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Messages - Wildan

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151
Suggestions / Re: Various Suggestions
« on: December 29, 2015, 12:09:33 am »
Regarding the hitchance, show me your level 7 build and I will tell you if it's the game to blame. ;)

152
Suggestions / Re: Unrealistic mode
« on: December 28, 2015, 11:57:14 pm »
I think that such mode would hurt the seriousness and reputation of Underrail as a hardcore old school rpg game. It's often even seen as a true sequel to Fallout 2.
Days where games like this would add cheat codes/modes are gone.

153
General / Re: Is it real to play in Ironman (permadeath) mode ?
« on: December 27, 2015, 04:37:26 pm »
I played Underrail with permadeath rules exclusively ever since I started some two years ago. It deffinatelly is possible and very fun, but you indeed need to plan your build exactly from level 1 all the way till 25 as there is very little room for errors.

Generally builds with lots of health points and heavy armor last the longest. This is even more true for the hard difficulty as there is not only limited healing but also no 1.5 player health multiplier like on normal difficulty. Playing with squishy low constitution/glass cannon builds is possible too but when things go wrong (and they will sooner or later), like gettting stuned/cornered, you'll usually end up dead.

Playing on oddity vs classic makes the run quite easier as you level faster if you collect most of oddities. I don't do it though for my personal distaste for the oddity system.

One problem with the release version vs alpha is that the Psi Empathy feat now gives a 25% health penalty which for most non psi build is way too harsh. That's unfortunate because psi abilities with no skill check like force field, electrokinesis and cryostasis are incredibly powerful even with only 3 will.

154
General / Re: Sniper Build Question
« on: December 25, 2015, 04:55:44 pm »
Forget about traps unless your sniper is actually a crossbowman. Dump dex, will and int, go for full 10 agility, blitz and high as posibble perception. You'll also need a secondary weapon with no range penalty. Naturally a fast assault riffle is the best choice, paired with burst related feats:



It's tempting to go for the gun nut feat but now that it was nerfed instead of made more attractive, it's almost never worth it to sacrifice other stats in order to have 7 int it requires. Doctor feat can be replaced by somthing else like conditioning (you'd have to trade 1 perception for 1 extra endurance though) but I find doctor more useful on hard because of limited healing.

155
General / Re: Rathound king question [SPOILERS]
« on: December 25, 2015, 02:51:20 pm »
Just knock her out. Both, stun and incapacitation work.

156
General / Re: Fishing limit of 3 catches?
« on: December 24, 2015, 04:49:17 am »
This is a strange complaint. It's not as if the fishing ponds are 1x1 squares in size. After every single catch I simply move one or two tiles further away. When fishing for 5 blue eels it never takes me more than 2-3 minutes to get them, even with a dex 3 build. On a dexer it often takes less than a minute. I do make sure to supplement with eel sandwitches though for a bit of a bonus.

I also never heard of any rich fishermen. It would never cross my mind to do that as a source of income, not irl, not in Underrail.

157
General / Re: What time will it release on Friday?
« on: December 18, 2015, 06:20:51 pm »
Only a true masochist would willingly ruin his first released Underrail experience by playing on from an alpha save.  ;D

158
Bugs / Re: cant attack
« on: December 15, 2015, 03:43:07 am »
I also have high hopes that this bug gets fixed as it is one of those that effect gameplay the most. Your guess is pretty good. This is what I think is the issue behind it:
The melee range is very limited, it's less then 1 tile actually but no two characters can stand on a same tile. This has the consequence that a NPC (or the player) can stands between two or more tiles when the turn based mode was initiated while he was moving or when he didn't have enough MP to complete his movement to the desired tile. If there are enough "free" tiles around him your character will move to the tile he can attack from and strike, but if there is only one tile next to the enemy and he's blocking it partially you won't be able to hit him with a melee weapon, or a melee based feat.

This can be tested easily with any melee enemy and a door, for example rathounds in the underground outposts with the fence doors. Spend all your MP with only 1 or 2 left and move to the last tile between you and the enemy. He won't be able to hit you because you're "barely" standing on a tile he would have to walk on but he can't because it counts as occupied. Like I said, the same applies to the enemy placing. The solution would be to increase the melee range just below 1 tile so you can't hit enemies across 1 whole tile but can hit those that partially stand on it.

159
You should wait for the game yes, but the game mechanics are pretty complex so it would be advisable to understand atleast the basic parts of how it works. I suggest you browse through the wiki a bit beforehand: http://www.underrail.com/wiki/index.php?title=Main_Page
Don't worry it won't spoil your fun but on the other hand chosing random stats because it seems to fit whatever role you had in mind will most likely lead to a gimped character that will have a difficult time.

160
General / Re: Rathound King Kidnapping
« on: December 15, 2015, 03:26:52 am »
Alternatively you can just knock her out (both stun and incapacitation work) and it will automatically lead to kidnapping.

161
My guess is that this happens because of max HP being rounded to nearest 5 and current HP being calculated as a precentage of max HP which leads to inconsistency if the changed consitution value swaps between up- and downrounding of max HP. In any case it's pretty irrelevant as the HP loss is minimal, especially if regenerating (above 85% max HP) and there is no reason to stand around switching equpment just for the sake of it.

If you really need a rationalisation for it, roleplay it as an alergic skin reaction to pig skin constantly rubbing against your feet. :p

162
General / Re: Need help with my build idea, input requested
« on: September 28, 2015, 12:24:12 pm »


Skillwise go with something like this:
http://underrail.info.tm/?build=AwGlEYBYQJgVhAZhOZ5TIJxJA1DFQJE8SUzNwQB2akSIsETZa6CCeJxnoA

Weapons of choice - Shock sarrated tungsten steel knife and .44 pistol with rapid reloader (electroshock pistol would be better but it doesn't suit Sam Fisher). Your armor should be damage threshold focused tactical vest with 0 armor penalty plus tabi boots.
You also might want to play with oddity xp system as it allows you to sneak around without killing and still not fall behind xp wise. In that case you could focus more on stealth skill and swap Hit and Run with Interloper feat.

Basic strategy: When possible open up every fight with Cut Throat, if enemy is still alive and very though use execute on him, otherwise save it for your next enemy that gets incapacitated with Cheap Shots. On your second turn you'll have plenty of MP for Blitz. Eviscerate is a good finisher for tough enemies when you deal little damage but manage to stack many bleeding wounds. Applying Expose Weakness before that helps too. Make sure you eat an eel sandwich before combat so you have a total of 14 dexterity. You need those to maximize your attacks per round - 12 attacks for the knife (including Taste for Blood bonus) and 4 for the .44 pistol.
If something is unclear with the chosen feats just ask but look here first: http://www.underrail.com/wiki/index.php?title=Feats

I also made a custom Sam Fisher portrait you can freely use:


Just drop both files from the attachement below into C:\Users\[Name]\Documents\My Games\Underrail\CustomPortraits folder.

163
General / Re: Save game compatibility
« on: September 19, 2015, 02:54:42 pm »
Null you're acting like you're expecting the game to be 100+ hrs. It is big but it has no epic proportions. In any case read the last dev log, nearly every aspect of the game will be changed so your build will likely be gimped (which it probably is anyway considering that you have little experience with the game). Underrail has huge replay value and you make the expression like you want to play it just once. That's fine but then you should have waited till the final release in the first place.
It's not rare for final version of early access games not to be compatible with the pre-realease. It's not a matter of choice on devs parts but of necessity.

164
General / Re: Sneaky Snipie build
« on: September 18, 2015, 01:18:26 pm »
Min-maxed DPS sniper:


Skills: http://underrail.info.tm/?build=AwGlEYBYQJgVhANhAZlScFpoOwZQjqMWPguAUjCDgBykSUUInOnyosNA

Keypoints:
  • Main weapon - Crafted 7.62mm Spearhead sniper with rapid reloader (-20% Base AP cost) and anatomically-aware scope (+50% critical damage bonus)
  • Support weapon - Crafted scoped 7.62mm Chimera with rapid reloader
  • Ancient rat hound leather armor and tabi boots
  • Crowd control with psi abilities - Electrokinesis (via Premeditation), Cryokinesis and Cryostasis

Initiative is very low in this build but it's not a big deal as you'll be able to start most fights from the sneak mode and should use Snipe when you get it. Next round use Premeditation and thus 0AP Electrokinesis stun. Following aimed shot will one-shot kill most enemies because of the anatomically-aware scope and Opportunist (+35% damage). Try to finish off low hp enemies with the assault riffle burst. On a kill Commando feat will give you another burst shot for 0AP. Use ARs also if your sniper gives you penalties because you had to move or enemy is too near.

It's very important to craft you first ancient rathound leather armor AFTER you pick the Skinner feat. You'll get the leather in the Rathound King encounter and at that point you should be around level 12 so it fits rather nicely. This will be your main armor for quite some time. Later on thanks to high quality infused leathers and Conditioning you will be able to reach the mechanical damage resistance cap easily. Until then use crafted metal helmets and mushroom brew for extra protection. Putting any points in dodge is pointless for low agility builds. Melee enemies will hit you anyway but you'll have solid restistance so no big deal. This way the game will be a bit harder until you make your first ancient rathound leather armor but if you focus on high damage threshold tactical vests for the time being you'll be fine as your health pool is very good.
You should still max evasion because it reduces AoE damage and many ranged enemies (if outside optimal weapon range) will have penalties to hit.

As I mentioned this character is a min-max build. As for now there are too few roleplaying opportunities to justify putting points into persuation/intimidation. If you still want to do it though, you'll probably be able to shed off some points from crafting, throwing and stealth.

Look at http://www.underrail.com/wiki/index.php?title=Main_Page for the references. Note that in the last development log many new changes were presented so when the game gets the next patch it will greatly affect this build and require a different approach.

165
Development Log / Re: Dev Log #41: Noise System; Vacation
« on: August 14, 2015, 07:03:32 pm »
Some hefty nerfs indeed. Not sure about pistols but good to see some balancing underway, crossbows are finally getting some love again. I hope we can get another alpha before release.

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