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Messages - Sykar

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46
Except that they didn't wipe the drones out completely. Mutants aren't some mindless creatures, as shown in the expedition; they are capable of organizing themselves and - obviously - fighting. Who knows what exactly survived that attack - after all, the main feature of the mutagen is that it's so unpredicatable. So yes, the CAU is incompetent.
By exactly the same logic, ANY way of dealing with FD has potential to backfire. But as a matter-of-fact, it hasn't. So CAU HAS achieved their immediate goal.

And what message does this action send to the civilians of Underrail, pray do tell? We've managed to destroy the drone hideout. Btw, the Underrail passages are now inhabited not only by random gangs of various lowlife, but also by dangerous mutants. You're welcome.
As if CAU views infestation of non-allied territories with dangerous mutants as a BAD thing. Hint: they don't.

As for lacking any real knowledge about the protectorate, this goes for the CAU too. You can try to explain their existance through the drones, but the protectorate could be lying through their teeth about the extent of CAU's activitites and targets, and you wouldn't know any better. It might be that the drones are not even their main target. What are the experiments on the mutant bodies in the junkyard for, for example?
No matter how bad Protectorate is at it's core, actions of FD legitimize the existence e of CAU.

No, it does not and to excuse the CAU means that I have to consider you to be at least to some degree at least totalitarian if not outright a fascist.

47
Builds / Re: An Average Explanation of Outstanding Psi Builds
« on: July 23, 2020, 02:07:44 pm »
O, ye of little faith.

Updated post now for current experimental branch psi mechanics.

We already had a hotfix with noticeable changes so that post will probably be obsolete soon again. If you really want to make a guide it will probably be better to create a new thread once we are past the beta/experimental stage which might take a while.

48
I really think PSI needs either a new feat or an existing feat allowing us to swap psionic abilities once per combat at least, at some ap cost, maybe even PSI cost. Alternatively additional slots via feats or maybe visiting mentors and getting quests from them could be an idea as well. 8 still feels a little bit too restrictive.

49
Builds / Re: An Average Explanation of Outstanding Psi Builds
« on: July 22, 2020, 07:42:13 am »
To any newcomer looking for PSI builds, this thread is pretty much obsolete now with the massive changes to PSI.

50
Builds / Re: Creating a psy using marksmen
« on: June 01, 2020, 08:36:59 am »
how would I make a build focused on using psy while being good at shooting things with the occasional grenade

PSI Sniper works fairly well. Don't listen to the dogma that Guns offer nothing for PSI. Especially early game you will be constantly dry so being able to fill in Aimed Shots and opening with Snipe gives huge benefits. What glues PSI with other disciplines well together is Premeditation. Thanks to that talent for example it is possible as a Sniper with a Rapid Spearhead rifle to open with Snipe -> Aimed Shot -> Premeditation+LoC+Berserk to CC the rest of the enemies. There are a couple of other combos like using the Cryo Induction feat, open up with Snipe -> Premed+Crystasis-> Aimed Shot. That combo is strong against super high health targets like you meet in the arena. Another strong combo is Premed+Thermo Destabilzation-> Aimed Shot against larger groups.
You will end up with something around 12 perception and 12 will compared to 16 for a pure builds repsectively, but it is not nearly as much of a difference as it seems. Snipe and Aimed Shot are prone to deal too much damage in the first place so losing around 10%-15% damage is rarely if ever a concern. PSI is very powerful and never misses, though certain CC effects can be resisted of the TC school. Note that some stuns are irrestiable regardless of skill level. The Electrokinetic Imprint for example will never be resisted and is especially strong against robotic enemies.

51
General / Re: Metathermics feels weak
« on: April 04, 2020, 02:32:20 pm »
Perhaps its not the Metathermics I don't like but rather taking all 4 disciplines that's giving me issues.

How should I use the other Metathermics abilities? Like the Shield and the Shard Barrier?
If you're playing full psi, there's no real point in going more than 75 points into Thought Control, so you can save a bunch of points that way.  Also, unless you really want to use Precognition - and it has its uses, and it's not bad, but it's certainly not for everyone - you can safely stop investing in Temporal Manipulation at 55 points if you need those points for somewhere else.  Your Uni-Psi headband and Psi Beetle tac vest coupled with your extremely high Will stat will bring your effective TC skills up over the 200 mark, which is all you'll need to reliably defeat Resolve checks.  So I'd say a typical "four school" psi build should realistically be a "two and two halfs school" build, which does free up a bunch of points.

Cryo Shield lasts a good while, so it's great additional insurance against quick melee attacks that you might not see coming.  It's very handy in the Underpassages, as the stealthed Lurkers there generally use knives which do little damage per attack for many attacks. It's also nice in dark scary screen where you might find Crawlers all up on you before you can react.  A full set of Cryo Shield shards will generally allow even a 3 Con character to easily survive a full turn of surprise attacks from a Crawler, a knife-wielding Lurker, or even a Death Stalker.

If by Shield you mean Cryostasis, it's a five-turn incapacitate. That should be easy to figure out.

I strongly disagree with this suggestion. I tried that and even with 13+ Will I see plenty of resists, especially against other PSI users, PSI beetles and Burrower Warriors.Furthermore it seriously reduces the amount of damage of Neural Overload which is fantastic for taking out targets silently. In fact there is probably no greater stealth killer than a maxed out TC user. To me TC is an all or nothing school. Going just for LoC does not cut it, especially on stealth PSI.

52
Builds / Re: Advice for my sniper build
« on: December 19, 2019, 01:29:14 pm »
Expertise smg is good enough for very lightly armored guys. 5mm silenced won't be able to scratch tac vest guy, let alone tin cans. That's the retarded design of silencer, it reduced the average damage by ~20%. Around lv 18, expertise might carry you through enemies DT and probably able to kill 1 target in 3-4 burst.
Not sure about crit, but if you pick ambush (and you should as sniper), it should be good enough if you have decent crit chance.

Alternatively, just play crossbow. They're designed as silenced sniper. After level 14 (crit power) you basically 1-shotting people left and right without any noise. It's kinda boring afterwards tho
But you have W2C ammo readily available.
Use regular ammo for easy targets, JHP ammo for big, lightly armored targets and W2C ammo for heavy armor and tacvests.

A Silenced Rapid 5mm Jaguar burst for 16 AP, so for 64 APs you fire 28 bullets, (almost) emptying your magazine.
(You don't even need to use meds, can just activate sprint and Blitz to gain +15 extra APs with help from Interloper.)

Expertise for a 5mm silenced SMG means the difference between not being able to damage heavy tac-vest enemies, and killing them in one round.
In a worst-case scenario, you are up against a 50 effective DT enemy. That becomes 17 if you use W2C ammo. That is more or less the avg damage of your silenced SMG at lvl 10-12, so you do not do much damage.
With Expertise you effectively add your lvl/bullet on top of this, say you hit with 24 bullets out of 28, that is about 280 damage. This is not too bad at lvl 12.
As you go to lvl 14-16 and aquire better SMGs, you will do enough damage with W2C ammo to reliably take out anyone. For extremely hard enemies take Adrenaline and use a Taser beforehand to stun. Add in Blindsiding +15% damage on top and you are good to go.

So I guess Expertise is a must have if I want to use 5mm silenced SMGs. Thanks, that is all I wanted to know.

53
Builds / Re: Advice for my sniper build
« on: December 17, 2019, 10:32:32 pm »
The suppressed sniper in underrail is called crossbow :)
You will shoot only 2 shots of Spearhead RR with Adrenaline. And 3 with Blitz, you can get 4 if you invest in psi. It is enough to take down at least 2 targets anyway.
If you will play with seeker, focus stim and infused rathound > no need of expertise, otherwise, it will be useful.
You may find commando handy even on your build.

You do not need PSI for 4 shots. 50 base + 20 Adrenaline + 20 Blitz + 10 from Sprint feat. I know about Crossbow. Different build. This is a Sniper who I want to be able to kill stealthily if the situation allows it. As I said before, due to my lack of experience with SMGs I am not sure whether they need Expertise or if going full crit is enough with them.

54
Builds / Re: Advice for my sniper build
« on: December 17, 2019, 08:07:15 pm »
SMG is purely a side arm for stealth kills. With the perks chosen I can shoot up to 4 times a round with my rapid reloader Spearhead and Adrenaline.The question is do I need Expertise or can I get enough killing power for stealth kills with my chosen perks leaning towards crit and crit damage, though Ambush is very situational for stealth kills since NV does not count sadly for illumination. Commando is pointless. Stealth predominately is done with isolated targets to thin out the herd.

Interestingly there are suppressed sniper rifles:
https://www.youtube.com/watch?v=Vvef-8sgyek

55
Builds / Advice for my sniper build
« on: December 17, 2019, 04:47:45 pm »
http://underrail.info.tm/build/?HgcDDQMLAwbCoAAAACjCoMKgWGIAAGRkAFZkAAAAAAAATQE5HTE1N0cVQTNLfgLChcKlwqTCteKnlwPfvw

My question is would this Sniper be able to stealth kill isolated targets with his SMG using those talents? I simply have too little experience with SMGs to know what exactly you need to be able to stealth kill reliably with them or pistols for that matter. Would getting Expertise for Recklessness be a better choice?

56
General / Re: Resting and Recovering
« on: December 16, 2019, 04:39:35 pm »
Why would you resurrect a nearly 7 year old completely out of date thread?

57
General / Re: Is Mercantile Worth It?
« on: December 10, 2019, 05:20:13 pm »
Of the three social skills it is easily the strongest imho. Has some limited diplomatic use but saves you loads of money and increases the amount of money you gain from quests and helps with getting better prices from the store. Almost a must have for me on Dominating on any character with decent or better intelligence.

58
Builds / Re: I wanna do a build that's like a Starcraft Ghost
« on: December 08, 2019, 04:41:06 am »
I have been playing Ghost type PSI Snipers since release and they work well overall, only really struggle with Death Stalkers if you are reluctant to rely overly much on cheese play. I have not played a PSI Sniper in Expansion content but I had no problem clearing Hard with him. Dominating needs careful play though due to 3 Con. Not recommended for reckless or inexperienced player but loads of fun. Only type of enemy that is a real pain to deal with are aforementioned Death Stalkers, have to cheese those disgusting creatures. 7 Agi,max stealth and Interloper lets you circumvent a lot of enemies. Recommended to kill Lurkers on the Map with Blaine's shop and on the map east of his shop after you are done reclaiming the outposts. I only ever play Oddity, no idea if this plays well on Classic.
This builds biggest advantage is that it can do almost anything including silently killing entire maps without ever alerting any opponents thanks to TC and it can pass most persuasion and mercantile checks. With buff food and items can pass most attribute checks except dexterity. There is very little this character cannot do. You can opt to swap one of the feats out for Paranoia to maximize detection levels. With it, level 16+, 100%+ Detection goggles, Stuffed Bat food and 250+ Sneak you have a shot at detecting Death Stalkers before they can open up. Your Snipe and Aimed Shot damage won't be as high as a pure Snipers but those two abilities deal such absurd damage that shaving off around 10% damage from non-maximized perception has no real noticeable effect anyway except a few super high HP targets.
If you want more PSI and less Aimed Shot you can swap out Shooting Spree and Critical Power/Sharpshooter which only really help Aimed Shot and nothing else. The biggest problem I had since the beginning is that Aimed Shot and Snipe scale completely differently which makes Critical Power and Sharpshooter not high value feats like they are to other purely crit focused builds. Though it is nice that there are builds which are not just about stacking crit and crit damage which far too many builds are.

Level 1
http://underrail.info.tm/build/?AQUDBwMICAYPAAAAAAAPDw8AAAAAAAAADw8ADwAADysBOd-_

Early levels you should get a Vigorous belt and use HP buff foods. Those 40-50 hitpoints go a long way to alleviate your biggest weakness, survivabilty. Later you switch to Medicine Pouch and 40 HP food from the expansion. Being able to use your medicines with only 2 AP is just too good to pass on with this build which struggles most with AP management. Due to lack of a good rifle at the start of the game you are much more reliant on PSI which is why the build starts getting Tranquility and Force User Feat first. PSI beetles in warehouse need some bear traps and caltrops. Caltrops are very effective against them by the way. I do not like to use molotov cocktails without having a shield. They can misfire easily and if you start burning yourself you can effectively reload.
First two attribute points into perception for Snipe at level 8. Next two points into into will for LoC at level 16 which is when you can relax a little. Getting Hacking to effectively 60 without Haxxors to hack into security computers is hugely benefitial in Depot A. Adjust lockpicking to the current levels you want to pick buff with eel sandwich and Jackknife in hand.

Level 30
http://underrail.info.tm/build/?HgUDBwMKDAbCoAAAAAAAwqBYYgAAZGQAAADCoMKgAEY1AEUrATk_FCo1fsKHIcKIHSRLM8K1wrl44pyaCuKitQLisaAD378

http://underrail.info.tm/build/?HgUDBwMKDAbCoAAAAAAAwqBYYgAAZGQAAADCoMKgAEY1AEUrATk_FCo1wofCiAIhJB0oBcK1wrl44qK1AuKxoAXfvw
More PSI heavy variant with Paranoia. Aimed Shot becomes a filler ability when you are out of stealth, out of PSI and PSI booster on CD. Stronger against crit immune enemies like Bladelings since Aimed Shot is utterly worthless against them but Neural Overload is quite strong against them.

Level 30 build feats are not in perfect order since I have not played a PSI Sniper yet in the expansion. As you can see this build only really needs Mechanics and Electronics to make guns, shields, stealth generator, taser, etc. Vital to make are NV goggles with enhanced damage for special shots. Also craft sniper rifles with smart modules and rapid reloaders. Use the standard scope for extra precision. If you feel you do not need it you can use the crit damage scope, though those do not benefit Snipe at all. There are enough leftover points that you can invest into for example biology if you want to make some medicine. Though due to Snipe and Aimed Shot your PSI consumption is not nearly as high as a pure PSI builds so going early into biology for PSI boosters is low priority. This of course leads to the fact that PSI cost reduction is of little value. Nimble comes late because it is then that the 10%/15% penalty from your overcoats start taking a serious toll on your overall stealth value. At around 200+ sneak you effectively gain 20+ or 30+ stealth, depending which type of overcoat you are using. If you feel that it is not worth it you can get Ambush instead. While the crit is fairly pointless the reduction in opponents Evasion is what makes this feat interesting to this build.
Buy ninja tabis and balaclavas, your self made ones are not that much better than bought ones anyway. You can get really good stealth overcoats from the Black Crawlers, the guys you are taking out together with Gorsky. If you want to do those missions, then push your persuasion to 70 with pie food and go in via Bob's credential which is much easier than going through retarded Death Stalker infested underground. Bear traps are your best friend, have at least 5, better 10 even, at all times. Either use them to deny certain areas, or set them around corners so enemies cannot detect them before walking into them. Kiting is vital to this build. Do not let melee enemies come close. High priority targets are enemy PSI users, crossbow users and snipers. Other weapon types are not nearly as dangerous thanks to your shield and overcoat. Stealthed enemies are almost never a problem unless you bump into them. Except for Death Stalkers of course. Hate those fuckers in case you have not noticed ;)
Arena can be a bit tricky. You cannot start in stealth and are prone to go second. Get again Vigorous belt and HP buff food and adjust your armor to the enemy. When in doubt ask Garry, he gives you a basic rundown of your opponent. Oh and turn on your shield before arena. It helps having it up right at the start.

59
General / Re: Anything for PSI from faction items?
« on: December 08, 2019, 04:31:44 am »
Thanks mate.

60
General / Re: Player character's backstory
« on: December 07, 2019, 11:55:31 am »
Carnifex and Balor.

Yeah, but those guys don't have Locus of Control.

They are LeBron James, the main character is Dirk Nowitzki to make a basketball analogy here. :D

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