cheap Shots, Expose Weakness ... but no Fancy Footwork ):

If you're fine with dropping 1 DEX (which can be replaced with food) and add it to AGI - do this and take FF.
Oh, and drop Sprint, it just does not compare to FF, with your build.


Traps is way too high. Something like 120 effective skill level should be enough. And don't forget trapper's belt.

Infused leather has very low Mechanics need, 32 is enough. No bio needed.

260
Development Log / Re: Dev Log #48: Veteran Levels
« on: October 28, 2016, 08:35:15 pm »
That's a nice idea.

And it seems that Styg chose to showcase some of the, let's say, less interesting feats.
He's trying to tell you something (:

261
General / Re: knife focused build advice
« on: October 28, 2016, 08:20:20 pm »
I'd drop either Paranoia or Interloper.

Paranoia:
- your detection is low and paranoia increases by % so it won't help that much
- initiative is totally unnecessary for you
- i think 3 PER + detection googles + your very good stealth will allow you to detect enemies before they detect you. But you'd better wait for someone more experienced, like epeli or Wildan, to confirm this
- crit chance reduction only works when you get hit and you have pretty good evasion/dodge

Interloper:
- Fancy Footwork will give you MP to move after you kill your first enemy

262
General / Re: knife focused build advice
« on: October 28, 2016, 06:38:49 pm »
Cheap Shots, Expose Weakness, Fancy Footwork - you'll do fine.


Why 7 INT? Weaponsmith needs 6. You could take Skinner, if you're going for leather armor, to justify this INT. Or just put this point into DEX.

263
Let's Plays / Re: Let's Play Underrail Oddity Mod - French
« on: October 26, 2016, 03:45:14 pm »
Don't go into mushroom forest yet. At certain point you won't be able to return and progressing can be pretty brutal without bio protection.
You should find heavy bio suit first. I don't remember where did i found one, maybe in the power plant.

Look for vaults in areas where Tchortlings spawn. They reset spawn timer.

Head east and you will encounter East Faction. If you weren't dick to them in the past they will let you pass. You will have lots of stuff to loot there.

There is also West Faction to the north-west. If you wear their armor or have persuasion you'll be able to convince them not to attack you.

Quote
38-70 dps
Since 1 turn is 5 seconds your dpt is 190-350. Not bad.

264
Suggestions / Re: A (thousand) word(s) on the crafting system
« on: October 26, 2016, 02:52:42 pm »
It bugs me Paranoia, being essentially state of the mind, improves weapon and unarmed damage but not PSI.

265
Suggestions / Re: A (thousand) word(s) on the crafting system
« on: October 25, 2016, 04:59:07 pm »
I feel you on various levels apart from the Suppressing Fire bit. Let's not fix Gunslinger and call it a tie.
Opportunist allows you to take advantage of enemies that are somehow, how should i put it, exposed. Suppressing Fire makes your enemies hunker down which is the opposite thing.


It bugs me i can't poison caltrops with any poison but with selected ones only.

266
Suggestions / Re: A (thousand) word(s) on the crafting system
« on: October 24, 2016, 03:45:18 pm »
It bugs me i can't poison my bear traps, caltrops or throwing knives.

It bugs me i'm getting fewer bear traps, caltrops or throwing knives when i create them with poison.

It bugs me quality has no effect on crafted bear traps, caltrops or throwing knives but it totally affects skill requirement.

It bugs me Skinner doesn't have lower INT reqiurement than Practical Physicist or Neurology.

It bugs me i can't detach riot gear shield from riot armor. (I am aware it can be problematic to implement but ... it still bugs me)

It bugs me Suppressing Fire enables Opportunist. (Well, it's not crafting related but it's realism related. And it bugs me)

267
Bugs / Re: Gunslinger works for chemical/energy pistols
« on: October 23, 2016, 02:07:02 pm »
Thank You for your advice. I'm sure it's a good advice but, unfortunately, not for me. That's because i don't have Execute.
It's too close for comfort, for my taste. Same with Taser and Point Shot (crappy accuracy over medium/long distance).
I don't want to be forced to stay near my enemies nor i want to forced into picking specific feats / use specific tactics. I'd rather have more ways to play a game than less. I want to make use of laser's good range (good for a chem/energy, it's actually standard range of firearm pistols).

Toyslinger would solve my problems. It would not be as good as Gunslinger is for firearms so perhaps small accuracy bonus (like 4%) could be added.
Chemguns and Zapgun have chance based effects. Chance based effects need attack speed. And chances are actually lower than item description says because you need to hit in the first place which is, by the way, harder than with firearms.
This is really needed.

268
General / Re: underrail.info.tm
« on: October 23, 2016, 06:35:17 am »
Found a small mistake- Point Shot requires 6/6 PER/DEX in game, while in your calculator it's 7/7.

Thanks, fixed. Somehow I've written many wrong numbers in the feat requirements. :X
But many more correct ones!

269
General / Re: Introducing our new "developer, probably not spambot"
« on: October 10, 2016, 02:25:46 pm »
Quote
probably not spambot
Whoa, not so fast!
He's still a Noob.

270
General / Re: Skill caps?
« on: September 24, 2016, 07:40:05 pm »
Ahh thanks. How high do my weapon and defensive skills have to be before they're just overkill?

Since chance to hit is based on ratio of attack skill to dodge/evasion i dont think you can get too much of those.

With 200 in guns i was doing pretty well with pistolero and considering that pistols are comparatively weak and i wasn't using best of them (firearms) you should not need more than 200 in any attack skill.

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