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Messages - Wildan

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16
You can reload a savegame so you have infinite tries to beat a certain encounter. Anything works with enough patience, but it doesn't mean it's optimal.

17
General / UHD/4K resolution
« on: August 18, 2016, 10:39:52 am »
Any chance oft getting support for UHD (3840 x 2160) resolution? Game is pixel-based after all.
Highest currently possible is 3440 x 1440.

18
Also the movement speed increase doesn't stack with tabbis, making that armor completely pointless except maybe for a max STR melee evasion build.

Just confirmed now... it certainly DOES stack!!

Naked: 39 movement points
Just 'Tabi': 61 movement points
Just 'Rathound Regalia': 49 points

Rathound + Tabi: 71 points!!!

This is movement points, not movement speed. Different things - one works in turn based, the other in real time. Moving 1 tile in combat always cost 10 movement points, regardless of movement speed.

What I meant is that only the highest +movement speed gear counts, not both added together. So if your tabbis are +15% movement speed I was under impression that you don't get 25% with the Regalia. Last time I used it was long ago, I think last year and I was certain that it didn't make me walk faster then with tabbis alone. Some things get ninjapatched so I could be wrong and it stacks now just fine.

Yes infused cave hopper leather armor is way better choice if you can get decent quality. The best thing is you don't suffer that 100% extra heat damage. With Rathound Regalia and 3 CON it's very easy to get killed by a single HE mine which deals lots of heat damage. The downside of being a fast explorer. :p
Not to mention all the molotovs and grenades in combat.

19
First of all - Rathound Regalia is a very bad choice in general for a low CON build. Actually it's bad for everyone as it was nerfed beyond usefulness, especially with that 200% fire damage debuff. One grenade or molotov and your low CON guy is toast. It's also useless against Carnifex because you need something like 250+ dodge to even start avoiding his attacks, and for the purpose of mitgating damage it offers as little as a low-grade leather armor. Also the movement speed increase doesn't stack with tabbis, making that armor completely pointless except maybe for a max STR melee evasion build.

Even Evasive Maneuvers and Uncanny Dodge are of very limited use against Carnifex because you have to activate them in your turn and he's VERY likely to get initiative.
So for the majority of all characters the best thing is to forget about avoiding damage completely (he's gonna hit and net you anyway) and focus on reducing the damage he does. Remeber he does ONLY mechanical damage so if you can wear it without penalty, craft a multiplate tungsten metal armor and boots - regardless if you're a dodger or not. If you're low on STR then use an ancient rathound leather armor. Even with a low CON build you're likely to survive the first turn and because Combo was nerfed he won't neccessarily stun you.

If he nets you use flashbangs to incap him to buy time. If you suck at throwing, simply wear shaded metal helmet so you can't get incapped yourself and throw the flashbang exactly on him (you can't miss even with 0 throwing).

Next best thing against him are traps because once he steps on it his dodge and evasion will go down to 0. If you can't place them mid-combat restealth while he's incapped and back off to the opposite corner of the arena, stay behind one of the pillars and while being out of his line of sight lay as many traps next to it as possible, with atleast one tile for you free to step away. Snipers and X-bow guys can use snipe on him and if neccessary repeat the flashbang tactics.

If you can't snipe but are a gun user use an electroshock pistol to stun him, preferrably when he's still incapped because you won't miss.

By far the easiest way I ever dealt with him was with a heavy PSI slegehammer build. In the first turn he threw a net on me but then barely scratched me with his attacks because of my exceptionally high tungsten metal armor mechanical resistance. In my turn I first stunned him with Electrokinesis (0 AP thanks to Premeditation) then performed Pummel on him in order to reduce his dodge to 0 for 2 turns. With adrenaline shot I had 60 AP left which was enough for 3 hits with the tungsten sledgehammer. The last hit was a massive critical which took a good chunk of his health away.  Because of being put "off balance" by Pummel he couldn't avoid the attacks in the next round and died.
He's pretty much a joke against a PSI sledgehammer hybrid.

20
General / Re: So, is the game officially *done*?
« on: August 13, 2016, 09:00:37 am »
It's from the 1995 movie Assassins. Took the original gif and cropped the screens in. All in all about 15 mins of time.
Here are a few fresh ideas for memes.

Life of a Junkyard surprise gambler:




I'm a gun nut:

21
General / Re: So, is the game officially *done*?
« on: August 12, 2016, 05:50:21 pm »
Me very soon:
"Hooo00000ooo hohoo hoh..."


22
General / Re: So, is the game officially *done*?
« on: August 11, 2016, 12:50:50 pm »
Some of us are still paitiently waiting to play the game.

Why? The game was finished in dec 2015. You don't have to wait for another Christmas to enjoy a complete game. There is some rebalancing underway but this was always the case and will probably take a while before it will be left untouched.

23
Suggestions / New feat: Tactician
« on: August 03, 2016, 11:53:40 am »
Grants an ability which when activated automatically carries over up to 10 unused AP to the next turn.

For example: You have a 12 AP assault rifle in your first slot, fire a burst for 36 AP, keep those 14 AP for the next turn of which 10 will carry over granting you a total of 60 AP in the next round, allowing you to fire twice with your second slot 30 AP sniper.

Or:
You fire twice with a 24 AP sniper for 48 AP total, carry 2 AP over to the next round - having 52 AP total. You can now take Blitz/adrenaline shot to raise your AP to 72 and fire the sniper 3 times for 24 AP each.

Reqirements could be: Level 10, Intelligence 8 with a cooldown of 5 rounds. High INT as a requrement is interesting because so far it's rather underused when it comes to feat requirements and it fits well for a clever "tactician" who likes to plan one steap ahead.

24
General / Re: Observation: vile weapons is a actually *really* good
« on: August 03, 2016, 10:31:08 am »
Serrated bolts work well against soft opponents but so anything does. Once you do Foundry Mines #1 problem of crossbows will become quickly obvious: Mechanical damage resistance.
When you include high % based resistance into calculation, whatever additional damage you get from bleeding and Vile Weaponry will be pretty much irrelevant.

Against tough skinned and heavily armored foes you need a reliable way to bypass their armor. With a proper build and equipment, Snipe and Aimed Shot are still very good because of large damage spikes and in any case they will deal way more damage vs Vile Weaponry serrated bolts. Against light/medium armored enemies we're talking here instakill vs halfway injured, bleeding things (not everything can bleed btw).

Snipe only works in the initial turn, best followed by Aimed Shot and one disabling special bolt. For the next turn it pays off to have Blitz feat and instead of a 25 AP crossbow use a 17 AP pneumatic Cyclone to shoot 4 elemental or poison bolts for 68 AP or 5 bolts for 85 AP if you want to use adrenaline shot drug which will allow you to spam even more special bolts in the next two turns if really needed.

This is the beauty of crossbows in Underrail. You have more diverse tactical possibilities than with any other weapon: You can stun/incap with shock/tranqualizing bolts, in darkness use incendiary bolts to open up for Ambush or bypass armor with feat-buffed acid/poison over time.

Once you get to pick Deadly Snares, together with Elemental Bolts you will never ever want to waste your precious free critical hits against trapped enemies with puny serrated bolts, but always use shock/incendiary/acid because elemental damage itself hits critically as well. Huge, huge difference against high-armor pests. Only very few things are immune to criticals.

Lold hard @ "carefully placed beer trap". We want to make sure not to spill anything. :D

25
General / Re: Did anyone played unpopular "theme" build(s)?
« on: July 21, 2016, 11:38:49 am »
My worst permadeath run ever: I climbed over one of those piles of rocks that have a 7 AGI check. That character had only base 6 in it but because of the hopper steak I consumed a while ago (temporary +1 AGI) I could climb over. After picking up a few shrooms I was about to head back but the steak wear off leaving me with 6 AGI again. No problem I thought, I'm just gonna eat another one. Nope, I ate the last one previously. Cave hopper gear, junkyard surprise? Nada.

There was no alternative way out, I was stuck. Not dead but also unable to continue I had to abandon the run. I guess the next cave wanderer found a few shrooms and a human skeleton behind those rocks.

26
General / Re: Did anyone played unpopular "theme" build(s)?
« on: July 17, 2016, 07:47:20 pm »
Regarding your spiked build, I think it doesn't pay off to lose Lightning Punches. -2 AP is too good. I'd rather invest one more point into INT, take Armor Sloping and Nimble to qualify for LP and go the STR route.

Since Combo was nerfed I was neglecting it but I got a new idea for a build around that feat which abuses the Combo mechanics:
Quote
If you land three consecutive damage dealing unarmed or fist weapon attacks against a single target in a single turn, the third attack will deal 100% bonus damage and have 20% chance to stun the target for 1 turn.

Now this is the idea: On a STR based build metal gloves and the Power Fist give most bang for the buck because of huge STR bonus (it's even better then for sledgehammers), but metal gloves are slow and this penalizes all mechanics that need punch spamming (Combo, Cheap Shots, Wrestling, Taste for Blood, Bone Breaker).
So what if one would wield metal gloves in one slot and bare fists in the other and make best of both paths? Let's say you take 10 DEX (which is a sweetspot for this build) then together with Lightning Punches and tabbis you'll hit for 5 AP with bare fists and 10 AP with the metal gloves. As you can see those numbers fit so well withing any AP pool.

With 50 AP you have these possibilities:
a.) 10 times with the bare fists which is too weak.
b.) 5 times with metal gloves which is good damage but too few hits.
c.) 4 times with bare fists and 3 times with metal gloves which gives best damage with most hits: 5+5+10+5+5+10+10=50

The combo would look like this: Two hits with bare fists and third always with the metal gloves. This way you make sure that on every third hit you get 100% bonus weapon damage on the strong gloves (besides the stun chance), so by replacing first metal glove punch with two regular hits you don't lose any damage. You actually gain alot because those two bare fist hits can be seen as free damage which is actually pretty good with 15-16 STR, Force Emission and Corporal Projection (Telekinetic damage +5% for each point of strength above 5). 7 vs 5 hits also makes a better chance to proc the buffs/debuffs/abilities I mentioned above. Even Bone Breaker becomes worthwhile because there is a pretty good chance for it to proc on one or both hits before metal gloves. VS extremly tough opponents like some bosses you could focus on buff debuf first: 8 hits with bare fists and final hit with metal (Combo damage applies) you're very likely to score good TfB, Wrestling, Bone Breaker, stun buffs/debuffs.

This is the complete build:

10+++++/10/6/3/3/3/5+

01 - Recklessness
01 - Sprint
02 - Nimble
04 - Lightning Punches
06 - Quick Tinkering
08 - Cheap Shots
10 - Expose Weakness
12 - Combo
14 - Critical Power
16 - Armor Sloping (+1 INT here)
18 - Wrestling
20 - Taste for Blood
22 - Corporal Projection
24 - Bone Breaker

If you happen to come across a TiChrome bar early (rare but possible) rush Armor Sloping and craft a TiChrome metal armor with a sturdy vest for extra hitpoints. It's a long road until a bladed super steel armor.

27
General / Re: Did anyone played unpopular "theme" build(s)?
« on: July 15, 2016, 10:41:29 pm »
I had the weird idea to start playing randomized builds, and I do mean COMPLETELY randomized.

Here are the rules:
At the char gen screen you lower each stat to 3 and use an online random dice roller like this one: https://www.wizards.com/dnd/dice/dice.htm
At the bottom you can set custom dice. You have 19 points which you can allocate across your attributes which means you roll 19d7. Each die that lands on 1 goes into STR, the ones on 2 into DEX, 3 into AGI and so on, you get the idea. You do the same with the skills but use 8d22 dice because there are 22 skills and you can max 8 at level 1. Feats are a bit more complicated. You have to count how many feats are available and use 2d2xx. Top feat in the list is #1 and so on.
You use the same mechanic for each level up but you increase skills by 5 for every die. If one skill happens to be at max already you simply reroll.

I have no idea how this would turn out. Due to the nature of randomness most characters will be completely gimped and as good as unplayable but it's a challenge right? Hard difficulty is out of question, normal probably too unless very lucky and you happen to have good match between stats, skills and feats. Easy would maybe, just maybe work out.

If it still turns out to be unplayable by chance one could make the system a bit more viable by rolling two of the 8 skill dice exclusively for the combat skills, so at each level up 2d4, to make sure to have at least some fighting ability: 1 is for guns, 2 for throwing, 3 for crossbow, 4 for melee. Additionally to reduce the insanity maybe make the feats free for players choice. Most have specific requirements so it still won't be easy to get the best ones.

Everything else you do in the game is of your own choice so you have to adapt and improvise to survive. If that won't make you feel like a random goon nothing will. :D

28
Suggestions / Re: Combat A bit too hard?
« on: June 24, 2016, 08:49:43 pm »
Earliest enemies that can use Telekinetic Punch are lunatic brawlers which are level 10. It should go without saying that you shouldn't confront them before leveling up in Depot A, certainly not at level 4. I guess you wandered too far from the warehouse block on your way to Gorsky his first mission.
If you're stuck elsewhere at that level than you're most likely doing something wrong in your character progression. Underrail is not an easy game, true. Common RPG-sense is not enough to make an effective character without the knowledge of fundamental game mechanics. Otherwise it's very easy to screw the build up. I suggest you check the Underrail Wiki and get familiar with basics or at least check some of the posted builds in the general forum.
http://www.underrail.com/wiki/index.php

29
General / Re: Sledgehammer build
« on: June 09, 2016, 12:32:10 pm »
Never played a character built around the Shiv but I like your idea. Having both 10 AGI and CON and still be able to maximise attacks per round is someting unique indeed.

The only issue is being extremly dependant on critical hits which means dealing very little damage against creatures like bladelings but luckily there is Expose Weakness. Another thing is Shiv having not all that great critical hit chance. Together with 10 DEX and Recklessness it's only 20%. That's far from good. Survival Instincts is 30% but it kicks in when you're good as dead. To be effective you'd need to implement all critical chance you can get. Infused rathound leather armor can give you up to 15%. It's a long road until you can craft it but once you have it you're around 1 in 3 hits a critical.
Focus stim is 15% but it's situational so you'd have to craft lots of them.
Psychostatic Electricity also has a potential of another 15% but the problem is you need Premediation in order not to waste AP casting Electrokinesis so not only do you need 2 more free feat slots, you also need 6 INT. It can be done by leaving DEX at 9 and using the eel sandwich. The actual stack limit for Psy. Electricity is 5 so you could get up to 25% if you have two targets and you cast Electrokinesis on each. One is free and the other one costs 30 AP so you'd have 20 AP left but if you use Blitz and adrenaline you'll have 60 total allowing for 15 attacks - pretty good.

All in all if you maximise the critical chance potential (not including Survival Instincts) you would have a max chance of 75%. Survival Instincts would raise it over 100%. With Cheap Shots, Ripper and Critical Power, depending on enemy health Shiv can deal anything between 625% and 870% of damage. With 10 DEX the weapon damage at level 25 is 242% so the Shiv will deal 2 - 16 damage (depending on if damage is rounded or trucated). A critical will deliver between 12 - 100 and 17 - 139. If we include maximized Taste for Blood and Vile Weaponry the damage should pretty much double. This is only end game circumstances but overall not bad for a little piece of junk.

Like I mentioned it's very dependant on actually scoring a critical so I think that investing into Psychostatic Electricity might pay off, more than in any other build. With only 10 DEX the chance to hit against high dodge enemies are smaller than with 16 DEX so stunning enemies is even more important. I'd replace Fatal Throw with this feat because at 10 DEX a throwing knife costs 15 AP while refunding 18 - that's not even one extra melee hit. In order to get room for Premeditation, Opportunist would have to go too. Unfortunately because with all the Electrokinesis stuns it's great. Fancy Footwork is better than Sprint but it can't be taken at level 1 so it's required to take both Survivial Instinct and Thick Skull very early. Because of stat distribution as the last feat you have to take either Ripper or Blitz. Ripper is far superrior so Blitz gets the last call.

As a secondary weapon the unique glove Ripper would be best because sometimes you'd need to initiate bleeding by a weapon and as all other bleeding melee weapons have either 11 or 12 AP you want to make a bleeding wound and switch to shiv as fast as possible. Ripper does this very well - it's a 58% chance to make at least one bleeding wound. Taste for Blood is pretty late so it's not a priority weapon. Thanks to psi there is also some extra damage from Force Emission. My guess is that it's still inferior to a 16 DEX critical hits based monk but that one can't max both AGI and CON.
So this is how I'd progress the Shiv Assassin:


30
General / Re: Robocop is alive!
« on: June 03, 2016, 04:34:57 pm »
A technically dead cop with a backpack full of drugs as self-supply. lol
That Execute must have been with a .44 explosive bullet.

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