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Messages - RailNomad

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46
General / Re: Playing an assault rifle combatant
« on: May 16, 2015, 11:57:41 am »
Oh my. Got to test this build now. Rocks! Opportunist + Premeditation + Electrokinesis is a killer. Went to junkyard before gms quest and got some metal armor and huszar assault rifle. Condtioning + Lifting Belt + Metal Armor is great combo. Had to fetch Kohlmeier's knife for the credits. Bear traps did help a lot. I'm still a bit unsure about the optimal feat progression for this character. I did pick up Survival Instincts at level 1 or 2, but with low-level character I find it too dangerous to fight with 30% health, so that feat could have been picked later on. I postponed suppressive fire feat. I guess I'll pick it up once I encounter some smart goggles.
At Level 8 I have (in order): Conditioning, Survival Instincts, Recklessness, Opportunist, Premeditation. I'll pick up Concentrated fire on level 10, opportunist at level 12 and commando at level 14. Critical power at level 16, and maybe full auto at 18. (It's really waste of bullets early on). Thick skull is useful, but if you're not playing permadeth, you can usually practice some saveload scumming to plan your move so that you don't get stunned. But perhaps that's my level 20 feat. Then maybe juggernaut and, I don't know, rapid fire?

EDIT: It seems that Suppressive fire is not required for Smart Goggles to work, any special attack, including ordinary burst will do. I tihnk I'll postpone it a little more.

47
General / Re: Playing an assault rifle combatant
« on: May 14, 2015, 07:43:22 am »
Sounds pretty effective. What is your choice of weapons Wildan? Low calibre Hornet paired with Chimera? Higher crits or more crits with extensions?

48
General / Re: Playing an assault rifle combatant
« on: May 13, 2015, 06:30:03 pm »
Well. Let's take another calculation. Max damage for Chimera AR is 36 and critical damage bonus is 130%. So with zero skill it deals 79,2.
With Gun Nut, the max damage is 43 and critical damage (with zero skill) 98,9. Now let's add the multipliers
Guns 226 (with Gun Nut)
98.9*2.582=255
Guns 272 (without Gun Nut)
79.2*2.904=230

The difference is about 10% in this example and 7% in the previous with advantage to Gun Nut, but Perception has other benefits, plus Gun Nut takes a feat slot.

So. I guess I'll go with Wildan next time.

49
General / Re: Playing an assault rifle combatant
« on: May 13, 2015, 06:20:23 pm »
Well, the Gun skill also adds a small but steady increase to your gun damage as your skill increases, doesn't it? So there wouldn't really be a "max" where it stops being useful, and it would be one of the few skills that's worth perpetually keeping as high as possible. Or am I incorrect in this assumption?
If this is true, then Wildan is correct indeed and every extra point should be put into Perception and four extra points in perception are worth more than gun nut feat.

At level 25 you can max your base Guns skill at 135, but with 16 Perception the effective Guns skill is 272! Compared to 203 with Perception at level 10 or 180 at level 8.

Wiki says: "The formula for damage gained from Guns skill is Base Damage * (1 + 0.7 * Effective Guns Skill / 100)."

Lets do some maths. If you want to have Co:10 and Int:7 (for gun nut feat) you can raise your perception to 12. This gives maximum Effective guns skill 226
Damage multiplier = 2,582
Effective guns skill 272
Damage multiplier = 2,904

Let's take a weapon, which has a basic damage of 20.
With Gun Nut you can make it 24 and with Guns 226 multiplier added the damage is 61,968

Without Gun Nut, with Guns at 272. The damage is 20*2,904=58,08

Slightly less, but very slightly, since the accuracy bonus from Guns skill make difference at low levels.

So, if this holds true, I guess Wildan is right and all the extra points should indeed be put into Perception.

50
General / Re: Playing an assault rifle combatant
« on: May 13, 2015, 04:06:46 pm »
I wonder what is the useful maximum of Guns skill. Since you want the Commando feat, you have to raise the basic Guns skill to 80. With level 8 perception this gives effective Guns skill value 107. Of course the extra perception helps on lower levels when the skill is capped to a lower limit.

51
General / Re: Playing an assault rifle combatant
« on: May 13, 2015, 03:55:42 pm »
Well, it allows you to spend less points in guns, or be even more accuracy against enemies that are tricky to hit.
But this "even more" accuracy is due increased Guns skill, right?

Constituion is an attribute that gives something useful by itself with every level, so having high constitution enables you to safely play with hp constantly at 30% and thus getting the advantage of high criticals from Survival Instincts feat.

Or then you could put those points into Will and get some of the psi feats.

52
General / Re: Playing an assault rifle combatant
« on: May 13, 2015, 03:04:53 pm »
Question about Perception: According to wiki Perception only affects combat skills by increasing Guns skill, but since you have lots of skill points to put into Guns, what's the point of going above 10 with this ability? Or what do you need this stat for besides feats (concentrated fire requires 8 ) if you can increase Guns as much as you please with skill points?

I still consider getting the gun nut feat with int 7 and putting all extra points into constitution.

53
General / Re: Playing an assault rifle combatant
« on: May 10, 2015, 08:15:05 pm »
Great post, Wildan! What's the advantage of 8 Strength instead of 7? You get all the feats with 7... How is the armor and ar penalty calculated?

54
Bugs / Minnor issue: Tailoring Description
« on: May 09, 2015, 12:57:08 pm »
Currently description of Tailoring skill says: "Represents your skill in tailoring leather and cloth materials into pieces of armor." This, however, is not quite true, since high skill in tailoring is required also when putting together full metal armors. More accurate name for the skill would be "Materials", but a little change in the description would be fine: "Represents your skill in working all kinds of materials into pieces of armor."

55
General / Re: Playing an assault rifle combatant
« on: May 09, 2015, 11:27:49 am »
Now that I've gotten a grip of how the skill points work, I wonder if there's a way for some cheating and altering your attribute/skill points. I'll propably start a new character soon, but I'd like to test a few things first.

So, any chance for save game editing?

56
General / Re: Playing an assault rifle combatant
« on: May 09, 2015, 08:38:24 am »
Thanks a lot! Now I've reached the point where I could craft my own metal armors and was suprised that I need 51 points in tailoring to put it together. The description of Tailoring skill is a bit misleading as it clearly is not just about putting leather and cloth pieces together.

Now that low Constitution high Ag&Dex seems counter intuitive, but guess I'll give it a try next time.

This is so great game in many aspects and offers so many possibilities.

57
General / Playing an assault rifle combatant
« on: May 08, 2015, 01:45:49 pm »
I've finished Gorsky's quest and am off to Junkyard now. I started with attributes
St 7
Dex 3
Ag 3
Co 7
Pe 10
Will 3
Int 7

I plan to specialize in Assault Rifles, heavy armor and crafting. I have put little points into Evasion and Dodge because I believe they don't help much when you have armor with penalty of 50%+. Finding or crafting such armor in the beginning seems difficult, so I wonder if I should have bumbed points into them anyway.

I got an extra attribute point at level up and I decided to put in into constitution. Is this a wise choice? Raising constitution up to 10? Again, I thought that if I'm going to walk in heavy armor I will not dodge the bullets anyway. However, at this point smg's seem to work better than assault rifles and I wonder if that extra point in agility would have helped me more than extra point in constitution.

About psionics. Should I try to learn a few tricks even with such low willpower or should I skip it entirely? Should I invest any points into these skills?

Persuasion & Intimidation & Mercantile. Powerfulness of these skills is difficult to determine, because the limit values are not shown. Worth the points or not?

Crafting: Finding gun and armor cases seems to be difficult. I propably just have to keep on looking. Mechanics is apparently the most important skill for my character. Is tailoring any good once I get access to metal armor? I believe Biology is useful for creating health hypos, but should I increase it above that?

And how do I craft ammo? I have lots of empty cases, but can't find blueprint for ammo.

I picked up recklessness feat. I guess it's just maths, but does it hurt more low-armor high evasion players or high-armor low evasion players?

Thanks. Amazing game.  :D

58
General / Initiate combat on sight
« on: May 06, 2015, 07:48:38 am »
I'm doing the first mission at the outposts and what I find disturbing is that the rathounds always run at me before I manage to click and shoot them. So, is there an option to initiate combat first or do you just need to to click fast?

59
Bugs / Re: Underrail not launching
« on: May 04, 2015, 03:34:42 pm »
Hmm... uninstalled it and installed into default location with default settings. Still no luck.

(Might be the divine guidance preventing me from putting time into this at the eve of entrance exams, though.  :D )

60
Bugs / Underrail not launching
« on: May 04, 2015, 03:29:31 pm »
I just downloaded and unzipped installer from http://www.indiedb.com/games/underrail/downloads/underrail-alpha-demo-v041 and ran the .msi file. Choosed to install to my new drive  at E:\Program Files (x86)\Underrail Alpha Demo instead of the suggested C:\Program Files (x86)\Stygian Software\Underrail Alpha Demo

Choosed to install "Just for me" instead of all users.

Running Windows 7 64-bit

Now when I click Underrail icon on the start menu, nothing happens. If I run underrail.exe from command line, I get no error messages, but nothing happens.

I remember installing and uninstalling Underrail on this machine before, though I'm not 100% sure.

Perhaps it's the install location that is causing problems or "just me" setting?

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