Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Wildan

Pages: 1 ... 4 5 [6] 7 8 ... 14
76
General / Re: Confused about .44 hammerer.
« on: March 23, 2016, 04:44:42 am »
Nope. Not consuming anything.
Outside of game maybe? Lol just kidding. :P
Are you having those two .44 Hammerers the same time in your inventory or is the 25 AP one from an earlier playthrough? Maybe you don't remember correctly. Firearms can have different base AP if one is made with the rapid reloader but in case of a rapid .44 Hammerer it would be 24 AP with no DEX bonus and 21 with 8 DEX.

77
General / Re: Requesting crossbow build from Wildan
« on: March 23, 2016, 03:58:41 am »
Some players also like to have a stack of armors in their inventory, to fit every situation (stealth, ambushes, prolonged fights, specialized protection). In those situations traits like Pack Rathound help a lot.

Heck, my STR8 wielding characters uses Pack Rathound, and his base inventory takes around 140 in weight.

Good point with the armors. Despite the 30% armor penalty Chemical Assault Unit armor is the best choice for DC overall, as bio/acid damage becomes quite an issue. It's also not exactly lightweight.

78
General / Re: Requesting crossbow build from Wildan
« on: March 23, 2016, 03:06:41 am »
@Sanger
Thanks for pointing that out. Tbh I haven't played with crossbows in last few weeks and completely missed the stack limit change. That makes Quick Pockets somewhat less usefull ofcourse. I will edit the build accordingly and replace the feat with Concussive Shots as it wins here.

Pack Rathound is indeed worth taking. The 3 STR weight problem is not only about traps (which I do like to recover as I disable them). A stack of 100 regular bolts weighs 5, special bolts even 10. Then there is food, batteries, bandages, drugs, TNT/jackhammer and other minor stuff which encumbers pretty fast with the limit of 130, often giving little room to loot stuff like poisons and explosives needed for crafting. I can live without it on a 3 STR knife, pistol or SMG character but not here. If other players can deal well with such pain in the ass, by all means they should postpone it to level 24 and eventually take something else instead ofcourse. :P

@ eLPuSHeR
I have posted other builds as a reply in quite a few posts but some of those are old and possibly outdated by now. Maybe it would be a good idea to make a new topic containing effective builds. I'd put them in the first post and as the gameplay progresses with each version and we exchange ideas and suggestions, I would alter the post to improve and keep the builds up to date.

79
General / Re: Requesting crossbow build from Wildan
« on: March 22, 2016, 07:14:43 pm »


The equipment should consist of:
1 damage dealer crossbow - Scoped (anatomically-aware) Super Zephyr Crossbow. Tornado is stronger but has fewer, weaker criticals, a 2% CtH penalty and also important - 15% instead of 10% move and shoot penalty. Ideally you'll be shooting first and then moving but now and then you won't be able to do so because sometimes you'll have to hide behind a corner to lure the enemy in your trap, and when he steps on it he'll be rooted and you likely won't see him unless you step out from cover again. Also on some rare occasion a bug happens where the enemies can fire at you but you can't fire back unless you move. This problem is not special to crossbows and can happen with any ranged weapon.
1 special bolt spammer crossbow - Scoped (anatomically-aware) Pneumatic Cyclone Crossbow. I'll get more to it later.

Armor and boots both made of infused syphoner leather which provides good heat and acid defenses but also lots of dodge and evasion bonus - as a glass cannon you'll need lots of it. Utility belt which gives you 2 additional utility slots so you'll have 4 (5 with Quick Pockets). You'll fill all those slots with special bolts. Smart night vision goggles to boost your special attacks and actually hit under low light conditions. You can use a shield to your own liking. I prefer a low frequency efficient shield emitter for most of the time.

I'll break down some of the not so obvious feat choices:
Snipe - Usually it's seen as a sniper feat and many people (including the popular youtube guide maker Nerd Commando) like to skip it but I cosider it as essential for crossbows as well. While snipers are way stronger by base damage alone (plus they can be made with smart modules) crossbows have one significant advantage - they are completely silent weapons. In your first round you have a good chance to silently kill small groups of 2-3 enemies without alerting anybody else on the map, so with more quick encounters you'll use Snipe more often than with a sniper.

Blitz - Crossbows are slow weapons and as with any other build it's essential to plan ahead on how you will make most out of your AP. Your first combat round is pretty clear. You'll use Special Tactics ability for the extra attack and open the combat with Snipe, Aimed Shot and Kneecap Shot - all from your damage dealer crossbow. From the second round on you'd normally be left with 2 shots per round. This is where your quick Cyclone crossbow comes in play. Made with the pneumatic reloader it fires for 17 AP per shot so together with Blitz and adrenaline shot drug you'll have 90 AP for that round which allows you to fit in 5 (!) shots with the Cyclone (17 x 5 = 85). With the effect of adrenaline shot alone you'll still be able to fire 4 times with it (68 AP) and even when fatigue kicks in you can still shoot twice for 34 AP out of 35 available. As a side note - In tight areas I like to bottleneck enemies and block them of with traps while dealing with fatigue. Often it will buy you enough time till it wears off.

Quick Pockets - No longer neccessary since patch 1.0.1.4 as the special bolt stack limit was greatly improved (It used to be only 5). I replaced the feat with Concussive Shots. This also opens up the trappers belt as a viable alternative now if you find yourself doing well with one less stack of special bolts. (thanks epeli)

Pack Rathound - As a crossbow user there is no reason to raise STR above 3 but you'll depend on traps alot and unfortunately they also weigh alot just as the bolts, batteries etc if you carry many. I don't mind a bit of inventory management so I can live without it until level 20 but don't go down to DC without it. Even if you disregard loot completely you won't be able to prepare properly. If you're having financial problems you might want to take it a few levels earlier.

Kneecap Shot - While it's pretty mediocre for pistols and SMGs it's amazing for crossbows as you can afford to have high perception which gives you better damage. It count's as a special attack and is therefore affected by smart goggles bonus. With high perception you have a pretty good hitchance and crossbows have a better range than most weapons, meaning you can attack from afar but the average enemy affected by Keecap Shot will have to spend most, if not all his AP to close in - very good to kite away when fatiqued. It's also the best attack against melee opponents as you don't wont to have those point blank in your face because then will suffer either move and shoot or close quarter penalty attacking them.

If you're worried about survival and want to focus more on defense, at level 12 you can raise INT from 6 to 7 instead of PER and replace Quick Pockets and Kneecap shot with Power Management and Skinner, but even as a permadeath (ironman) guy I prefer the more offensive approach I posted above.

Feats I see here mentioned I would not recommend:
Ambush - While it's pretty good it's too situational to be reliable and requires some experience. Which tile counts as illuminated and dark is not always as obvious but if you tend to have lots of incendiary bolts you can consider taking it late game for DC instead of Kneecap Shot. Remember however that with heavy trap usage and Deadly Snares you'll hit critically anway so it reduces the usefulness of this feat. It's better for snipers. Same reasoning applies to Recklessness.
Trap Expert - With high enough traps skill there are not many enemies that will detect your traps so It's mostly a waste to pick this in a feat starving build like this.
Nimble - I use it for most dodge/evasion builds but there is simply no room for it. With syphoner leather armor you only get 5% armor penalty so your Snipe and dodge/evasion won't suffer much. Sure, you also lose the bonus to them but it's not good enough here. Besides, 10 agi + 1 from food I recommend as your supplement is plenty. If you want it consider Skinner first.

Distribution of skill points:
Always max out crossbows, dodge, evasion and stealth. Raise traps so far that you can not only detect but also recover traps for yourself (you need 20 points above the trap disarming difficulty).
Crafting is obviously mandatory, not only for the crossbows, armor, etc but also for the traps and special bolts. Thanks to 6 INT, junkyard surprise and 15% crafting bonus from the Core City basement bonus you don't need to max out crafting skills, not even close. I found it there is even room to raise enough chemistry (60 effective skill) to craft Mk III incendiary bolts which are amazing in tight spaces. Too good to be left out. Chemistry should be your last priority however. You'll also need some biology for bear traps and thanks to the crafting bonuses I mentioned above putting 39 points in biology is enough to translate it to 65. For chemistry it's 38 points (equals 60 effective with bonuses).
With all this there is enough room to raise both lockpicking and hacking to effective skill of 100 and that's a very solid value.

80
General / Re: Translation of the game
« on: March 12, 2016, 05:36:55 pm »
PS: look the views of this topic!

You can't honestly believe those views are legit...

81
Other Games / Balrum
« on: March 01, 2016, 11:28:32 pm »
Anybody playing it?

It finally got released and it's gaining popularity fast. It plays very similar to Eschalon - simultaneous turn based combat but with real time exploring in a sandbox open world. Overall the game has a very strong focus on survival which I usually don't mind but a big part of it consists of farming, hunting, house building etc. and I'm not sure if I have the patience for that sort of gameplay. Currently it's only 13,49 in EU so I'll probably give it a go anyway.

82
I like all the changes except for the new font, which to me seems more like a step backwards instead of an improvement. It looks blurry, vertically streched, and a bit "cheap", like from a half-baked mobile game. From the typographic standpoint it feels unnatural and unbalanced. For example, when you look at the inventory screen above, the letter "v" and "e" are too spaced out but "e" and "n" or "I" and "n" actually touch each other. This would happen with some letters with the old font too but was less obvious. It was not perfect but it fit the style of the game very well and ironically, it was easier to read, even on a smaller screen.

IMO this is the first bad decision of game design in Underrail and it affects the entire game.

83
General / Re: Balance Discussion - Quick tinkering
« on: February 24, 2016, 06:37:11 am »
I agree 100% and despite being a permadeath player myself I still want to have it nerfed. One big issue is also when you place a trap right there no matter how close, the enemy doesn't realise it unless he passes a detection check which I believe rarely happens. I mean, they can to some extent evade bullets by observing our movements (that's my logic of evade) but can't figure out that we're laying that big clawed, oozing chuck of metal right in front of them? Makes no sense.
Traps should automatically count as detected if you're in the line of sight of the enemy. If would significally weaken the usefulness of QT and at least bring back some logic. It would be a viable option for opening combat by laying a trap while still stealthed.

Escape Artist would help but still not work completely as it should. Even if the enemies don't get rooted they still loose all their MP and AP for that round once they step on the trap. You can observe that with Doppelgangers. They're immune to all disabilities but still get stopped by traps.

84
General / Re: Fastest way to acquire an assault rifle?
« on: February 22, 2016, 11:37:12 pm »
There is a guaranteed AR in the Under Passage #4 below the Warehouse Block. After you kill those first 3 bandits which demand Jack Quicksilver his package head right down into the Under Passage #1 (very first entrance on the western wall): http://www.underrail.com/wiki/index.php?title=File:Lup-a1.png

There go straight to north through the northern passage and you'll get to Under Passage #4: http://www.underrail.com/wiki/index.php?title=File:Lup-a4.png
The way further up north is blocked but to the right you'll see two fence doors. The second one is locked with 50 difficulty. For an AR or AR/Sniper character that's usually too high because you'll likely have your DEX dumped to 3. To unlock it with MkII lockpicks you would need atleast 10 DEX (or 9 + 1 from eel sandwich from the cantina) and Level 5 (reachable at that point).

So it's probably not an option unless you're actually an SMG guy but no worries, just head from Under Passage #1 to #2 (most northern exit that leads to east): http://www.underrail.com/wiki/images/f/fc/Lup-a2.png
On the east end there is a locked room (easy lock) with the burning barrel and the guy there always has an AR. just make sure to start combat manually before crossing that second fence into the room or you'll have to roll initiative against him. Before heading there you'll have to deal with a pistol guy with a possibly good tactical vest. Make sure to initiate combat manually before stepping into that first intersection. His vest is usually good enough to keep for GSM compound.

If you're good on money and guns you can sell them in Junkyard, like when you looted a moded 9mm or .44 pistol on your search for Newton in the abandoned warehouse. Just sail to Junkyard from SGS docs (or go by foot and sneak past the rathounds/psi bugs) and head to the weapons dealer. With your accumulated weapons you should be able to afford a good AR (most likely better than those from Under Passage.

85
Suggestions / Re: Reloading Ammo
« on: February 12, 2016, 09:23:34 pm »
I misunderstood your original post. I thought you wanted to make empty casings 1:1 from normal ammunition so you can refill them as special ammo. Technically you would be disassembling bullets in that case. Right now the only way to get empty casing is to fire bullets and hope to get some saved. I actually did that at some point with 9mm ammo at the shooting range.

Now that I understand, I agree with you. It should be definatelly be possible to craft the other ammo types as well.

86
Suggestions / Re: Reloading Ammo
« on: February 12, 2016, 10:11:34 am »
Not a bad idea actually but I'd say make it only possible with the Disassamble feat. When I served in military I remember a device specifically designed to pull off the projectile from the ammunition.

87
General / Re: Weird RNG
« on: February 09, 2016, 11:59:33 am »
Yes, but the probability of missing three 95% shots in a row is extremely low, as is the probability of rolling 1 on a combat initiative three times in a row.

There is a huge difference between missing 95% shots an awful lot as you said before, which is purely subjective, and missing three 95% shots in a row which is indeed unlikely but not impossible. The chance is 0.0125%. Statistically it means that on average every 8000 of 95% shots will yield 3 misses in a row which is, considering how many 95% shots you make over the course of all your playthroughs, very likely to happen a couple of times at least.

You can do a test on how reliable RNG is. Take any burst weapon with several hundered bullets to the shooting range in SGS 2nd level. Get in point blank distance to the target, make sure your displayed CtH is really 95%, fire all of your bullets and read the statistics on the console and see if it's even 1% off from 95%.

88
General / Re: Weird RNG
« on: February 09, 2016, 06:53:28 am »
You are imagining it, it's called selective perception. When RNG works in your favor you're taking it for granted and not making further notice. When you get unlucky there are usually consequences so it creates a discordance with your expectations. 95% is not a guarantee, it's a probability and that's it.

Still to this day I remember one game session where I made a half dozen or so super steel plates, and each time I'd come to pick it up they would be 70-ish quality. Getting unlucky is a part of the game.

89
General / Re: Is Black Arrow in the game?
« on: February 08, 2016, 12:14:17 pm »
From another thread about the Black Arrow:

It's well hidden. I take the item icons directly from game files (can't get them with correct transparency from screenshots), but I confirm item stats through my own screenshots.

90
Marked through what means?

Quote from: Neural Overload
Short circuits the central nervous system of a living target dealing 10-11 electrical damage. Damage is increased by 10% for every target's point of intelligence above 5.

This damage cannot be shielded and bypasses standard electrical resistance, but can be lowered by the target's resolve.

The game explicitly states that the electrical resistance doesn't help at all.
Bilocation doesn't mention electricity anywhere, only that it's mental damage.

Pages: 1 ... 4 5 [6] 7 8 ... 14