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Messages - Sykar

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61
General / Anything for PSI from faction items?
« on: December 07, 2019, 11:53:08 am »
Just wondering if any of the factions have something for PSI characters? Have not had the time to play the current patch much.

62
Discussions / Re: How did you find out about this game?
« on: December 07, 2019, 11:52:14 am »
The RPGcodex forum.

63
General / Re: Thoughts on 5/5 spec'ed disassemble.
« on: December 07, 2019, 07:55:43 am »
And that's a HUGE problem when you limit your reloads.



Sure you do, especially when you try out new stuff. Why restart over and over? I would only restart if there is a situation where I have to save scum to progress at most if I feel like the experiment was a failure.

64
Builds / Re: Dirty kick for dex versatility builds (question)
« on: December 07, 2019, 06:39:49 am »
Just tested and it looks like force emission adds no damage, but the actual damadge from the attack is suprising given the ap cost. thematically it fits the versatilitybut its limitations appear to be pretty glaring.

 but quick pockets with a taser does the same thing and stuns robots so I will just hold off for now.

I just wanted to get an Idea on the feat and see if there was anybody who swore by it

You can have both and stun two organic targets though. It is not necessarily a waste since Taser does have a CD.

65
Builds / Re: An Average Explanation of Outstanding Psi Builds
« on: December 07, 2019, 05:42:45 am »
What do I need Sprint for when I got PTC which is vastly superior? At most Sprint is nice to have for early levels until you get it but clever use of LoS and unstealthing around the corner before doing your opening does the trick easily. As to TK Punch it seems to be not as quiet as Cryostasis or TD. Best example for that is the experience I once had was with the guard patrolling outside the surveillance room in the Protectorate base where you have to bust Maura out. Using TK Punch has in fact drawn in his attention and made him come in. Neither TD nor Cryostasis have ever done that here. Ergo TK Punch makes more noise -> higher risk of alerting enemies. Though at least TD makes some noise as it has drawn in an opponent once. So yeah sure if I do not care about Noise opening up with TK Punch, or Implosion against super high HP targets, is of course superior. I am a huge silent killing fan and enjoy wiping out maps without ever alerting enemies a lot though that is of course not always possible.
Electrokinesis against single robots is woefully low damage. You need at least two robotical opponents for it to do good damage. Sure Imprint is better, once you get it. Too bad it is well hidden in a certain base and not that easy to get especially early. What then? TD is vastly superior against single robotic enemies. That Plasma Walker patrolling one of the rooms in Depot A? Trap in its path -> TD 6 times -> finished. Same with the lone sentry bot in front of the hatch in GSM base to the third floor. TD > Electrokinesis against singular robots every single time. Imprint has a CD and cannot be spammed. So you open up with 3*TD, or more if needed with Adrenaline and PTC, and let the bot run into it, next round load up some more, boom.

5 agi is perfectly fine. 6 Con for Fast Metabolism, 10 Int and 10 Wil is really all you need for Tranq build unless you want to go Blitz but that one is meh on pure PSI. Those two points are essentially free bees and affect your character only to a minor degree. Opting for more stealth is not a waste and it does make sense. I rather have maximized PSI and 10 Int than waste another point in agi just so I can Sprint which would replace another good feat like Paranoia for exmple.

Yeah but healing on dominating is a pain :D
Not at all.

First of all, if you're a psi crafter, you're going to have Biology because you'll need that for your gear.  That means you're going to have enough to make healing hypos and advanced hypos, at least.  Then all you need are a bunch of hearts, which are free, and a bunch of ampoules, which are cheap (in fact, you can just use the extra adrenaline glands you'll find to make a few adrenaline shots, and trade those in at the doctor when you're buying ampoules and flat beakers and syringes, and it should usually be a wash or even put a charon or two in your pocket) and you can heal right on up.

Secondly, once you've got Psionic Mania, you can just go back to Quinton if you're hurt, get him to heal you for free, then activate Psionic Mania a few times while you head back on out to wherever you want to go, to get your health back down into the ideal health window.

Finally, the game is just full of healing items even on DOMINATING.  Crates/lockers/boxes have them, vendors have them, enemies have them.  Between health hypos and bandages there's really a freakish lot of healing and if you're constantly running out, then it's because you're not yet playing well.  I say that as someone whose first thread on these forums was a request for more healing options, because I wasn't playing well and thought there weren't enough hypos =)

Just a minor mistake but the doctor's name is Pasquale. Quinton is the biologist which teaches you metathermic PSI.

66
Builds / Re: An Average Explanation of Outstanding Psi Builds
« on: December 06, 2019, 09:13:36 pm »
Nice guide, but I disagree on points spent on agi being a waste if you want to go the stealth route. Sure you can get decent stealth with just gear but it is already annoying just swapping between your detection goggles, balaclava and psi headbands. Adding to that armor and boots? No thanks. I rather go with 5 agi and permanently run around with ninja tabi and my sturdy psionic overcoat. Takes some points to get to around 100 stealth baseline but I rarely have to swap anything. Also constant armor swapping is extremely cheesy. Trigger Happy feat needs 6 dexterity which means you either have to sacrifice from int or from will meaning the points you get in from dex are already lost and going just 5 dex to shave off a few points in lockpicking which can be boosted enough with Jackknife, Huxkey and dex food imo. Mind you I am not saying it is a bad thing going 5 or 6 dex, just that I do not think that 5 dex is better than 5 agi. 6 dex is better than 6 agi on the merit that you cannot get Interloper. I saw that you think that Interloper is only good for melee but I disagree. It was very helpful on my PSI Sniper opening up with Snipe then move behind the corner and no Hit&Run is not as good because there is that annoying 5% to miss and sometimes you want to move a bit more than just one square but I digress.
I also think that you seriously underestimate TM as a school for damage. Especially early nothing destroys singled out bots harder than a few stacks of TD. Most importantly, despite sound feedback it is almost completely quiet and pairs well with Cryostasis. Tranq builds can easily go Premed-> wait two turns -> Crystasis -> 3 stacks TD -> 3 stacks TD -> kills most singled out enemies. Once you get Implosion you want to lead with Implosion but taking in Balor and his minions is not easy early on.

67
General / Re: Your opinion on uniques?
« on: February 17, 2019, 06:03:53 pm »
Quote from: Sykar
Black Arrow: I do not understand your questio...

I thought that you are outraged by a low critical chance. Therefore, i said that chance didn`t need

You do understand the difference between critical chance and critical multiplier, right?

You asked: ...First it sports a 15% lower crit chance for what reason exactly?...
I will answer you about critical chance, not critical multiplier. Do not confuse me)

I did not confuse you. You simply overlooked a simple mistake on my part where I was obviously referring to the 85% crit multiplier which is 15% below normal. That is all there is to it. Crit chance for sniper rifles is for the most part irrelevant.

68
General / Re: Crawlers / Death Stalkers
« on: February 17, 2019, 06:01:28 pm »
daily reminder sykar is a buttmad troll nigger, never give him attention

And yet you did, retard, and as usual without having an argument, like all the other dipshits.

69
General / Re: Crawlers / Death Stalkers
« on: February 14, 2019, 01:41:52 pm »
I did not even have 1! second before a Derp Stalker initiated combat regardless which vent I went through. I cannot initiate combat since it is on a CD when you move through the vent. There is not even time to place a single trap or throw a single flare. There was absolutely nothing I could do besides having 70 Persuasion and go through the front door.
Did you try going into turn-based mode before you went through the vent?  It only takes 25AP.  If you pop Adrenaline on the other side, that's enough AP to throw three grenades - incendiary, whatever, and flashbang, for example.  The first two will establish a safe area around you, revealing any hidden creatures, and the flashbang will give you the upper hand on the following turn.

Since your stealth isn't high enough to matter, did you swap out armor and wear a Regenerative Vest? Regen Vests tick their healing without triggering Hyperallergenic.

Do you have Quick Tinkering?  Lay down a bear trap.  Death Stalkers are melee so all you have to do is be one tiny fraction of a tile out of their reach and you're safe.

You're playing psi, huh?  Did you try going through the gate and simply setting up a Force Field?  The Death Stalkers will see you through it and come stand right next to it.  Since you initiated turn-based before you went through the vent (you did that, right?) you'll have initiative when the force field drops, four turns later.  And you'll have had 4 turns to see them, so you'll be able to target them right away.

Did you use Enrage?  Death Stalkers don't have an impressively high resolve, so theyre very susceptible.  While they're killing each other, you kill them, too.

Did you try putting up mirror images before you started combat?  The Death Stalkers don't have machine sight so they'll hit those images and miss you.

Did you use Irongut before combat, so that you could take antidotes in case you needed to drop a few stacks of poison, and still take only a tiny bit of damage from Hyperallergenic?

Sounds like you're just unwilling to do the things that would give you the upper hand.  You complain a lot about the Death Stalkers, but they're really very easy.  Maybe you should play better.

In essence, cheese the shit out of the game, scrub, is what you are trying to tell me. /yawn

70
General / Re: Your opinion on uniques?
« on: February 14, 2019, 01:37:39 pm »
Quote from: Sykar
Black Arrow: I do not understand your questio...

I thought that you are outraged by a low critical chance. Therefore, i said that chance didn`t need

You do understand the difference between critical chance and critical multiplier, right?

71
Suggestions / Re: Feats and items improvements
« on: February 14, 2019, 11:56:47 am »
As a result, it turned out that everyone plays differently and therefore each Feat is necessary and important)

No. There are probably a dozen or so feats which are build defining. Feats like Snipe, Aimed Shot, Premeditation, Blitz, etc. Then there are feats which are good complements to those, like Interloper, Paranoia, Suppressive Fire, Opportunist, etc.
But then there are feats which make so little impact that you could miss out on them and you would barely if ever notice it, like the ones I mentioned unless you are a try hard who wants to "prove" that these terrible feats can be justified in some hilariously niche application, even though you could just ignore it and won't miss it at all.

Terrible feats?... Funny))) You are too dramatized...
I understand that Are you the person who actively uses these "useless" feats? No? Well then, no one bothers you not to take them.

If you are about the equivalence of all feats - yes, there are feats of the first category, minor feats and feats that slightly facilitate some situations. I think that was the principle on which the game was made. Ask Styg)

I sincerely doubt that any sane developer would want feats which are so bad that you to go deep into rationalizations and make up some hyper-theoretical scenario just to justify lackluster, at best, feats.

I mean now that I think about it, Snooping could for example could also apply the perception bonus to finding traps. Oh wow, problem solved, now it is an optional feat which helps with one of the two the biggest weaknesses low perception characters have, though it would not be the only solution to the problem of finding traps in time.

You know, if the stars are lit, then someone needs it. So it is here. If there are such feats, then there are people who like it. Everyone has their own tastes and preferences, and each will remain with his opinion.

Nothing but hollow, empty drivel that does not address the simple fact that some feats are basically useless outside of extremely niche builds and even there they are at best in the category of "nice to have" and that is putting mildly. The matter of fact is that most builds are deceptively feat starved and just getting in QoL feats like Burglar and Ninja Looter either impacts your combat performance or delays your maximum potential by another two levels, at least.

72
General / Re: Your opinion on uniques?
« on: February 14, 2019, 11:43:59 am »
Black Arrow has an extra optimal range of no less than 2!

Yeah I know... maybe this feature will get added in the future? http://underrail.com/forums/index.php?topic=3443.0

True, I forgot about it. Still I did say it is a good weapon, one of a few, I just think that it has a bit too many drawbacks. I am fine with the strength increase and that it comes late, I just do not see why it was necessary to also penalize the critical damage bonus. I would love to see that refurbishing idea being implemented you proposed.

Dragunov: two shots without using consumables, maybe 3 with them.
Black Arrow: worse than craft-rifle but but best with the lack of it. Does it need a critical strike chance? Aimed Shot, Snipe

Dragunov: Any Spearhead can do the same with even lower AP cost, while having less penalties for close range and after movement. On top of that you can opt to get 10% precision or 50% crit damage. Technically the Dragunov should not even exist because it has essentially no scope. And for the finishing blow we can add a Smart Module and outdamage the Dragunov essentially by the time you get it by a factor of at least 1.5 if not more. Later even a meager 100 quality Spearhead blows the Dragunov out of the water in EVERY respect. Initially the Dragunov was the ONLY sniper rifle allowing you two shots per round without adrenaline. Since the introduction of the Spearhead this niche has completely vanished. The Dragunov deserves at least one advantage over a Spearhead which it cannot get via crafting.

Black Arrow: I do not understand your questio. The critical strike chance of the Black Arrow is irrelevant, the critical damage multiplier getting penalized is my problem on top of all the other drawbacks like increased strength requirement and that it comes very late in the game. And it is not like the weapons is super special either, but at least it is equivalent to a high quality sniper rifle with a precision scope and bipod, which makes it better than most unique guns you find.

73
General / Your opinion on uniques?
« on: February 14, 2019, 06:42:32 am »
While trying out a new sniper build I was thinking about usable uniques and forgo crafting mostly. From what I can see, the only two categories with at least one decent enough unique are imho firearms and melee has even multiple decent weapons, the other categories seem to be a bit lackluster.
As someone who plays Sniper builds a lot I must say that I find the unique sniper rifles disturbingly lackluster.

Dragunov: It has no benefits over a Spearhead apart from it being available without crafting. For some reason, it cannot beat a basic rapid variant at anything. The damage really is nothing special, it has no precision bonus, even though it has a scope on the small icon and no crit bonus whatsoever and the penalties after moving and close combat are not better than that of the Spearhead plus it still costs more AP to fire, granted only 1 but still. If I remember correctly the weapon was introduced before Spearheads appeared, so I guess not giving it at least one edge over Spearheads was an oversight.
I guess the only really positive thing I can say about it that it is available early and basically can be picked up right along the way of a quest.



At the very least one can say that even a real life Dragunov comes with a scope, which makes the lack of precision bonus really confounding.

AFW: Again a complete lack of precision bonus, which is baffling. The crit bonus is worse than a standard anatomically aware scope, the 5% extra crit over standard is not worth a lot considering that you use Snipe and Aimed Shot most of the time on a Sniper build. The base damage is nothing to fawn over either. You also have to go out of your way and sneak into the Beasts lair to acquire, a minor hassle but still a hassle. Funny enough the weapon icon shows a scope AND a bipod, making the complete lack of precision mind-boggling.

Black Arrow: Actually good base damage and 20% precision makes this a decent weapon, but I have to wonder why it got penalized thrice. First it sports a 15% lower crit chance for what reason exactly? If anything this cannon should be just as brutal on Aimed Shots. Second it is the only snipe rifle which requires 6 strength. Lastly it is found in DC only which makes it super late game and you are forced to rely on Dragunov or AFW since most normal Snipers you find or shop are, disturbingly, even worse.

I won't go into other uniques much since with this short overview one can see that at the very least the sniper category is woefully lacking and from what I can see assault rifles and SMGs are hardly any better, firearms really only have Wyatts Wastehawk as an outstanding one, the rest is ok or outright mediocre.
I am fine with crafted weapons being better than uniques. I am not fine with so many uniques not really having at least something over crafted ones, like the Dragunov for example.

74
Suggestions / Re: Feats and items improvements
« on: February 06, 2019, 08:35:57 am »
As a result, it turned out that everyone plays differently and therefore each Feat is necessary and important)

No. There are probably a dozen or so feats which are build defining. Feats like Snipe, Aimed Shot, Premeditation, Blitz, etc. Then there are feats which are good complements to those, like Interloper, Paranoia, Suppressive Fire, Opportunist, etc.
But then there are feats which make so little impact that you could miss out on them and you would barely if ever notice it, like the ones I mentioned unless you are a try hard who wants to "prove" that these terrible feats can be justified in some hilariously niche application, even though you could just ignore it and won't miss it at all.

Terrible feats?... Funny))) You are too dramatized...
I understand that Are you the person who actively uses these "useless" feats? No? Well then, no one bothers you not to take them.

If you are about the equivalence of all feats - yes, there are feats of the first category, minor feats and feats that slightly facilitate some situations. I think that was the principle on which the game was made. Ask Styg)

I sincerely doubt that any sane developer would want feats which are so bad that you to go deep into rationalizations and make up some hyper-theoretical scenario just to justify lackluster, at best, feats.

I mean now that I think about it, Snooping could for example could also apply the perception bonus to finding traps. Oh wow, problem solved, now it is an optional feat which helps with one of the two the biggest weaknesses low perception characters have, though it would not be the only solution to the problem of finding traps in time.

75
General / Re: Crawlers / Death Stalkers
« on: February 06, 2019, 05:22:02 am »
Dunno.
I did recently Protectorate Warehouse mission - 3-4 DS, 3 Con, no problem.
I even didn't use Uncanny Dodge in some cases.
You just need to intuitively wait-move to bump into DS after he bite you.
Then tazer, incapacitate or stun.
At least for melee.

Ok I did not see this last year and just recently played through the Protectorate Warehouse mission again on a stealth PSI/Sniper level 11 so I feel I can address this even a year later on the newest beta build. My Sniper had 7 agi, 10 per, maxed stealth with ninja tabi boots and stealth overcoat plus Paranoia plus 60% +/- plus cave hopper steak plus stealth generator. I did not even have 1! second before a Derp Stalker initiated combat regardless which vent I went through. I cannot initiate combat since it is on a CD when you move through the vent. There is not even time to place a single trap or throw a single flare. There was absolutely nothing I could do besides having 70 Persuasion and go through the front door.
Having now a dozen of mostly unfinished playthroughs on Autistic difficulty, I more than ever think that Derp Stalkers are shitty grossly inflated enemies, worse than any of the other newly introduced ones, and for some idiotic reason Derp Stalkers got the most powerful gamebreaking debuff, denying you the ability to recover in any fashion from their initial attack, while dishing out high damage. Even if you break the following stun with stuff like LoC you still have to wait 10 turns until the debuff is gone, during that time you can basically heal yourself only via regenerative vest. However at higher levels, 18+ they become manageable even for low con stealth characters though still very dangerous and painful to deal with. In fact so much that I try my best to avoid them completely on all of my characters, because they are simply no fun to deal with, period. At least the other new enemy types have some weakness I can deal with. Derp Stalkers? Not so much.
It is possible to completely avoid them until high level but requires quite a bit of meta knowledge. Now the problem is that for some retarded reason Styg thought he should throw Derp Stalkers as early as level 10 at characters, one when you go to seek out the Rathound King and four down the aforementioned Protectorate Warehouse. One already is enough to give you a world of hurt, and that is putting it mildly. Four on the other hand at that level is, for most builds, essentially suicide.
Furthermore this is completely moronic considering until that time YOU DO NOT SEE THE FUCKING BASE VERSION unlike any other critter. I see absolutely no reason whatsoever to have Derp Stalkers down in the Protectorate Warehouse cellar except to spite players. For a normal natural playthrough having 4 of them down there is basically playing Russian roulette unless you made your build specifically to counter them.

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