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Discussions / Re: ''From where do you hail?''
« on: February 05, 2019, 08:30:36 pm »
German living in Sweden.
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As for the protectorate "protecting" anyone, whats the difference between a government and a gang? Very little...
Nah, traits just served as an additional tool for min/maxing, with the exception of Bloody Mess which IIRC was strictly flavor. Firstly, the games are different enough that I don't feel a need for UnderRail to try to become a reskin of Fallout. Secondly, it seems like specialization points serve a similar purpose, and are absolutely a significant discriminant - maybe you would never consider maxing out the Salesman specialization; maybe I already haveAnd just so, there's additional uniqueness.
As a result, it turned out that everyone plays differently and therefore each Feat is necessary and important)
Furthermore the only part you really want from Disassemble are things which are rare to buy like Rapid Reloaders but that is not worth a feat slot and you will usually get 2-3 at least if you are diligently checking merchants. Otherwise you want higher quality parts, not lower quality parts and you can find copious amounts of parts anyway if you scour every corner of the game.What you're describing tells me that you don't optimize heavily, and that's fine. But that doesn't change the fact that there's a ton of potential money from Disassemble. If you did want a top of the line jet ski, if you did want to sink money into super steel, and also fully kit out your house in Core City, Disassemble would be the way to make that happen on Dominating without farming for cash.
As to repair costs, seriously? If you are a "crafter", who actually is not, you can buy the repair kit blueprint dirt cheap and the materials are dirt cheap as well.
Got a mod on a 5mm pistol? Pull it off and put it on a crafted .44 or something. And remember, the base cost multiplier rises with more mods, so you didn't just pull a mod off a cheaper weapon, you increased its potential value by putting it on a fully-modded frame. Plus, when you re-craft the 5mm pistol you took apart, it'll be at full durability, meaning it'll sell for more; or if you plan to recycle it for repair kit scraps, you'll get more of those.
Like I said, better than you give it credit for. There's no need to use it on any build, of course - but it's worth more cash than any feat except maybe Salesman, and if that matters to someone, they'll get good mileage from Disassemble. Especially if their build has room for QoL feats.
Disassemble: Hardly worth a feat. At best worth an expensive blueprint.Again, better than you're giving it credit for. If you don't play on Dominating then you probably have infinity moneys, at all times; but if you do play on Dominating, you likely find your finances a bit more cramped. Disassemble is worth an enormous lot of potential money, and there's also a meta for it that results in you getting free repairs for any gear you're using that you could also craft. Ending up with a way to avoid repair costs while also pulling expensive components off found/looted items so you can fill up the optional slots in crafted items? That's quite useful, and well worth a single feat slot for a crafter build.
Sheeeit, Sure Step is awesome. Caltrops are awesome (if you can afford to carry them).
I don't think I've ever taken Dirty Kick, but I could at least imagine doing so. Barely misses the cut. Yes, I'd usually prefer a taser, but I could imagine not having the utility slot, or wanting both together.
I doubt I'll ever take Disassemble, although I can believe what TAG says about $ on Dominating. I am curious about the meta repair process TAG is talking about, also.
Something that has always piqued my curiosity in sci-fi has been transhumanism, modifying/enhancing the human body beyond it's normal physical and mental limitations. Given that a few characters have already clearly been modified such as Ezra and Balor (his eye) it stands to reason that the player might be able to undergo such procedures themselves, granted only characters or organisations with the means, resources and the inclination to share (for a price) should be able to. This kind of enhancement could come at more than a fiscal cost, Shadowrun for example has a system that limits the magical abilities of cybernetically enhanced characters so some sort of trade off could be utilised to balance it, it could provide some horizontal player development options for later game (due to the availability and cost). Finally the options could be mutually exclusive in a similar fashion to Deus Ex, upgrade your arms and chose between upgraded strength for combat or the ability to move heavy objects uncovering secret paths.
For crafting it struck me that certain item types could be combined by characters of sufficient skill. The idea was that goggles for example should have very little difficulty being combined with a psi headband or even a balaclava, the catch could be higher crafting requirements, lowered advantages and/or disadvantages attached to both being applied or even increased depending on how overpowered any of it proves to be. The game is supposed to be classless so having a system of tailoring items to suit your needs doesn't seem too far fetched.
To Sykar: And what feat do you think is generally useless?
Apart from the ones I mentioned?
Versatility: If this would grant throwing, and maybe traps, it might be useful. Otherwise there is still no reason to use a skill you are otherwise not proficient with on higher difficulties since enemies have even higher dodge and evasion, making a halfassed skill value with no feat support still a sub-optimal choice.
Sure Step: Luxury feat, at best.
Disassemble: Hardly worth a feat. At best worth an expensive blueprint.
Dirty Kick: Flavorful, but loads of enemies are immune, quite a lot are affected for only half effectiveness. A small portion of total enemies suffer the full effect.
These skills are not useless but rarely applicable.
Sure Step: use with mutants (puddles of acid are very annoying)
Disassemble: for components
Dirty Kick: I use it myself, because I play without crafting. (Of course the Taser is better in terms of cooldown and robots)
The only feat is Versatility... But I agree that it is better when choosing to take more necessary feats.
To Sykar: And what feat do you think is generally useless?
Pigs can be milked, you can see pigs being kept in a lot of settlements across Underrail, Foundry being the best example. They are much harder to milk than cows are, produce much less milk and supposedly it doesn't taste very good, but I think it would realistically be a viable option if there are no other alternatives.
not every feat needs to be super viable, dude
Full Psi is monstrously powerful, and TM actually is more powerful than any of the other three schools. You can still craft everything with a 4-school build, no problem, and still have enough Mercantile and Persuasion to pass every check, and enough Hacking and Lockpicking to get almost every (but not quite every) lock. Obviously, you don't need (or even want) dodge or evasion or any weapon skills. 75 points in Thought Control, by the way, is more than enough to crush every resolve check, since you're going to have enormous effective-skill buffs from 16 Will. I used this build for two Dominating runs; the change between them was that the first time, almost all the remaining points from level 26-30 went into Psychokinesis, Metathermics, and TM, whereas the second time I reduced TC to 75, TM to 115, and added enough Traps skill so I could use Crawler Poison bear traps, and a bit more lock picking because I was having a fit not being able to open everything
http://underrail.info.tm/build/?GQMDAwcEEAoAAAAAAAAAPlAAAEZGHERGc8KHwocxAEBQNis_FCouMj0hZGdmVw
It seems unlikely you'd drop any one school completely, you would want Psychokinesis at least until 30 for Forcefield, and Thought Control 75 for Locus of Control.
But you could stop there and only level up Metathermics and Temporal to max, the first one handles biological enemies well and the latter can destroy robotic enemies albeit a little more slowly.
Overall I'd still consider levelling all 4 for that synergy bonus, I think they all need to be maxed too for the synergy to work properly..