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Messages - Wildan

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166
Suggestions / Re: Reduce wealth by a lot
« on: August 08, 2015, 09:14:59 am »
I've experienced the same Fenix. What I do is: If the merchant runs out of money but I still have goods to sell and need nothing from his inventory, I simply buy all the blueprints he has. I consinder them as a type of currency. They're valuable, super light and many vendors want to buy them regardless of type.
I actually wish the merchants had LESS money. ;)

167
Suggestions / Re: Reduce wealth by a lot
« on: August 07, 2015, 06:22:06 pm »
Not that discussion again.
Reducing the sale price of items by another 10-20% would just reduce the amount of money you have, it wouldn't change anything about the gameplay because that's just excess money.
Unless you need to create every single item from super steel.

This. Prior to melting the coins I'd be dragging 8 stacks around instead of 10. Big deal. I think the current system is just fine. What I would love to see are more opportunities to spend/invest the money like custom player housing with purchaseable interrior. Maybe add working prostitution too lol.

168
Discussions / Re: Any games similar to Underrail I could check out?
« on: August 05, 2015, 05:30:01 pm »
I'm suprised that nobody mentioned Jagged Alliance 2. I'm gaming on PC since 1994 and if I'd have to pick one single game as the best of all times it'd be this one. Graphics look outdated but gameplay is so outstanding I've yet to see a game that can rival it. Just make sure you play with the most recent build of the 1.13 community patch which gives the game tons of new features. I also recommend the mod Arulco Revised.

169
General / Re: Pistoleer build
« on: August 03, 2015, 06:33:34 am »
well gunslinger+8DEX will give the .44 an AP cost of 25, so you can fire that beast twice a turn.

Quote from: Blitz feat description
Grants you an ability that when invoked will instantly convert all your movement points to action points, granting you 1 action point for each 3 movement points, up to maximum of 20 action points.

Connect the dots yourself. Luckily there is the rapid reloader component but it's rather rare.

170
Suggestions / Re: Flexible Nimble
« on: July 22, 2015, 03:37:25 pm »
Because of:
 2 x 3 = 6
15 - 6 = 9
     9 > 0

171
Suggestions / Re: Flexible Nimble
« on: July 22, 2015, 03:33:36 am »
Nice theorycrafting there with 2x agility formula.
Let's compare the effective dodge/evade (synergized) skill at level 20, with varying armor penality, agility values all through 3 - 15 and how new Nimble formula (2 x agi for both AP reduction and bonus) compares to the current one (flat 15%). For this purpose I made an Excel sheet with the exact formula: Base dodge/evade skill at level 20 is 110 with every agility point above 4 providing 8,5% bonus. The 10% malus at 3 agi doesn't apply because it's offset by the synergy between the two skills. Bold purple values indicates that only Nimble AP reduction applies with no skill bonus (total armor penalty is not at zero).



Requiring minimum of 5 or 8 agi for various 10% and 15% AP armors just for full Nimble bonus might be too much. This would only tip the favor more towards the metal armors. Most builds require min 6 str already: Pistols, snipers, ARs (7 for Full Auto feat), gloves (7 for feats like Wrestling and Bone Breaker) so in most cases it would still be better to invest 1-2 stat points in strength and go for metal armor, instead of extra 2-5 in agility for a Nimble-able light armor.
Maybe the 12+ agility formula would actually be better. In that case 8 agi for ancient rathound leather armors is still pretty high. Any build will miss those extra points somewhere else so it's not without a price.

I don't think that the issue is actually with light armors or Nimble. It's just that metal armors are way to powerful and really need a nerf. Maybe by giving them a cth malus of lets say 10-agility %. That way agility would be relevant to them as well.

172
Suggestions / Re: Flexible Nimble
« on: July 20, 2015, 11:09:24 pm »
I like the idea, and I also agree with Fenix. 12+ Agility would give Nimble the default value for Agi 3 characters. With 8 Agi it would make 20%, enough to bring some good non-metal armors like ancient rathound leather armor to 0 armor penalty. This would be a good countermeasure against metal armors which are still greatly superior compared to top light armors.

There is also currently little reason to go high on agility. The only feat that needs it fully is Blitz and it's not worth it since the nerf IMO. This would give a bit more incentive to make high agility builds.

173
General / Re: Fist weapons vs high armor - ran into a bit of a wall
« on: July 04, 2015, 07:44:17 pm »
Bonus from Neurology is almost negliable. IMO it's a waste of a feat unless maybe for pure psionics. Armor made with beetle carapace is more important. Str based brawlers are stronger anyway. In case you don't know - metal combat gloves get 10% bonus per str instead of 5% like the leather ones. Thats better then for sledgehammers (which are ofcourse way stronger but also slower).

174
General / Re: Metal Armor + Sledgehammer build
« on: June 23, 2015, 03:27:48 pm »
Honestly, that build is not terrible but could be way better.

175
General / Re: How to go through sealed doors in GMS?
« on: June 10, 2015, 03:29:09 pm »
Who doesn't talk about it, Gorsky or Quinton?
Did you finish the GMS quest by giving the Gorsky the card you found in GMS Level 3 and you opened the door together for the first time?

After reporting to Quinton about the burrowers (there is a new topic in the dialoge) you just need to talk to Gorsky on Level 2 again. I've done that more than 100 times, I'm not exaggerating, and it works every single time. Can't say what you did wrong, it's actually impossible to screw it up. If it's about Gorsky maybe you already clicked through the dialoge without noticing. Check your backpack, maybe it's actually there.

176
General / Re: Playing an assault rifle combatant
« on: June 04, 2015, 05:12:31 pm »
I forgot to put quick pockets in my last chart. Here it is, replacing point shot and moved to level 8:


Agility is always good for light armored builds but if you have to sacrifice other important stats for it, it's not worth it. You don't really need it as you don't need any feats requiring agility. Tabi boots give a nice bonus anyway and nimble gives another 15% (raised from 10% in the upcomming patch) so yes it's worth maxing it with only 3 agility, it's mandatory actually.

177
General / Re: Playing an assault rifle combatant
« on: June 04, 2015, 06:51:50 am »
You're on the right track with your idea. I wouldn't recommend heavy armor for pistol/SMG characters though. I'll explain a little bit further down. Both weapons are considered light, so more dexterity you have, more attacks can you do per round.
This chart is dexxer his best friend: http://www.underrail.com/wiki/index.php?title=Dexterity
Another important stat is perception. Guns skill directly corresponds with it and both, your chance to hit and damage increase along with it (no law of diminishing return here). Idealy you will want to start with 10 in both perception and dexterity. The question weather you should focus on dexterity or perception on your level ups depends on your burst weapon choice:
Is it SMG then go for dexterity. If you mainly want to use the assault riffle as the burst weapon then raise perception as all your weapons profit from it, as compared to dexterity which doesnt help ARs at all and I personally prefer those over SMGs which sound great in theory, but in the field you'll start to realize that they are very weak against enemies with high damage threshold. They are ok with gun nut and expertise if used situationally. Not excellent but ok. Another argument against SMGs is, to be really effective with them you need 6 agi for the spec ops feat. You can't afford those here. Only good for a pure SMG build that swaps str with agility.
Commando feat gives you 1 free burst upon killing an enemy with burst, so better to use that with a strong weapon.

In any case that doesn't leave much room for other stats. 6 strength is minimum for the steadfast aim feat which I consider a must for pistol characters. You could actually raise strength to 8 and dump everything else left:
8 str
10 dex
3 agi
3 con
10 per
3 wil
3 int
However there is a problem with this. Heavy armors only make sense if you can reach 95% mechanical resistance cap, or at least be close to it. With 3 con you cant pick conditioning, so with ancient rathound leather tabi boots (+5%) and lifting belt (+10%) you need a heavy armor with at least 80% damage resistance. Possible, but not without a hefty armor penalty and you cant take armor sloping here. Penalty to dodge and evade will be not much of a problem, you're almost immune to mechanical damage at this point, but as a walking can you'll have very few movement points. Sure, your weapons are ranged but it is very limited. Quite so for pistols, even more for energy/chemical ones and if you want to perform execute, you'll need to be almost in melee range.
ARs are not that bad though but it would be waste to focus only on them and use (electro)pistol only if the enemy happens to be near enough.

To get back to the actual build. This is what I would recommend:


Like I mentioned in the beginning, heavy armor is not the best option here. Better idea would be to set strength to 6 and use tactical vests. I'm not very fond of riot gear for nimble characters. They can be very useful, especially the shield variant but you cant use that with ARs. Besides that, to get the 10% nimble bonus you need an armor with 15% armor penalty or less. Riot armor always has at least 20%.
So stick to light tactical vests made with reinforced fabric ballistic panel which favors resistance. Don't use armor plates. Going after high damage threshold is only really worth it with ballistics feat and kevlar balaclava/tabis. You cant pick that feat here and need the headgear slot for goggles. Conditioning + ancient rathound leather tabis + lifting belt + good vest will give you solid mechanical damage resistance.

Use http://underrail.info.tm to decide how to spred your skills. Go full on guns, dodge and evade, few points in traps. Lockpicking and hacking up to effective 75 (including tools + Jackknife) and then just enough so you can open the locks (you previously failed) after next levelup, psychokinesis 25 for force field (very underestimated psi ability), metathermics 35 for cryostasis (together with electropistol you can keep 1 enemy stunlocked), for crafting you'll only really need mechanics + electronics + tailoring. the rest of crafting skills only if you can afford them (which you probably won't), initially up to 50 into throwing and additonal points only when you dont need them right now for crafting. Make sure to use junkyard suprise for temp int bonus. I usually dont aim for +2 (small chance) until I have hoarded lots of them but instead for +1 (much more likely to get). With +1 you'll have 4 int which will offset your -10% skill penalty you get with 3 int.

A major problem with this build is you use more than 2 different weapons. I always recommend amplified electroshock pistol in one slot. Seriously, that thing is so OP, with crits you often kill 3 enemies that are around your level. With so many burst feats, you also want a fast AR in the other slot, but you also shouldn't miss doing executes with a .44 cal pistol. The issue is you would have to waste full 50 ap points to swap a weapon from the backpack.
So one alternative idea for this build would be to replace either full auto or supressive fire with quick pockets for 25 ap weapon change instead of 50 ap (one extra utility slot is helpful too) and take it earlier in the game. That way you can start battles with a sniper from afar, with lots of grouped enemies burst them with an AR and for vs 1 or vs 2 a .44 cal. I haven't playtested this particular build yet but I'm sure it's not only very versatile but also fun to play. Carry weight limit might be a problem though.

If you're in for min/maxing, the way things work right now with amplified weapons it's best to stick to a max dex build with pistols. Still room for quick pockets and strategical gameplay with a sniper until the enemies are near enough for the pistols. Skillwise only difference is stealth instead of throwing. All in all something like this:

178
General / Re: Playing an assault rifle combatant
« on: June 03, 2015, 09:28:30 pm »
No armor will ever lower your stats (apart from perception for helmets and Tchortist armors). However every armor has a derived statistic called armor penalty which decreases your movement points, dodge, evasion and stealth by the same percentage. It's capped at 95% (can be lowered with feats) so if you plan a heavy armor character with armor penalty at, or near that cap you should dump agility and all skills based on it, as they will become (nearly) useless.

There is one exeption to this. 6 agility for characters with 95% armor penalty who need to take sprint feat as the only way to gain mobility, for example heavy sledgehammer users with heavyweight feat. They should still disregard agility skills as mentioned above. Tabi boots also give flat movement points which are unaffected by armor penalty. This is actually a bug because those MP should decrease as from any other source. I think a fix is planned for the next patch.

If you have at least 6 int, in most cases it pays off to invest in armor sloping and nimble feats to significally lower the armor penalty. It's possible to make a super steel armor brawler with capped 95% armor resistance and still low enough armor penalty to be able to use lightning punches feat, hoever not until later in the game where you not only need good quality super steel plates but also high enough crafting skills. Junkyard surprise can give you up to 2 int poins temporarly which is a great help in this matter.

There is no relation between armor and dexterity.

179
General / Re: Status update
« on: May 29, 2015, 08:00:30 pm »
I'm more curious to know when the next alpha patch will be aplied. Those new PSI abilities sound fantastic. Hopefully we'll get more slots for action buttons, maybe instead of hold toggle an up/down scrolling like in Divinity Original Sin.

180
Suggestions / Re: Skills for slow'n Heavy
« on: May 29, 2015, 07:47:48 pm »
I really like the idea but the quality/quantity reduction seems a bit harsh. I'd simply add a small chance to brake the item inside. Techically the item then gets "recycling" aplied to it, leaving bunch of scraps behind. lol

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