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Messages - Wildan

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136
General / Re: Fix my build
« on: January 04, 2016, 06:08:47 am »
But heavy armor is bad for your Snipe feat.

But is it?
Only requirement for the Sniper is to get 30 skill points in the stealth.
You can then drop putting any more points in the stealth and use heavy armor.

While meeting the minimal requirement is enough to pick the feat you'll want stealth to be high as possible because:
1. Snipe damage scales with the skill: 225% of weapon damage + 1% per stealth skill point.
2. It works only in stealth mode. With low stealth you'll get detected too soon, especially with high evasion enemies where you need to get pretty close for a decent chance to hit.

So obviously for the purpose of Snipe you should have as low as possible armor penalty (it lowers not only dodge/evasion but stealth as well). You can still successfully use it with metal armor but ideally it should be made of single super steel plate while having the Armor Sloping feat. Combined with Nimble you'll have less than 20% armor penalty which is really not that bad.

137
Suggestions / Re: Allow to use more than two weapons at once
« on: January 03, 2016, 12:29:05 pm »
Maybe adding an additional carrier vest for crafting, something like "pocketed vest" or simply a new sort of "weapon belt".

138
General / Re: Fix my build
« on: January 03, 2016, 10:40:56 am »
I call this build "Sniper Commando":


Skilldistribution can be something like this: http://underrail.info.tm/?build=AwGlEYBYQJgVhAdhAZhANhOC01vCgqMVoaQgQnNOgBxgPgwxYwlyZMncPBA

Main weapons should be a Spearhead sniper and a Hornet assault riffle, both crafted with the rapid reloader mod (-20% base AP cost) to allow 2 sniper shots or AR bursts per round (2 x 24 AP). Dragunov also works pretty well until you can get a decent qualty Spearhead frame.

Ideally fights will go like this: You snipe from as far as possible the nearest enemy, fire the second sniper round, use Sprint and kite away. Usually the enemies will be too far to reliably hit you and will waste most, if not all AP in order to close in. In the second round, if your chance to hit is good enough, you burst with your AR 2 or 3 times (if Concentrated Fire kicks in) and now that you have your full MP and bonus MP from Sprint you either kite away again (good if you're up against melee opponents) or use Evasive Maneuvers for massive evasion bonus. Base damage output from the Hornet is pretty low so imo it pays off to invest in Expertise, after all you'll be hitting with up to 27 bullets per round. It's not mandatory though so you can replace it with some other feat of your choice. Do make sure to get Thick Skull as it will come really handy late game.

For max damage output you could shed 6 points from constituition and put 2 in perception and 4 in intelligence for Gun Nut but I say that it's a big waste. +15% of upper gun damage is worth something like 10% damage on average. Certainly not worth it to essentially half your max health for that. Gun Nut should've been improved, not nerfed.  ::)

I agree with hilf, Aegis is a hell of a drug, especially for a Conditioning build with high constitution and the components are actually not that hard to get with a bit of "farming" in the Foundry mines. As for crafting in general: 3 int is not a problem at all if you use Junkyard Suprise before crafting. Make sure to buy as many of those as possible. At any point in the game when you need to craft something take a look at the character builder above and put 5 instead of 3 int in to see how your crafting skills will change with the +2 bonus. If your skills exceed the min required numbers you see in the crafting screen, go for it and eat till you get +2 int.

Both weapons I mentioned don't have the best critical hit damage so as an alternate build late game you could focus even more on defense with feats like Nimble, Doctor and Fast Metabolism (Last Stand sucks here because of bad initative). This build is probably a better choice for hard difficulty anyway where healing is very limited:

139
General / Re: Fix my build
« on: January 03, 2016, 08:40:54 am »
Offense only works good on paper but on the field it will get your roasted. ;) One can manage with exeptionally good crowd control though. I'll put you a build together I think will work well for you.

140
General / Re: Fix my build
« on: January 03, 2016, 08:23:04 am »
7 str is enough for rifles. 8 is enough for metal armors, tungsten needs 9 but supersteel you can make later on is better and needs only 8. Having 2 str more than needed is not entirely wasted because of cripled debuff but doesn't happen often and can be avoided so I don't recommend above 8 str for metal armor or above 7 for non metal AR builds.

You can safely dump dex, 4 is good as useless. Your main problem is lack of defense. You have neither agility (dodge/evasion) nor constitution (health). What difficulty are you playing on?

141
General / Re: Sledgehammer build
« on: January 01, 2016, 10:23:26 am »
This is the offensive build:

I recommend these skills: http://underrail.info.tm/?build=AwGlEYBYQJgVhOAbCFB2ECDMIctGghFguCYueMKEgnEWBadY1U46Jx0A
Note that I didn't put any feats in as this is purely for skill distribution.

This one is more defensive and probably a better choice for the hard difficulty (I'd still advise you to start on normal for your first run):

http://underrail.info.tm/?build=AwGlEYBYQJgVhOAbCAzCF5TvQ0B2PRVI8ExGADhHwJVAnLKLk3IbE4aA

Both rely on stealth and after attacking from it you lose all movement points so that's why sprint is important. You'll notice that despite metal armor I took both defensive skills for the first build. Thanks to the Armor Sloping your armor penalty wont be terrible and you'll have still good use from it. Just make sure to not use any additional plates on metal armor and don't forget the serrated blades, also don't bother raising throwing/biology until you can craft the best armors and sledgehammers possible at your current level. You'll need mechanics, tailoring AND electronics for that. Electroshock sledgehammers are a must.

I skipped dodge for the defensive build because your armor penatly will be too high anyway (you need 50+ for Juggernaut) and dangerous foes will hit you anyway. This is where Guard feat comes in and thanks to Thick Skull it will never become useless. You can squeeze it into the first build too by replacing Nimble and moving it to an earlier level.
Evasion is still good to have even when around 60 or so armor penalty as every little bit of it reduces the AoE damage. Besides, ranged enemies have a more difficult time to hit you compared to melee because of more harsh modifiers like distance, max gun range etc.
I don't like taking chemistry on melee builds because you'll have plenty of granades and special ammo is useless to you anyway. Making own stims and some drugs is useful for hard diffuculty but still not a must. You could let it at 10 and use the rest for the throwing skill to be a bit more accurate with granades and compensate for the fact that you're not as manouverable as the offensive build.

The order of feats is not set in stone but I'd recommend to stick to it as much as possible.

142
General / Re: Sledgehammer build
« on: December 31, 2015, 03:14:54 pm »
My rule of thumb is: Never put a stat at 4. Seems like a good idea at first in order to avoid the -10% skill penalty but it's a big mistake as those points will be dearly missed on other important stats, even if it means just one extra point of endurance. With the exception for your offense (either strength or dex for melee skill, perception for guns/crossbows, will for psi) and defense (dodge, evasion, endurance) NEVER waste a precious stat point just to boost your skills. Raise other stats only for the purpose to obtain a certain feat. For example raise intelligence only till the point where you can pick your desired crafting feat or whatever feat you need that also requires int.

Will 4 for example only gives you a tiny bit of resolve against psi attacks and that's it. You won't be using any social or psi skills so there is no point with it anyway. Leave it at 3.
Same with perception, you won't use guns and as for discovering secret passages 1 point won't get you anywhere (putting more for this reason would be even worse). Dump it to 3 as well.
Dexterity: 4 will give make your lockpicking a bit higher but you won't need to max that one anway, the same with traps. In fact you can dump traps completely on a metal armor build providing you didn't dump endurance. The ONLY good reason to raise dex above 3 on a pure Sledgehammer build is the Cheap Shots feat that requires 6. (15% chance to incapacitate on hit, +50% critical hit damage). It's not mandatory though.
Intelligence: 4 alone is also not of good use but you'll probably want to raise it to 5 or 6 anyway because of some good feats. Cheap Shots needs 5, Expose Weakness as well, Armor Sloping and Weaponsmith need 6 and both are good choices.

Strongest sledgehammer build relies on bleeding buffs and debuffs. It means you must be able to procc bleeding on enemies via serrated blades on your metal armor because of:
1.) Taste for Blood feat (buffs you with up to additional 50% extra damage when you hit a bleeding enemy + you hit slightly faster) and
2.) Vile Weaponry feat (up to 30% extra damage -75% healing on bleeding enemies).
Pair that with full strength (+1 on each stat levelup), Expose Weakness (-50% damage resistance and threshold on enemies), Bone Breaker (crtical hits put up to 50% damage debuff) and you'll smash through metal armored guys like through paper.

There are two different builds I'd recommend. One is more offensive:
10 Str (end with 16 at level 24)
6 Dex
7 Agi
5 End
3 Per
3 Will
6 Int

The other is a more defensive max hp Jaggernaut/Super Slam build:
10 Str (end with 16 at level 24)
3 Dex
6 Agi
10 End
3 Per
3 Will
5 Int

I can gladly give you a detailed build with feats/skills later when I get back home.

143
General / Re: was there also a graphics update on 1.0.0.6?
« on: December 31, 2015, 01:18:21 pm »
That old elevator style was a relic from the earliest alpha version. I'm glad it was replaced too because it doesn't fit at all with the new tilesets.
See for yourself where it's coming from.

144
Suggestions / Re: Few Minor Requests /ideas
« on: December 31, 2015, 08:41:25 am »
I'm glad Styg decided to switch to prerendered models because... well this is how the earliest alpha build looked like:
https://www.youtube.com/watch?v=LTtzKZQnZfk

I've never ever seen a game make so much progress. Styg went all from early 80s Commodore 64 style all the way too modern day graphics, truly outstanding.

145
General / Re: was there also a graphics update on 1.0.0.6?
« on: December 31, 2015, 12:14:50 am »
I can't say that I would notice any difference. Try validating the steam files.


146
General / Re: What do I need to remove the rocks-way to Rail Crossing?
« on: December 30, 2015, 07:05:51 am »
Did you really finish the quest getting the drill parts from Junkyard? Only then TNT becomes available.

147
General / Re: Is it real to play in Ironman (permadeath) mode ?
« on: December 30, 2015, 07:01:51 am »
How does it feel like cheating? A proper RPG that forces you to start over on every death after 15 hours would be terrible, it's not an arcade game.

Aracades were actually designed as the opposite of permadeath in mind. As money making machines most would encourage you at the "game over" screen to pop in another quarter and continue playing (and dying). Early home game system games on the other hand were all permadeath. You would start with 2-3 lives, could maybe earn a few more through the game but the fact remained that if you died too often it was over and you'd lose all your progress. There were also very linear, repettitive and often tough as hell. At some point game catridges started to come with built in batteries to allow you to save progress but not as means to cheat death, but to allow you to play through large games on more than one sitting. Savepoints were limited and often 2 hours or more apart. Only quite some time later when games allowed easy (quick)saving and reloading would it start to get abused as a cheat. Now people quickload at death and bad outcomes automatically even without thinking.

See my -1 karma point? A while ago I made a topic asking if anybody else played Underrail permadeath. Guy called me a dumb no-life with too much time and neg-repped me. It's funny how in modern day video game culture it became not only accepted but actually a norm to be immortal in a game. If you chose not to play this way and express your distaste you are likely to get mocked, sometimes even seen as a threat.
Fact remains, in most games today - you cannot die. Period. You either respawn or magically go back in time moments before shit happened. What character you play, how you play it, the choices you make, they don't really mean much because whatever you do there are no consequences and in the end you'll make it anyway even if you're a casual gamer (nothing wrong with it) that doesn't bother to learn the game mechanics.

Do I think that developers should force permanent death in games? Absolutely not. Playing permadeath is a matter of choice and everybody should play the game the way they want, it's none of my business, but I do encourge people to also consider this. If a player ever wondered why games are feeling less and less fun maybe it's not simply him getting older or games bland. Maybe it's the general deal that without death, life is meaningless - the same in a virtual as in the real world. I still believe that most people actually seek at least some challenge in the games, after all not many take easy as their default difficulty. Chosing to rely on frequent saving/reloading without any restricion kills a big, big chuck of challenge.

I think that developers should encourage people to at least try permadeath/ironman runs as an entirely optional mode, maybe even by giving a little bit of an incentive like 5% extra xp or something. For some reason gamers are far more likely to try it out if it's offered as an option and some might find it more appealing than they originally thought.

you had to re-buy every time you died for the ultimate difficulty, lol

Shush! In case Bethesda might hear this.


148
Suggestions / Re: Unrealistic mode
« on: December 29, 2015, 07:45:43 am »
Because video games are serious business, yeah? :)



 :P

149
General / Re: Which level for Depot A
« on: December 29, 2015, 05:41:24 am »
Level 8 is normal for that part but before I head to Junkyard I like to explore the caves south west of SGS (heading south from the train tracks on the lowest level) to collect a bit extra xp points. I only recommend that on classic as it has only few oddites to be found.

As for Depot A you'll have a much easier time with acid resistance so you need either a metal armor or even better a leather armor made of siphoner or mutated dog leather.

150
Suggestions / Re: Various Suggestions
« on: December 29, 2015, 05:14:32 am »
What I'm trying to get at though is less of a discussion on character builds rather than just being a little more realistic.
I see Underrail first and formost as a tactical rpg with focus on balanced combat gameplay. Chance to hit is not only affected by the distance but also by your guns skill vs defenders evasion skill (there are more factors like darkness etc. but this is the basis). "Dodging" bullets is by no means realistic but if no such mechanics were present then npcs too would be dead end accurate at short range and playing a melee character would be pointless.

Maybe you're not aware of it but burst fire has an accuracy penalty and that's for a good reason. You get 5 attacks for the cost of 3xAP (2xAP if you have the Spec Ops feat). Pair that with high dexterity, Expertise, burst feats, enchancements like rapid reloader, special ammo like micro sharpnell or incendiary rounds and you have a character with pretty much highest DPS possible. It's spray and pray, ofcourse you have to miss sometimes even if it's all 5+ rounds but it won't happen ALL the time, even against high evasion enemies. Nothing prevents you from using single fire shots when burst fire is not a good option. Also carry goggles with night vision as darkness penalty is not to be underestimated.
Perception has direct influence on your guns skill which in turn affects your chance to hit and the weapon damage. 8 perception is not terrible but it's not really good either. The difference to 10 is rather small at low levels but I don't see a reason to start below 10 even for a dex focused character.

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