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Messages - Wildan

Pages: 1 ... 12 13 [14]
196
General / Re: Stats and Skills calculator
« on: May 10, 2015, 01:03:35 pm »
Cheap Shots needs only 6 dex to be chosable, your calculator demands 7 (the tooltip is correct though).
Would it be able to represent all values through the url? When hosted it would allow easy build sharing with url links.

197
General / Re: Custom Portraits
« on: May 10, 2015, 12:12:24 pm »
Another thing I didn't know. Awesome, will change that.

198
General / Custom Portraits
« on: May 10, 2015, 12:49:12 am »
How about a thread where we post our custom portraits?

I made two which I currently use. One for heavy armored characters, the other for light armored, leather/overcoat guys:
Drop the large and small versions both into the C:\Users\[Name]\Documents\My Games\Underrail\CustomPortraits folder.

Edit: Backgrounds are set as transparent now so they should interact properly with the ambient of the area (thanks epeli):

     

199
General / Re: Playing an assault rifle combatant
« on: May 10, 2015, 12:07:33 am »
I have yet a different approach when it comes to the assault rifles.

One big advantage AR gunner has is that he can afford to dump more stats than anybody else. He only really needs 8 strength to wear metal armor which is also enough to fire ARs without penalty (beware of Crippling Strike), and highest possible perception for damage and precission. Everything else is optional.

That leaves us with extra 7 stat points. Putting any of those into agility is probably the worst choice. You'll want to have the strongest armor possible and will reach 95% armor penalty anyway. Any points and skill bonuses to dodge/evade/stealth are gone. Same to qualify for the Sprint feat. Unlike a heavy melee or a gunslinger this character doesn't need to get close to his targets. ARs have a good range and if you need more use a sniper rifle as a secondary as already suggested before. In my experience it's still better to carry two differently speced ARs - a fast precise Hornet, and an anatomically aware chimera to hit hard (especially with crits when combined with Critical Power).
At any given time if you have a mediocre chance to hit, the enemy is even worse off as you'll always have higher perception. You don't always have to burst just because you can. With ARs you also get movement penalty so if you use Sprint to get closer your chance to hit won't improve much in that same turn (the enemies will now hit you easier though). When you really need to move it's better to use all your AP for good strategic positioning and shoot in the next turn.

From the free 7 points one could use 4 for intelligence to have crafting feats. Better than agility but still not the best choice. Armor crafting feats are not needed at all. You're a fortress on legs and will reach the capped 95% damage resistance with ease, even if you don't craft but buy all your equipment. Gun Nut is nice indeed but is 20% upper damage range worth 4 stat points? Absolutely not, especially if you have to shed off perception for that.
One single point in perception is better than Gun Nut. Damage wise it's almost the same but you also get a higher chance to hit and are saving a precious feat slot. In my eyes not spending every single level up stat point for perception is the biggest mistake one can make with an AR character. Of all builds I played this one needs the least amount of crafting. You can make best possible (non - Gun Nut) assault rifles with as little as 3 int, just not early in the game.

The best choice for those last 7 stat points is constitution and it fits perfectly into a total of 10 points. You don't only get a much higher HP pool but by taking Conditioning also +15 mechanical, cold and heat damage resistance which will later on be enough to allow you to free your headgear slot for good smart goggles (bonus to special attacks like burst) and bullet strap belt (a must when you are able to burst 3 times per round) which will replace the lifting belt (usefull early on till you get to 95% resistance cap). Constitution also has one of the best feats in the game available - Survival Instincs which gives you +30% critical chance when under 30% health and this is when you need it the most. Heck, together with Juggernaut the HP pool is so strong one could deliberately walk with under 30% HP, crit with 60-70% chance and still have the same if not better survivability than a 3 con build (as a permadeath player I would never take that risk though).

So assuming you'll reach level 24 you'll have:
8 str
3 dex
3 agi
10 con
16 per
3 will
3 int

Big advantage of a heavy armor build is you don't have to put a single point into dodge, evade or stealth. That will make you swim in skillpoints later on. Even when you completely satisfy all your locpicking/crafting, throwing and crafting needs you'll still have enough points left to maximise at least 2 PSI skills, even all of 3 if you don't go overboard with chemistry and biology. There is no need to waste points in social skills. They will do nothing in combat and you'll have enough money anyway, even if you melt tons of Charons.

PSI system is still very broken to the players advantage. besides Locus of Control which is very expensive you can get the best PSI feats like Premeditation and Tranqulity (good for stealth/high initiative builds only) with only 3 will, plus you always have a 100% chance to hit. Both Electrokinesis and Cryostasis are currently bugged and nobody can resist their stun/freeze no matter how low your effective psi skill levels are. With Cryokinesis and those two alone you can keep the enemy in a 1vs1 fight stunlocked with as little as 30+35 skill. No reason to skip that for so little points. Like I said though, this build can afford way more. PSI skills synergize very well between each other. The more you have of one, the more you get out of other two. That helps alot to compensate for the skill penalty you get with 3 will plus Survival Instincts also works with PSI abilities - double win.

Feat-wise I'd progress like this:

L 01 - Conditioning
L 01 - Opportunist
L 02 - Suppressive Fire
L 04 - Thick Skull
L 06 - Full Auto
L 08 - Premeditation
L 10 - Concentrated Fire
L 12 - Recklessness
L 14 - Commando
L 16 - Survival Instincts
L 18 - Critical Power
L 20 - Rapid Fire
L 22 - Aimed Shot
L 24 - Juggernaut

200
General / Permadeath
« on: May 06, 2015, 01:53:01 pm »
Anybody else plays Underrail permadeath-style?

201
General / Re: Are point shot and rapid fire worth it?
« on: April 30, 2015, 03:45:23 pm »
They don't display when hovering over something in the quickbar or when in inv but you're right ofcourse, it's to be seen most of the time. I guess I'm spoiled by playing too much JA2.  :P
Setting the tooltip font to large actually helps.

202
General / Re: Are point shot and rapid fire worth it?
« on: April 30, 2015, 02:39:01 pm »
- The AP cost is truncated, not rounded. You get 16 AP cost with 7.62mm Hornet and Rapid Fire.

Never noticed this, thanks.
Which reminds me of - One single thing in Underrail that bothers me most is the way AP are displayed - as a bar and not in numbers. Sure, I can see the numbers but only as a tooltip when I move the mouse over the AP bar. This is extremly unpractical for anyone who wants to make most out his AP and uses a wide range of abilites with different AP cost.

Why not simply display two numbers, one for MP, the other for AP? It may not be as stylish as the bar which fits nicely into the UI design but would save alot of unnecessary mouse movements.

203
General / Re: Are point shot and rapid fire worth it?
« on: April 30, 2015, 01:24:34 pm »
Expertise does work, adding more than 20 points of damage to a weapon is practically a must have!.
Rapid fire: give it try with an explosive bullets loaded .44 Hammerer!

Expertise doesn't add damage to the weapon but a flat damage after the skill and other modifiers are put in, and that's why it's not displayed in the combat stats. Big difference when you think about how the primary weapon skill affects the overall damage. Still worth it for any build that hit's often and is not focused on making critical hits.

Rapid Fire is great for assault rifles, in fact much better than aimed shot. With the hornet frame you have a 11 base AP cost, which means after a burst (33 AP) you have 17 AP left which is exactly how much you need for Rapid Fire: 11AP + 50% = 17 AP (rounded up from 16.5). It's so good that as soon as I have a good Hornet AR I prioritise it over aimed shot, which has a 3 round cooldown. Rapid Fire can be used every round and each hit can still make a critical.

Point Shot is good for ARs with up to 14 base AP cost: After a burst (42 AP) you have 8 AP left which is enough for a 7 AP Point Shot (14 AP - 50%). The problem is it requires 6 dexterity which should be a dump stat for a strong assault rifle build (unless your AR build is actually SMG focused).

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