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Messages - Sykar

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91
Builds / Re: Any idea for a build with Temporal Manipulation?
« on: January 28, 2019, 08:04:09 am »
Good to know though I have no intention of using it on my Tranquility PSI Sniper. Just musing what else would work well with it. Maybe full PSI but 4 schools seem a bit much to max so question is what to drop.

92
Builds / Any idea for a build with Temporal Manipulation?
« on: January 28, 2019, 06:19:03 am »
Has anyone thought of such a build yet?

93
Suggestions / Re: Feats and items improvements
« on: January 28, 2019, 06:09:15 am »
Quote
That being said reducing cost via headband and psi beetle carapace is not too hard and more than sufficient.

Imagine you playing no craft run and just cant craft psi beetle vest. That's when oyu need Neurologist.

I can imagine a lot of things. Still does not change the fact that Neurologist is at best lackluster.

94
General / Re: Movement key to hug the floor?
« on: January 27, 2019, 06:13:39 am »
To my knowledge no. The best option is to either move far enough away with the cursor or loot and stash the stuff so the corpses disappear either completely or at least are not target-able anymore.

95
General / Re: Ninja Looter
« on: January 27, 2019, 04:27:08 am »
Burglar helps to pick and hack locks faster. It is necessary for covert passage.

I have played my PSI Sniper without Burglar since release. There was maybe a handful of times in three playthroughs were I did not have to abort the attempt and try a little later when a patrol came by or a random critter.

So no, it is not necessary for covert passage. At best it is quality of life feat and that is a generous assessment. If it at least would improve the skill for opening containers by let us say 10% or 15% I might be inclined to say it is useful at least.

96
Suggestions / Re: Feats and items improvements
« on: January 27, 2019, 03:52:22 am »
Disagree with:
Hammerer - it's player choice, someone like it.
Sooping - very, very useful feat.
Heavy Punch - I killed Dreadnoughts with it!
Neurologist is the only sourse for increasing psi-pool for Psychosis users.
I guess Gun Nut could be useful in strange runs where you don't take combat feats - these are exist.

Hypoteria - never used it, but I guess someone could use it for though fights.

The rest probably is true, but...

Hammerer: Tell me who uses it? I read and watched a lot from other players and everybody seems to have the same opinion about it, awful damage spread which makes the pistol far too unreliable. It is possible, especially during early game, that a crit can deal less damage than a maximum rolled normal hit which is sad to see when you see your Aimed Shot does something like 20 damage only to hit normally for 35+ on the next hit.

Snooping: If one is generous, then one could call it a luxury feat. The reality is that it hardly does anything if your perception is dumped to 3 since most secrets need 8+ per early on and later, starting in Depot A already, you need at least 10 or 11, meaning to get actual benefit from it your perception has to be around 7-8 and never raised or the benefit is completely superseded by perception anyway.

Heavy Punch: I did mention that the obvious use is supposed to be to overcome damage resistance. This is very rarely helpful and I see no reason to leave it in such a niche feat since against everything else you will hit for less in total.

Neurologist: What Psychosis needs is to get a revamp so it increases PSI costs of abilities which can crit only, thanks for reminding on that one. That being said reducing cost via headband and psi beetle carapace is not too hard and more than sufficient. In the end all it does give you additional 15 PSI at the start of the combat and once in a while you get full benefit from a PSI booster when you are a bit above 25 PSI. It is only really useful if you run with Fast Metabolism, which is a good feat, but otherwise the benefit is exceedingly marginal is and is therefore firmly in the luxury category, at best.

Gun Nut: Again a feat you take if you run out of feats to take which on Autistic is rather unlikely and again there will be plenty of damage rolls where it has done nothing. I do not see why it could not be just a flat damage multiplier instead of just being tacked on maximum damage.

Hypothermia: You have never taken it, yet you think it "might" be useful to someone? Who exactly? Cryogenic Induction is superior in ever way. Not only does it give you an extra round of slow and freeze you can also finish off enemies so it synergies greatly with Psychosis builds and PSI Snipers.

97
Suggestions / Feats and items improvements
« on: January 26, 2019, 04:21:04 pm »
In my opinion there are items and feats which provide such negligible benefits that they could be merged with something and it would be for the better. Personally I think the following should be merged:

Goggles +1 perception: Imho +1 perception is generally useless and almost every build using goggles is either using detection, crit chance or smart module. The +1 perception is not even situational good since you either have high per or you dump it to 3.
My suggestion would be that all goggle types provide +1 perception and get rid of the base +1 goggles. The benefit is so negligible it might as well merged or completely removed if that is deemed too strong which considering the pitiful benefit of +1 perception is doubtful.

Hammerer pistols: Atrocious minimum damage. It is so bad that the damage output becomes so unreliable that many prefer the much more stable Neo Luger for example. Something has to be done with this pistol time.

Snooping: I am not sure what to do with it. Like with goggles you either have high per for ranged characters or you dump it to 3 and use detection goggles to find traps. Secrets are nice but usually just offer some extra loot and oddities, with a rare easter egg here and there.

Ninja Looter/Burglar: These two feats are rarely if ever taken, at best as flavor feats. Either they need massive improvements or just merge them to a single perk and name it "Master Thief" or something like that.

Gun Nut: Rarely seen it. The benefit is 7.5% average damage but it can be as little as 0%. I see no reason as to why this could not be something like a flat damage increase.

Heavy Punch: Most special attacks usually either cut AP cost for comparable damage but reduced accuracy, give increased crit chance, etc. This feat is supposedly there to help overcoming damage resistances I guess but it just is very unappealing even on unarmed characters.

Mental Subversion: Just takes far too long to stack and is hardly noticable if at all. Could be merged with Cerebral Trauma.

Neurologist: Somewhat underwhelming. Could improve PSI efficiency a little as well maybe.

Hypothermia. Not very useful. The idea of reduced con is only really feasable in prolonged fights to reduce the effectiveness of enemy healing but the problem is the higher the difficulty the less you want fights to go long because you can get wiped off the map fast. Doubly true on Autistic difficulty.

98
General / Re: Ninja Looter
« on: January 26, 2019, 03:56:58 pm »
Is there anyone that don't think Ninja looter should get a buff ?

Plenty of feats are underwhelming. Burglar and Snooping come to mind for example.

99
Builds / Re: How to make sniper rifles work?
« on: January 03, 2019, 09:17:50 pm »
You can get two crits in one turn easily with Snipe and Aimed Shot. Snipe with a Spearhead can hit north of 1k and Aimed Shot probably around 700+ with standard ammo. Higher calibers can probably reach up to double of that amount. Your suggestion would make taking on groups brain dead.

100
Builds / Re: Beginner looking for advice regarding Psi/Sniper build
« on: January 01, 2019, 02:51:58 pm »
This was what I was running last time, tried to squeeze in some persuasion and mercantile but it really streches the build thin. I like persuasion for saving Buster and Mercentile is nice to have in general though.

http://underrail.info.tm/build/?GQUDBwMKCwfChwAAAAAAwodfbgAAZGQAAADCh8KHADcAUCs5AR0_KjUoFAUhZCkCJA

Damage compared to pure PSI or Sniper due to sacrifices to willpower and perception seems lower than it really is, it is in the 15% range but you do get unparalleled burst alongside a lot of utility,defense and CC and the ability to kill silently easily though you do get a little more resists against high resolve targets.

Main weakness are fights were you cannot initiate combat on your terms like arena (activate shields before going) and group figths were a stray grenade can kill you in one go like Scrapyard. Initiative is above average thanks to Paranoia but not great. Deathstalkers are a problem especially early on. Persuasion and mercantile are not strictly needed.

101
Builds / Re: How to make sniper rifles work?
« on: December 29, 2018, 01:47:50 pm »
Simple, add grenades and/or traps. You can also wield an SMG as a sidearm. Slightly more complex would be adding PSI and become a hybrid. You lose some burst but acquire immense burst, CC and utility.

102
Builds / Re: Beginner looking for advice regarding Psi/Sniper build
« on: December 25, 2018, 04:28:01 pm »
Done multiple playthroughs with PSI Sniper. Yes it is viable though not deathless playthroughs but who cares.

103
General / Re: I've played through the beginning so often
« on: November 15, 2018, 02:35:42 am »
No. Respecs have no place in serious RPGs.

104
I just sneak through it.  8)

105
General / Re: Tips and Tricks to help people with Dominating Difficulty
« on: November 12, 2018, 09:02:23 pm »
[
-You can reroll Old Jonas' supplies the first time you enter the area (never again) by reloading your auto save. He can spawn with many useful things such as low grade electroshock generators for taser, all types of belt (except catalyzing, probably cuz it's new), and tabi boots (rathound, cave hopper (most common), and ninja
-Get nades (even with no throwing) for M'lan Ratula and just blast his ass before you even speak to him (unless you have persuade and are playing oddity)


M'lan Ratula reacts to intimidate only. There is no persuasion option.

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