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 ... 5 6 [7] 8 9 ... 14
91
General / Re: Sledgehammer build
« on: February 05, 2016, 02:45:14 am »
I've finished game once with stealthy sniper psi and it was breeze. Looking forward for some more challenge and would really interested to play pure melee/heavy armor/sledgehammer build. Your second build looks pretty interesting, Wildan, but may I have some questions about it. How would you manage to avoid all these traps, especially these annoying coil spider's,  with such low perception and zero investment into trap skill? You've mentioned stealth plays important role for this build, and I do agree stealth is awesome, but I simply cannot see how would you use stealth if you use heavy armor most times. Should I plan to use particular secondary weapon, because I found it very difficult to progress at early stages with sledgehammer when you can perform only two or even one attack per turn :/
Some tips would be appreciated.

Traps? You walk over them. Well, not deliberately but with a solid super steel armor, preferably with a sturdy vest (100% of quality translates to bonus hitpoints), infused siphoner leather tabbis, 10 CON and Juggernaut your hitpoints and resistances will be good enough to survive the worst acid traps easily. As for the frag (Mk V) mines, while they have the highest damage potential, most of it is mechanical damage and you have exceptional resistance against it. Not just because of the armor but also because of the resistance that gets applied after it.

These stack together: Conditioning, Stoicism, lifting belt, infused ancient rathound leather (5% on armor and tabbis each), mushroom brew, aegis and morphine drug.
You'll have: Conditioning 15% + lifting belt 10% + mushroom brew 10% = 35% resistance against mechanical damage that you will have all the time. With the armor and this alone, Carnifex - the last arena opponent will do little harm as he deals only mechanical damage (plus he can't stun you with Combo).
In encounters where you expect alot of mechanical damage (like after your shield goes dry) and have full or close to full health you can take the morphine drug to bring it up to 85%. But watch the side effects with it. With aegis it will bring you to 95%. A full sniper critical hit will only scratch you at this point.

One downside of using drugs with this build is that it always costs you 10 AP vs 2 AP if you were wearing a doctor's pouch, which is better than the lifting belt but as a sledghammer fighter you need the belt. Pure sledgehammer builds benefit more from the mushroom brew then anybody else. You don't only get the 10% damage resistance but also +1 STR and the -2 DEX malus won't hurt you at all because you don't rely on DEX and you couldn't care less about PSI. In the recent patch food duration was increased but mushroom brew still lasts quite a bit shorter so make sure to hoard on it. You can buy it from the barkeeper in Rail Crossing but it's also found in food loot now and then.

Thanks to infused siphoner leather tabbis (seriously these are so OP) and Thick Skull, coil spiders are no threat as they no longer can stun or immobilize you.

For trap detection you don't have to rely on traps skill: http://www.underrail.com/wiki/index.php?title=Traps
A good pair of motion detection goggles will boost your natural detection (which scales with your level) enough to detect not all, but still most common traps.

Just because you wear metal armor it doesn't mean you have to walk around with 95% armor penalty. Super steel armor with a blade or two on it will be good enough to keep close to half of your stealth skill and still qualify for Juggernaut.
As you surely know, there are other means to bump your stealth besides putting points in it: Cloaking device, black balaclava and if really needed you can switch to ninja tabbis occasionally. Unlike a sniper you don't need high stealth for damage, you only need enough to get into melee range.

Don't plan to use a secondary weapon if that means for you to alter the build by wasting stat or skill points into something you won't use later anyway. This is how I like to start with a sledgehammer build:
After doing the initial quests in SGS I go straight to Junkyard and buy a lifting belt which brings your 25 AP sledgehammer swings down to 20 AP so you can hit with two regular hits plus one with Pummel. If you have tabbis at this point use a serrated (shock) knife for 11 AP per swing. That way you can always hit 2 times with the hammer (2x19 AP) and once with the knife. If you don't have the tabbis simply leave your second slot empty and use fists fot 10 AP.
If you can afford it either buy or craft a tactical vest with an armor plate in it. It will be superior to metal armor at this point and makes more sense for the upcomming encounters in GMS compound. You're likely to be immune against most bullet hits, even from those AR bandits in the 3rd level caves and because your armor penalty is above 50 you can plan to take Juggernaut for extra hitpoints at level 4.
Later when you go back to Junkyard to get the drill parts you can focus on making a proper metal armor.

Looking at my chart above I think it would be better to rearrange some other feats as well and make a focus on super steel sledgehammer stuns (15% chance). Critical hits are mostly for Bone Breaker so Heavyweight can be swapped with Opportunist:



This brought me to an idea about a new build: A critical hits/damage focused PSI Sledgehammer build.
The basic idea is to get as high as possible critical hit chance and damage while still being mobile and hard to kill. Being able to cast Force Field in order to bottleneck/ cut off enemies is immensely valuable as well. I took all the critical hits/damage feats including Weaponsmith but unfortunatelly Survival Instincts became unavailable because of 7 CON. To bring it back to 9 would cost 2 STR which is not worth losing. 1 point in STR had to go anyway to bring INT to 6 which is needed for Weaponsmith and more imprtantly Premeditation. It's used for 0 AP stuns with Electrokinesis which, thanks to Psychostatic Electricity debuff, gives you +15% critical chance against the main Electrokinesis target (providing there is one other target for the bolts to jump).

So to sum it up:
Basic critical chance is: 5 from the Sledgehammer + 5 from Weaponsmith + 7 From recklessness + 1 from DEX = 18% - That's nearly 1 critical in 5 hits. When you use Eletrokinesis and have 2 near targets it climbs up to 33% (initial hit + 4 jumps = 3 hits against the first target = 5*3 = 15%) - That makes on average 1 of 3 hits a critical. This is very good already. If you take the focus stim drug (second best drug in the game) it will jump by another 15% making a total of 48% chance to hit critically. That's almost every other hit.  Now we're talking. Thanks to Cheap Shots, Heavyweight and Critical Power a tungsten steel sledgehammer will do about 425% (!) critical damage. That might be even more damage then snipe. Downside of this build is that the hitpoints are considerably lower thanks to 7 vs 9 CON and PSI so Superslam falls out, especially on hard difficulty but I'm convinced that insane critical chance and damage can make up for it. Skillwise you don't have to invest alot into Psychokinesis and thanks to 6 int you need less for crafting. Just get enough so you can qualify for Telekinetic Imprint which is awesome to have.



In any case of a pure sledgehammer build always use a TiChrome sledgehammer for your second slot. It has 3 less base AP cost. With the belt + tabbis it will get down to 16 and when you reach maximum Taste for Blood stacks it will get further down to 14 AP. At that point when you pop in an adrenaline shot you will be able to swing it for 5 times within the 70 AP pool - pretty sweet. In case of the PSI build, when you get the fatigue penalty just cast Force Field and maybe the Imprint to block the enemies and try to get a distance. Till they catch up with you fatigue will be over in most cases. The same applies to situations where the enemy uses adrenaline shot but you're unlikely to kill or stun him in one round. Cut him off with the field and let him cool off to fatigue.  :P

92
General / Re: Is INT=7 mandatory for a crafter build?
« on: February 03, 2016, 04:07:07 pm »
Even 3 INT is enough if you eat Junkyard Surprise (with a bit of luck +2 INT) and 15% crafting bonus in Core City player home basement. Maxed 135 points at level 25 translate to as much as 167 effective skill and I don't rememeber ever needing more than 154-156, even for infused Leather armors so maxing it is overspent. When it comes to skill points take only more than 3 INT if you're playing a (hybrid) PSI build which usually needs to spread alot skillwise.

Crafting feats are not mandatory at all but they can make a difference between life and death in certain situations, especially on glass cannon builds that need to rely on shields and good armor resistance. It's always a matter if your build can actually afford 7 INT and has enough free feat slots.
If you're a pure sniper you qualify for both easily so take 7 INT for feats like Power Management and Skinner. You can even afford Gun Nut and still be able to max to 16 PER on level 24 which you really should do. High PER is more important then anything for a sniper.

Unless you plan to use a pistol or SMG as your secondary firearm drop DEX to 3. It's literally useless for a sniper. Those are whopping 5 extra points you can switch over to STR for efficient sniper use, INT for the crafting feats and AGI for stealth bonus and Blitz.

Start with:
5 STR, 3 DEX, 10 AGI, 3 CON, 10 PER, 3 WIL, 7 INT
Put every point into PER.

Alternatively you can take 3 points from AGI, put them into CON and pick Fast Metabolism which synergizes very well with Power Management and regenarative vest. Just remember not to to overspend on crafting skills - probably the most common mistake I've seen people do.

93
If you have Quick Tinkering you can lay a trap right infront of him. He won't take any damage or get rooted but as soon as he steps on it he loses all his remaining MP and AP for that round. I guess it's just another bug but whatever works.

94
General / Re: Psycho bug NPS help
« on: January 29, 2016, 07:36:04 pm »
It seems like you used a non-standard apostrophe after that "i don". For whatever reason some ascii characters make all your text disappear after them. The preview shows everything correctly but it's still missing from the post. When writing longer threads mark all and copy just to be safe.

95
General / Re: Mixed psi build
« on: January 29, 2016, 12:47:55 pm »
Good thing on Mental Subversion, I added it to the build above.

96
General / Re: Mixed psi build
« on: January 29, 2016, 05:36:16 am »
With thought control as a support discipline it's much harder to make a proper hybrid, especially with a gun oriented character. Thought control relies heavily on your skill vs enemy resolve so it's naturally pretty much an "all or nothing" school which makes it ineffective for everybody without high WIL score. Hybrid characters who want to use it reliably will most likely be glass cannons which is dangerous because of -25% max hp from PSI but it's still doable with Locus of Control and strong crafting (mainly regenerative vest and high capacity shields). Sniper rifles are not very stat hungry weapons so they present an interesting option, especially because of the synergy with the thought control ability neurovisual disruption:
http://www.underrail.com/wiki/index.php?title=Neurovisual_Disruption
Being able to restealth in mid-combat without flashbangs (which you should use as well) is godsend for a sniper.

This is what I had in mind (think of Ezra from SGS):



Last three feat slots are flexible. You could put something else more to your liking.
As a sniper you could infact even dump STR entirely and strictly use the unique Dragunov sniper which has no STR requirement at all: http://www.underrail.com/wiki/index.php?title=Dragunov
Unfortunatelly it has no smart module either so your snipe damage will not be all that good, possibly not enough to one-shot tougher enemies.

You could save 2 stat points from that but I would still recommend to keep 5 STR for 2 crafted Spearhead snipers, both with smart module and rapid reloader so you can shoot for 24 AP. One is with regular scope specialised for snipe attack which will help you with precision, the other with anatomically-aware scope for your Aimed Shot criticals and all shots where you don't need the extra precision from the first sniper. Ideally you will open up with Snipe, use Aimed Shot, then some PSI in the next round and restealth if possible. If not, continue using PSI until you can use Aimed Shot again. Basically you're balancing sniper special attacks with your PSI cooldowns and your PSI point pool. That's why you don't really need a PSI beetle carapace on your tactical vest. It's much better to keep your regenerative vest with 0 armor penalty thanks to reinforced fabric and Nimble. It will keep you and your shield longer alive and compensate alot for low hitpoints. Doctor's pouch is naturally the most usefull belt for this build but I'd advise you to use +30 HP lifting belt until you can craft a proper shield. Early game it translates to something like +50% hitpoints on a hard difficulty glass cannon.

6 AGI is a no-brainer, you need it for some basic defense, stealth and Sprint is always helpful to kite away and reposition after you've done your shots. 7 INT is very important for this build, not only for the crafting feats, but also because this character will be extremly skill hungry: Maxed thought control + some psychokinesis (mainly to qualify for force field and eventually electrokinetic imprint), maxed guns, maxed stealth, maxed dodge + evasion, solid mechanics, electronics, tailoring + some biology for the regenrative vest and hopefully a bit of hacking and lockpicking. The last two are optional, I would not raise them beyond 70 effective skill (incl synergy bonus, Huxkey, Jackknife and DEX Eel), should be enough for most basic locks. It will be quite a challenge to balance all those skills, especially crafting, even with regular use of Junkyard Surprise (temporary +2 INT). One could dump evasion but the shield will then get eaten up pretty quickly, even with huge capacity crafted via Power Management. Stronger melee attacks can get alot of damage through the shield so dumping dodge isn't the best idea either for a non-metal armor glass cannon.

Skillwise you'll probably have to make some compromises along the way. After the few first levels, at level-ups best raise crafting only so far until you can craft your desired item WITH the use of Junkyard Surprise (9 INT total). Always use the character creator to exactly see how much basic skill investment you need (use +2 INT option).
http://underrail.info.tm/?build=AwGlEYBYQJgVhAgzCAbCF4IxAdhOEgqCQUWQocgBwiSmjXTWlLPRV3Fg-BA

But hey, this is all just advice... do whatever &%$& you wanna do!

LOL just kidding. This is all theorycrafting for I never actually played a PSI oriented sniper. As a permadeath player I'm usually too scared of playing PSI glass cannons but if you give it a go tell me how it works out for you.

97
Suggestions / Re: crafting of rifles and shields are useless
« on: January 23, 2016, 11:32:15 pm »
Do the temporary bonuses count for feat requirements?

Because 5 INT is fine for crafting itself, it's about the feats. And only about a few of them because sadly most of them are not worth the investment.

For the purpose of qualifying for a feat or psi ability it's always the base stat/skill value that counts and I'm glad that's the case. I find it a bit silly when some games allow you to use temporary boosts for permanent character bonuses. Even Fallout 2 was highly exploitable this way.

I think that Underrail should have a sort of "Jack of all Trades" feat that gives your dump stats (value 3) a +1 bonus as long they don't get raised above 3 by any other means, neither permanetly through level up nor temporarly via gear, food, etc. The main idea is to offset the 10% penalty for skills related to stats with only 3 points.

98
Suggestions / Re: Ironman Mode/Achievement
« on: January 23, 2016, 06:46:20 pm »
I can't really say dev encourage save-scumming but Underrail is for sure not meant for ironman gameplay.
Yet I ONLY played permadeath (ironman) in Underrail. I managed to complete the latest alpha but we only had normal difficulty back then, Oddity XP system was way to generous and some builds were totally op like Electroshock pistol or pure psionics. In release version I made it several times into DC but I'm having a difficult time surviving, even with a 10 CON/Thick Skull character. You can be the best strategist and play with optimal builds, shit will still happen and it usually costs life late game.

As for the ironman achievement. I don't see a way for the game to make sure you still didn't "cheat" and reloaded because things went wrong or because you missed too many times. It's not just about dying, it's about accepting ALL consequences.

I don't care for such achievements at all or if ironman is even built in as a mode. If you need the game engine to force it on you than ironman (I prefer the term permadeath) is simply not for you.

99
Bugs / Small typo appeared in 1.0.0.10
« on: January 22, 2016, 02:29:52 pm »
The first time you talk to Ezra in SGS his intro dialogue will say: "...wires protude from his eye socket, traveFling over the side of his face..."

100
Suggestions / Re: crafting of rifles and shields are useless
« on: January 22, 2016, 01:55:37 pm »
Or you can just munch on Junkyard Surprise utill you get +2 INT.

101
General / Re: Unique weapons
« on: January 21, 2016, 03:21:19 pm »
Wow thanks! Seems to be extremly optimized for opening snipe shots.

102
General / Re: Unique weapons
« on: January 21, 2016, 02:11:46 pm »
So no one has found the black arrow sniper? I'm really want to know where it is ^^

I would atleast want to know its stats.

I think we need some unique hybrid weapons in the game. One thing that comes into my mind would be the 9mm VSS Vintorez which could be then used with the Snipe feat as a regular sniper or as an AR with burst fire along with Full Auto and Concentrated Fire. I would make it somewhat weaker then Dragunov so it doesn't get op but would also give a lower AP cost. Something like 23 AP so it can be fired twice per round as a sniper or 3 times under infuence of adrenaline/Blitz (69 AP) or once for a burst fire shot (also 69 AP).

Another hybrid gun that would make sense is the 7.62mm Stechkin APS. It would count as a pistol so it cappable of Gunslinger and Execute but also of burst fire. Again, relatively weak with some burst penalty (difficult to control without the shoulder stock) to not overpower crafted pistols and SMGs.

103
Other Games / Re: Pillars of Eternity!
« on: January 19, 2016, 03:16:39 pm »
It was a pretty big disappointment for me. They wanted to get rid of min/maxing and ended up with a pretty bland, unflexible character system. Basically there are only two builds - weak, spongy tanks and dps glass cannons, playing anything in between results in a gimped character. One example of a game why worrying to much about balance can hurt the combat system. Just like Styg said in the interview, unless it's a MMO balance between the builds should not be a concern.
In PoE you can't get creative with your builds like you can in Underrail. 6 characters and you always end up playing with the same tactics. Boring.

Last time I played it was like 6 months ago but I doubt that anything changed significally since.

104
General / Re: Unique weapons
« on: January 18, 2016, 10:00:29 pm »
Wouldn't it be a better idea to dump STR to 3 and spend those 4 point into PER instead?

I assume it's mainly for the Full Auto feat. 2 more shots per burst is nice, but wouldn't increased THC work better? I don't think relying on stuns so much is a good idea, especially if you play permadeath.

Also taser/dirty kick is something to consider as well. Taser especially for robots.

I could dump STR and invest into PER but then I could dump the whole idea about melee as well. 7 STR is not only for Full Auto but also for Wrestling and Bone Breaker which are both important for combat gloves. But even without those two feats in mind 7 STR is still worth it for any 5 bullet-burst weapon. That's an increase by 40% when it comes to damage, 4 points in PER can't make up for it. Don't get me wrong, for most ranged builds I value PER more than anything else but this is a special case.

It's basically a melee build where ranged combat is (almost) point blank. Distance modifier hardly plays a role here, especially when we take stun into account. Don't forget that this build also has Cheap Shots. With 14 dexterity and maxed melee, even late game it's not really hard to land 3 consecutive melee hits if I have 8 tries (32 AP) and still want to be able to use burst atleast once. I don't have to rely on stun at all. If the enemy doesn't get stunned or incapped and I can't reliably hit with burst fire I can still go on hiting with the gloves and stack Vile Weaponry/Bone Breaker/Contaminated (from the Claw) debuffs, or in a given situation burst regardless of hitchance, reduce AP and MP of everybody in the burst cone and retreat behind the next corner providing I have enough MP left.

Regarding the precission, I'm not sure how burst penalty exactly works. The only other gun that has one is the Huszar AR which has only 5% and I never use it. I think it's a flat chance to hit reduction so in worst case it will bring the 95% hitchance down to 75% which will on average equal 5.25 out of 7 bullets hitting the target. That's not that bad actually. I don't think that 10 vs 6 PER would be of any help in this matter. 6 is for sure enough for 95% base hitchance at close range vs 0 evade. I can't bring the hitchance to 115% to have it reduced to 95% anyway.

Dumping STR would also lead to awfull carry capacity and would in turn force me to waste a precious feat slot just for Pack Rathound. If I would free two feat slots I'd much rather have Nimble or Crippling Strike.

If it turns out that Tommy Gun doesn't perform as well as hoped I have plan B to use one other unique SMG: Syg MPX which has better damage (25-37), base- and burst precission bonus instead of a penalty, 125% crit damage but also 16 base AP (need 15 dex to get it down to 9) and 8.6mm bullets (crafted are inferior to .44). I absolutely love explosive rounds as they synergize extremly well with the Expertise feat. Bonus damage not only aplies to base bullet damage but also to the explosive as well (mechanical part only) and it's amazing vs tightly packed crowds so I'd really love to keep the Tommy Gun here.
One thing that bothers me is that after I initiate combat from stealth I have to use Sprint to get out of .44 explosive range if I don't want to waste any AP. I usually like to save Sprint for strategical purposes.

Good thought on the taser. It should definatelly be the main melee weapon against robots. They can't bleed and don't have ribs either.
I'm not a big fan of Dirty Kick though. With 15 AP and 6 round cooldown it completely pales compared to Combo and it too can miss. Hitting once instead of 3 times would also miss some debuff stacks I mentioned above.

105
General / Re: Oculus looks awesome (no spoilers)
« on: January 18, 2016, 09:42:49 pm »
Yep, the evolution of visuals in Underrail is amazing. You've probably seen the early alpha graphics. :D
I would so much love Underrail 2 with the level of detail like in Pillars. Still pixel based graphics but something like twice the current size of tiles in pixels with the possibility to zoom out 2 - 4 times.  :P

Pages: 1 ... 5 6 [7] 8 9 ... 14