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Messages - Wildan

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106
General / Re: Unique weapons
« on: January 18, 2016, 06:35:08 pm »
There is also .44 SMG, Tommy Gun. It's pretty fun with explosive ammo, basically a full auto grenade launcher.

I've added the Tommy Gun to the weapon list on the wiki:
http://www.underrail.com/wiki/index.php?title=Tommy_Gun

With explosive ammo it's very strong indeed but the hefty precision penalty is something to worry about. However I'm planing to give it a go with a hybrid build which is supposed balance it out with a pretty reliable stun from the Combo feat:



Other weapon of choice next to the Tommy Gun is one of the two unarmed uniques, Ripper's Glove or the Claw. Either of them hits for 4AP @ 14 dexterity so ideally 3 consecutive hits (12 AP total) will guarantee a stun. A stunned opponent has his dodge/evade skill negated which leaves him extremly vurnable to burst fire from the Tommy Gun. I'm pretty sure that this will be enough to counter the precision penalty and the low perception because not only the enemy can't evade now, I'm basically firing point blank. With explosive ammo a little bit of a distance is advisable though.  :D

14 dexterity also fits perfectly for the Tommy Gun to bring the base AP from 15 down to 9 which allows for 18 AP bursts. With my 50 AP pool I can hit 3 times with the glove for 12 AP and burst 2 times with the Tommy Gun for 36 AP plus a third time if Commando kicks in. The Tommy Gun has a 50 round drum magazine and each burst is 7 bullets, so reloading will only be neccessary after 7 bursts which is insanely good compared to the rest of the usual SMGs.

One other advantage of this build is the very strong synergy between the debuffs slapped on the enemy. Wrestling and Suppressive Fire penalizes their AP, MP, and hitchance, while Vile Weaponry, Expose Weakness, Bone Breaker and Opportunist stack up for some insane damage, overcoming the biggest downside of SMGs - low damage against high mechanical resistance/threshold.

Naturally a melee/ranged hybrid will be very hungry for skill points but I still manged to fit everything in I need, even stealth and crafting. Since my main weapons are uniques I only have to worry about crafting the armor, the explosive ammo and the electronic gear. Plenty of points left with 5 int (7 with Junkyard Surprise). Some points can be eventually shed off from stealth if needed for crafting:
http://underrail.info.tm/?build=AwGloJgVhB2ECMAWEA2EN0GYOKzcPGBfIkADhVlC3UIWFAdCSbcI7C53XgXJAQEILBBECoMKPCgBONOlTxYOWLKA

I would love to squeeze Nimble into the build but all the other feats are crucial. As I mentioned before the Wresting/Suppressive Fire help alot here. I play on hard permadeath style so I need every point in endurance I can get but if someone doesn't mind playing a glass cannon, which is fine on normal difficulty, it's a viable option instead of constitution to increase perpection on levels 20 and 24.

107
General / Re: Need help with my build idea, input requested
« on: January 18, 2016, 05:29:29 pm »
Bear in mind that the build I posted above is for the latest Underrail alpha version. In the release version pistols have been significally nerfed. By now it's probably a better idea to go for a SMG or if it has to be a pistol, a 9mm rapid reloader Neo Luger.

We now also have some very good unique weapons, especially unarmed ones which allow very quick stacking off Taste for Blood and Vile Weaponry so an unarmed hybrid would beat the knife variant in this matter.

108
General / Re: Selling 10k crossbows
« on: January 17, 2016, 02:09:44 pm »
Buy all the blueprints from the merchant. I consider them as a type of currency. They're valuable, super light and many vendors want to buy them regardless of type. The only downside is that they don't stack and can clutter your inventory over time. I wish we had seperated pouches in the game.

109
General / Re: Gun Nut
« on: January 17, 2016, 02:03:06 pm »
I agree. If the int requirement was lowered from 7 to 5 then the nerf would be somewhat understandable. Gun Nut is great only early in the game now. The further you progress the more damage you recieve from the guns skill and more irrelevant Gun Nut becomes.

IMO it is only ok if you already plan to get 6 or 7 int for stuff like Armor Sloping, Skinner, Ballistics, Practical Physicist and so on AND don't have any crucial feats missing in your build. I personally almost never take more than 3 int for firearm builds as I always need them somewhere else, mostly trying to get perception as high as possible. With Junkyard Surprise I have 5 int and it's enough to be able to craft 95% of the highest quality components.

110
General / Re: Unique weapons
« on: January 17, 2016, 01:47:15 pm »
N16 is in the protectorate warehouse in Core City, inside a case in one of the garages. Gorsky sends you there to steal the shield emmiter.
TT3000 is in the Free Drones base, carried by Melvin Junior.
I think that Black Arrow is the only unique weapon I never found.

Wyatt, the old guy from Depot A has a unique .44 W&S revolver with 20% crit chance but only 100 crit damage and 25-45 base damage which kinda sucks.
The other unique .44 is the Black Hawk, found somewhere alone the quest line for the Institute of Tchort, but can't remember where. It's better than W&S because it has 30-60 base damage and whopping 150% crit damage.

111
General / Re: [Mild spoiler] How to shoot .44 pistol twice?
« on: January 15, 2016, 05:14:11 pm »
On the paper .44 my not be that fancy but when you take damage threshold, critical hits (Steadfast Aim) and special ammo into account they can easily outdamage the other pistol variants.

112
General / Re: supressors
« on: January 14, 2016, 01:50:14 pm »
My characters usually have bad mine detection. Recently after I was talking to the old guy at Depot A I went outside again and each time I stepped on one of his mines he went ouside checking whats going on, just to see me bandaging, hillarious.

113
General / Re: supressors
« on: January 13, 2016, 02:25:31 pm »
The fact that supressors are only available for 5mm barrels renders them as good as useless but even then I'm not sure if the sound detection system works as it should. There were numerous occations where I was heard firing a crossbow bolt. Maybe the whole idea is not done yet. I'd very much love to play a (truly) supressed sniper build.

114
Suggestions / Re: flag Dog Crate as a Utility
« on: January 12, 2016, 12:50:39 pm »
Are you telling that you're carrying dog crates around with you all the time? There is only one other quest where you need them apart from Hopper Roundup. If they're utility items or not is totally insignificant.
Hmmm, too bad we can't use them to capture actual dogs. I'd love to gift Bret some mutated dogs lol.

115
Suggestions / Re: Under Rail 2 Kickstarter ?
« on: January 12, 2016, 12:46:44 pm »
That's surprising Epeli. Is there a specific reason for that? I don't see why a small developer from Serbia wouldn't be allowed to participate. He'd probably need it more than somebody from US.
It would be my very first support on Kickstarter.

116
General / Re: Deflection
« on: January 11, 2016, 11:14:04 pm »
Note:

Even base Uncanny Dodge can be good.

It certainly can, considering that most enemies won't hit you more than 3-4 times per turn. In fact having an uber high dodge won't help Uncanny Dodge as it seems it would. The problem is just like with Evasive Maneuvers, the duration starts to tick from the very same turn you activate it. So when an ability says it lasts 2 turns, it actually lasts only on the following enemy turn. It being on when it's your turn is useless but it counts as a turn anyway.

So a 300+ dodge character will be able to avoid 13 melee atacks but how usefull is that if it counts for only one turn? Unless you're surrounded by several melee opponents, a low/mediocre dodge character won't do significally worse with Uncanny Dodge especially in 1 on 1 fights.

117
General / Re: Deflection
« on: January 11, 2016, 09:07:00 pm »
If by synergy you mean the one between melee skill and str/dex bonus then yes, it's your effective skill that matters for this calculation.

Just like evasion, dodge is not simply a chance to avoid being hit. It's a skill which is put against attackers weapon skill to determine the hit chance.
The 60% cap that you probably mean is reached when your dodge skill is twice the attackers melee skill. Some enemies have very high melee skill. One example would be the arena champion which probably has 300+ in melee. So in order to "cap" him out you would need 600+ skill in dodge which is impossible to achieve, even with 18 agility, Nimble, Evasion and highest quality infused syphoner leather armor and tabis. But guys like him are the exception.

I don't know how much melee skill most of late game enemies have by my guess is somewhere around 200, so in order to cap them out you'd need 400+ in dodge which can be achieved but only with at least 10 agility, Nimble, Deflection and good quality infused leather, but you don't really need that much to dominate. Being around 220-240 dodge at level 22/23/24 is pretty solid.

To get back to your question, if you leave your dodge skill at 0, Deflection will raise it to 60 which is as good as nothing. Only the lowliest of critters like rathounds will have their melee skill less then 50% of your 60 dodge in order for you to "cap tem out". ;) High skill enemies will hit you anyways. If your dodge is the same as enemies melee than the chance to get hit is 70% (base precision).

It may not be a matter of all or nothing when it comes to dodge but at the character creation you have to decide to either focus on it and get it as high as possible (agilty, +dodge gear, low armor penalty, Nimble) or completely dump it and rely on your ability to soak up damage (metal armor, alot of hitpoints, additional non-armor damage resistance (Conditioning/Stoicism feat + lifting belt + mushroom brew + morphine shot), Guard feat (good for str builds).

One way of keeping dodge low and still being able to somewhat avoid being hit is the Uncanny Doge feat which makes 3 melee attacks automatically miss plus an additional attack for each 30 points in dodge, but yeah you see it's also more effective if you have high dodge.

Maximising evasion on other hand is always usefull (unless your armor penalty is really high) because even when it doesn't help much for evading bullets it still reduces AoE damage (grenades etc).


118
General / Re: Does The Claw and Taste for Blood Feat damage bonus stack?
« on: January 11, 2016, 06:14:20 pm »
Ofcourse they stack. Taste for Blood is a buff on you and the Claw contamination is a debuff on the enemy. It stacks on it's own and will make the target vurnable to all damage, including your increased damage because of TfB.


119
I'm also totally up with this. Psychosis was balanced for the last alpha were you would regenerate fixed 20 psi points per round, right there from level 1 regardless of your stats. To get the same regeneration rate now you'd need will + int to be 30 points which is impossible. Best you can ever achieve is 18 psi points per round at level 24 if started with 10 int (big waste) and 10 will with every bonus stat point spent on will.
A well optimized psi build will typically have no more than 16 psi points regeneration per round, and that's end game. Also note that many psi abilities also got increased cost in the release version. Hadbands can hardly make up for it, even without psychosis.

I think that total PSI pool needs to partially depend on will. That's true for any game where the primary casting attribute also contributes to the mana pool. Something like +5 max psi points for every point in will after 5, similar how agility and MP work.

120
Suggestions / Re: Under Rail 2 Kickstarter ?
« on: January 11, 2016, 05:11:57 pm »
I don't see it as a contradtiction eLPuSHeR.

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