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Messages - bati

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91
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Due to some of the changes it'll probably need some tweaking, mostly in the crafting skills area

Out of curiosity, what changes would be needed, and why? Because there's no more +2 INT food available or did any of the high tier components have their requirements changed? I'm still low level enough to adjust the build so I'd love to hear your suggestions.

92
Hope you find some the shit i posted useful.

Very useful, especially the stuff about crit chance. Thanks.

93
@Fenix

Good point about Blitz, didn't even think about it. As for the perk order - I took them as I went down the list, that's not supposed to be the order I'll pick them in game, lol. I've already picked up Interloper (level 5 right now), Quick Tinkering, Aimed Shot and Marksman so far.

Other than Blitz and maybe Kneepcap Shot/Concussive Shots, what would be your picks instead of Trap Expert, Deadly Snares and Nimble? I'm playing on Hard fwiw.

94
Thanks for all the information so far. I've also tried a crossbow build just now to see how it handles the new Hard difficulty and it's a lot easier than smg in the beginning, so I'll probably stick with it (plus I love this build anyway). Couple questions however (mostly because I'd love to free up some feat slots lol):

http://underrail.info.tm/build/?GQMHCgMNAwcAAMKHAADCh8KHWlUAMlpaPDxaAAAAAAAAMEBMASLCgDU4M0tqJCcd - my planned build (note that crafting numbers are subject to tweaking)

Is Trap Expert worth it? I have Quick Tinkering anyway, so Trap Expert would be more of a QoL thing I guess. Also useful for setting massive trap zones fast(er) in some areas.

Extra stat points - is getting Agi above 7 worth it? I realize that it indirectly boosts crit damage through Snipe

Special Tactics - worth it? Useful for burst I suppose, but very situational.

Snipe - haven't used this on my old crossbow build, and with the build so focused around crits I'm wondering if it's worth picking up. At this point I'm also wondering if it's better to use Smart Goggles (if taking both Aimed Shot and Snipe) or Seeker if only going with Aimed Shot

Goggles - see above

Crossbow - which type and modules are generally best right now? I've done a cursory search  through the wiki and it seems like Zephyr with Anatomically Aware Scope and Super String would be the best option. Or AAS + Pneumatic Reloader if using Adrenaline syringes.

95
Those hacking/lockpick values seem pretty low, is there something I'm missing or is it a conscious decision to ignore some of the higher tier locks?

edit: Here's my revised version of the SMG build - http://underrail.info.tm/build/?GQMQBwMJAwXChzIAAADCh8KHZzcAAGRkZB5kAAAAAAAATyQmJxk7HRY-N0k2YS8

I believe I used Clothier on my old character for max stealth bonus on the vest, but I guess I could do without that. I could probably dump another point of INT in favor of PER but I don't know, with 4 crafting skills it almost feels like a waste to not raise this stat at least a little bit.

Is 3 CON a viable option for Hard ?

96
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If you want to try DOMINATING, I recommend playing on Hard next, not Normal. DOMINATING is something else and if you haven't even tried Hard yet . . . well, I'd love to be a fly on the wall watching it happen, but I think you may be a little traumatized.

I'm keeping an eye on the Dominating thread here so I'll make sure to go with a spec that has even remote chances at clearing it  :D

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Why not try something different like melee? You can play a stealth/subterfuge melee character. Unarmed/fist is very strong (still). I thought knives were hella fun, not as strong, but fun.

I thought about going with this option but I think it would make DC a little frustrating. Been a while since I've played but I think last boss in particular was very melee unfriendly.

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I wouldn't worry about crits on grenades at all, myself. I'd rather have Sprint than Three Pointer (or Ballistics, or Clothier, for that matter).

Good point. With 20% crit under the old rules it meant that at least one enemy in a clustered group would die for sure, with 10% the gamble might be too much. Still, it's a relatively small investment for decent gain and it enhances the aoe aspect of the character which is otherwise somewhat lacking.

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Most people would say Gun Nut isn't worth it, but part of the idea is to move points off INT and into some other stat. If you're going heavy crafting high INT regardless, I think it's fine.

I've been talked into the idea that SMG chars should pump DEX and not PER. I don't know offhand the sweet spots for DEX on SMGs--I'll leave that to someone else.

If I need 16 dex I will certainly look into dumping some INT (and maybe another point of PER and take Snooping for the secrets) and cover it with food buffs when it's time to craft.

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IMO you could do with quite less Chemistry (Mark IV grenades probably enough) and more of Mech/Elec/Tailoring. But you are probably fine with max 112 in everything. You do not actually need to craft the very best components you find. Q130 is not that much better than Q115. (I get sucked into spending time on this over and over again, so I know the attraction. Do as I say, not as I do.)

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49 is a crazy place to stop on Biology--one more point and you can extract Taurine to make Focus Stim, which is awesome.

Yeah, my crafting points are more or less placeholder. I remember pumping biology towards the end of my old run, I think it was for regenerative vest. I am pretty sure that my old character was also able to craft all the stims I needed.

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If you're already taking all that Chemistry (even to Mark IV) and already have Pack Rathound I'd put more points into Traps and blow me up some Lunatics.

I'm saving traps for my next crossbow guy because I know I won't be able to stop at one character, just like the last time lol.

Thanks for the feedback!

97
Hi everyone

It's been a while since I've played this wonderful game and with the patch that came out recently I've been thinking it's now a good time to replay it. The last time I played I used a SMG spec ops character and it worked out great. I'm thinking of going with the same option again, but if there are any other good options that can utilize stealth and still have access to hacking and lockpicking I'm all ears. Fwiw I've also played a crossbow user in the past and thoroughly enjoyed that too. The only thing I don't want to do is micromanage buffs so if the build is so tightly tuned that it requires constant upkeep of food buffs then I'm not interested in it  :(. For now I'll be playing on Normal difficulty and save Dominating for the next run.

Here's my planned SMG build - http://underrail.info.tm/build/?GQMOBwMJAwfChzIAAEvCh8KHYEEAAFpaWh1aAAAAAAAATyQmJ0hTGTsdFkY-N0k

Couple points I'd like opinion on:

- I thought about pumping throwing all the way to get ~20% crit on grenades but I think 10% base is enough for 1 feat point investment. Throwing accuracy isn't really an issue when you get stealth and can close the range.

- Gun Nut - worth it? The damage range on SMGs is pretty narrow so I don't think this feat is really worth those extra few points of damage. Could optionally replace with Paranoia, Quick Pockets, Sure Step, Power Management, Sprint, Escape Artist, Evasive Maneuvers

- 14 dex - I have no problem downgrading to 7.62 (I think it has the best type of ammo too iirc), the only goal is to maximize the amount of bursts per turn with a rapid reloader enhanced weapon.

- crafting disciplines - I feel like I'd need a little more investment here, been a while so I don't know how high the components go. Points from dodge could go here if needed.

Other than playing with SMGs again I'm also interested in trying out sniper rifles (read that they need a strong backup weapon which doesn't sound very appealing), psi (doubt it fits the criteria of having both stealth and decent lockpick/hack), the newly buffed pistol specs or a stealth knife/melee build - played a fists character in Early Access and loved it but I doubt a character like that could clear DC without major frustrations.

Thanks in advance for answers.

98
General / Strongest builds for DC (spoilers)?
« on: January 03, 2016, 11:35:58 pm »
I keep reading somewhat concerning reports from people who have 'finished' DC. I use the term 'finished' because an alarming amount of them seemed to have used cheats to beat a particular section or boss. So far I've read about bloated hp, crit immunity, bleed/poison immunity, respawning mobs, trap immunity etc. My highest character (22) is a crossbow user and after reading another crossbow player's reports on the DC I just straight up rerolled because I realised the area seems to have too many hard counters to my build. Right now I'm playing an AR commando but I have a strong suspicion that I will hate myself for not having stealth. Not to mention ammo consumption which is off the charts.

So my question to people who have finished DC - what would you consider a good overall build for the area? Ie, which mechanics will get hit the targets. Is melee only viable or is ranged as backup absolutely necessary?


99
General / Re: [spoilers] - Mutually exclusive factions?
« on: December 29, 2015, 09:06:23 pm »
Sorry, I meant Oculites. It's the faction Abram belongs to.

100
General / [spoilers] - Mutually exclusive factions?
« on: December 29, 2015, 08:57:14 pm »
I'm looking for a quick overview on the mutually exclusive factions in this game - ie, working for one effectively locks you out of working for others. In the early access I locked myself in with the Coretech because their building was the closest to the map entrance :). Before I knew what was going on I already got roped into their schemes! In the early version I'm trying to avoid this so I'd like to know in advance which factions don't mesh well together. So far I got:

JKK - Coretech - Praetorian Guard
Free Drones - Protectorate
Institute of Tchort - ?????
Oculists - ?????
Faceless - ?????

101
General / Re: You should raise Underrail's price
« on: December 29, 2015, 08:53:44 pm »
I know it's weird asking for a higher price as a consumer but in this case I have to agree. The game is far far too good and offers so much content for the price it's selling at.

102
General / Re: Which level for Depot A
« on: December 29, 2015, 01:44:05 pm »
If you kill a siphoner you can craft yourself a pretty nice early game acid resist armor. It helps A LOT in Depot A.

103
General / Re: is Roman has to die in the gang showdown mission?
« on: December 26, 2015, 09:52:46 pm »
I've played that battle about 10 times and he always died. I've always went in with Silas though, wanted to make sure he survives so there's someone to turn in the quest to ;).

104
General / Re: Psychosis vs Tranquility
« on: December 24, 2015, 09:35:47 am »
I've kinda dumped my psion too lol. Not because it was bad, on the contrary - it was spectacular in combat, but I just missed stealth so much that I've temporarily switched to a stealth/traps/crossbow build.

105
General / Re: Psychosis vs Tranquility
« on: December 22, 2015, 03:47:23 pm »
Update - I've briefly tried both options (played up to GMS/Junkyard with both) and I think I prefer Tranquility because you can really frontload the damage or disables with lower ap cost/more PSI. Health isn't that much of an issue, there are hypos everywhere and regen while you're in the green zone helps a lot as well. I'll probably stick with it for now and keep Psychosis for a different playthrough.

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