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Messages - bati

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61
Builds / Re: Hook me up with Energy/Chem pistol build please
« on: September 29, 2018, 06:34:45 am »
There is a guaranteed laser pistol available before depot A if you know where to find it.

No need to be mysterious, just say where it is ;). I've actually gone through Depot A about 3 times in the last week and I distinctly remember getting the Laser Pistol, but I couldn't tell you where if my life depended on it. If I had to guess I'd probably say it's in the building where Eddy's mysterious disk is but I'm not sure.

62
Builds / Re: Hook me up with Energy/Chem pistol build please
« on: September 28, 2018, 10:14:59 am »
Ah, that was indeed the problem, thanks!

And thanks Yonaiker for the build!

edit: If you remember, what were your starting stats?

63
General / Re: Steam Score Woes
« on: September 28, 2018, 10:12:17 am »
Added my review. To be honest, I should have done it sooner but I was too busy playing the game lol.

64
Builds / Re: Hook me up with Energy/Chem pistol build please
« on: September 28, 2018, 07:39:59 am »
I think your link is broken, shows nothing but ? in each stat for me :(. How long did it take you to find the Catalyzing belt? I'd have to wait until Acid Hunters for it, but I guess it can't be helped if it's super rare.

65
Builds / Hook me up with Energy/Chem pistol build please
« on: September 27, 2018, 05:22:19 pm »
I've never played either of these so either option would be fine, but I'm leaning towards Chem as my preferred choice. Also, couple questions - does either of these two weapons count as silent? What's the earliest you can make both options? If I remember correctly there's usually a Laser pistol in Depot A and it might be possible to make one before you enter there, but I'm not sure. No clue whatsoever about chem pistol though. And second - potential blind spots of each weapon? Anything that's particularly annoying, such as crit immune mobs that crossbow builds have to deal with?

I'll be playing on Hard as usual, unfortunately I lack the patience for Dominating, but if the build ends up performing well I might give it a shot.

Thanks in advance for answers.

66
General / Re: Expedition alpha testing
« on: September 26, 2018, 11:20:26 pm »
I'd love to help with the testing but I'll probably be very busy moving to a new country soon. That said, I sincerely hope people who posted in this thread get access, I got a ton of useful info on various builds from some of them over the years, they definitely know their stuff.

67
I definitely plan on taking some crafting, the reason I ask is because deciding between unique and crafted knives would dictate the selection of at least 3 feats I'd have to take. As you pointed out, crafted knives have pretty low crit so Weaponsmith would make sense, maybe Recklessness too - and because bleed is easy to get on crafted knives I could also get Taste of Blood, if not even Eviscerate.

I am thinking about skipping Cutthroat too, it's very situational and you can generally rely on Cheap Shots incapacitate proc if you need to keep the target cced.

68
Hey everyone

I'm playing UnderRail again, this time with a build that I've never done before, which is a knifer. I've played more or less all other variants that rely on stealth so I'm quite familiar with the mechanics of the game, but I'm currently in a bit of a dilemma - I'm making a full time saboteur character and for now I've limited myself to these skills & feats: http://underrail.info.tm/build/?GQMQCgQDAwcAMgDCh8KHwoLCh1k8ADwAAAAAAAAAAAAAAE8kJx0WEgZBPgsQPDA

I'm very familiar with grenades and traps and I'm sure I'll be able to get by with the supply I find out in the wild and on merchants, so the crafting aspect of that does not particularly worry me - I will of course invest enough to craft bear traps and high quality leather armor, the only thing I'm not sure of is crafting knives is worth it - the reason I'm asking is because there are some good unique knives available, Kukri in particular looks like a very strong debuffing tool, plus it saves me some feat slots because I don't have to take recklessness or weaponsmith then. Another thing I'm not sure of is if bleed is worth it - I had it on my previous character which was a psi-monk using Claw, and the damage increase was noticeable, but I didn't have access to knife specific feats like Eviscerate so I'm not sure how good these are. I'm aware that if I wanted to utilize bleeding I'd pretty much have to resort to crafting if I wanted to keep my weapons up to date.

Thoughts?


69
General / Re: skill point / build ? for a relative UnderRail noob
« on: January 29, 2018, 01:21:26 pm »
I recommend you specialize - go either crossbow or full psi, mixing them is not very wise. Even on normal UnderRail isn't exactly an easy game, at least for a new player.

As for stat points - general rule of thumb is to pump your main combat stat - either dex on light weapon builds to reduce AP cost, perception for ranged, will for psi, etc. After that come feat requirements, and after that you look at the skills you want to use and make sure you don't hit penalties (below 4 in associated main stat) to get the most out of it. For example, I tend to go pretty high on INT on my crafting heavy builds, even though I'm basically wasting the main stat points that I could put into my combat stat - but getting lots of extra skill points is worth it to me.

For skill thresholds you can check out this guide, I think it's still more or less up to date - http://steamcommunity.com/sharedfiles/filedetails/?id=843557165

I recommend you try out the skill calculator ( http://underrail.info.tm/build/ ) to see what effective stats will be in the final build. And keep in mind that base values are only used for feat requirements, for skill checks you need to look at effective values (those in brackets).

70
General / Re: New update - vendors not updating their stocks
« on: January 28, 2018, 07:22:24 pm »
I had that problem with Blaine, he wouldn't refresh the stock unless I bought or sold something to him.

71
General / Re: Underrail wiki?
« on: January 15, 2018, 06:55:32 pm »
What about helping the Black Eels? Wiki states that you can obtain SGS help by finding the Armadillo part first but that didn't work for me - did this ever work or has it been changed only recently?

72
General / Re: Sledgehammer build
« on: January 10, 2018, 04:37:25 pm »
You can always gas the bladelings though. I'll try to fit in Expose Weakness, it's been ages since I've been to Deep Caverns and I'm not sure how much things changed since then.

When you say that combat won't work without stealth, what exactly do you mean? Hit and run tactics, simply getting into position or avoiding combat entirely? Because once you're out of stealth the advantage is gone, and other than getting into a good spot and manually initiating combat to get the first hit I'm really not seeing any advantage to being a heavily armored juggernaut (except vs psionics, but I'll cross that bridge when I get to it). Assuming of course that both approaches use the same weapon.

73
General / Re: Sledgehammer build
« on: January 10, 2018, 03:44:35 pm »
Good call on Cheap shots, no clue how that one slipped by me. As for crit dmg - I'd get quite a bit from Heavyweight, hence why I took Crit Power too.

As for stealth, I could drop either Throwing or Traps and put them into stealth and carry an extra set of stealth gear with me - but I'd really like to see if combat would work without it.

What makes Expose Weakness that good on a sledge build? I thought that was mostly useful for fast attacking low damage builds (fists, knives) that need to lower the DR threshold to deal any damage. Sledge has a pretty high base damage so that shouldn't be a problem, much like with heavy hitting ranged weapons like crossbows and snipers generally don't struggle with DR, correct?

74
General / Sledgehammer build
« on: January 10, 2018, 01:32:42 pm »
As per MirddinEmris' request I'm creating a new thread for the build to see if it's viable for Domination (or anything else :D)

http://underrail.info.tm/build/?GQoHBwoDAwYASwDChwAAAF5kAMKHYWFFKGIAAAAAwocACDEZVTkAYx8DVDAWS0Q

This is just a rough outline - again, feats are taken out of order and some I'm not sure about - like Bone Breaker and Yell. Feats I wanted to fit in but couldn't find space - Paranoia, Fast Metabolism. I'd also like to know two things - does Armor Sloping effectively lower the crit dmg bonus from Heavyweight, and two - is the movement bonus from Boot Spring static? Ie, if I have for example 98% armor penalty, am I still going to get flat movement point bonus from boot spring, regardless of penalty? I've only played a heavy armor build once back in Early Access and then never again.

Gear will likely be metal helmet with visor so I can throw flashbangs at my feet, metal armor, lifting belt, metal boots, shock super sledge.

Starting stats are a little problematic, especially since I'd like to get Quick Tinkering asap. I was thinking of dropping Hit and Run to somewhat combat this and have starting stats of 8 str, 6 dex, 6 agi, 10 con, 3 per, 3 will, 4 int. First point would likely go to dex, second two to int, then 2 to str and 1 to agi.

75
General / Re: Post your experiences with the new Dominating difficulty!
« on: January 10, 2018, 11:06:06 am »
Sorry don't have the time to read the entire thread right now but would a high str/con sledgehammer build work on Dominating? I want to try the build out because I've never played it before but I'm currently running 3 builds in parallel on hard and I don't want to do yet another one unless it's on higher difficulty.

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