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Messages - chimaera

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16
Well, with 8 agility you could pick up uncanny dodge. But I have no idea how useful it is in practice.
For evasion you have evasive maneuvers & the jumping bean pill (which needs to be crafted, but doesn't require much biology) & tabi boots & siphoner leather armor. Which imo is more economic than wasting too many skillpoints on temporal psi.

Sprint is useful for that first strike, when you start combat from stealth. So the long cooldown doesn't matter, because once you start fighting fancy footwork will kick in.

17

4 PER
4 WIL

You can lower these two to 3, and gain two more stat points that way. The penalty to psi skills from low will won't matter, because it doesn't influence the buffs/debuffs, and because only the invested points count for learning an ability. So even if your temporal skill is something like 55 (46), you can still learn any ability that requires 55.

Same for perception. Having 4 per vs. 3 doesn't really give you any advantage, because it will be low either way. You can increase detection with food & goggles anyway.

18
There is no problem in adding temporal psi to any build, because you can successfully use it even with 3 will. Most abilities are buffs & debuffs, and for them you only need to spend the exact amount of skillpoints to be able to learn them, not more. For temporal it would be either 55 (if you want just the 'haste' buff) or 70 if you want all abilities.

I don't play melee characters, so I can't help here, but I think a sword build should be viable on hard. I'd aim for the expose weakness feat (which requires 5 intelligence), because some enemies can have high resistances. Getting throwing is good advice too, because in some rare instances enemies can be reached only by ranged attacks.

19
Builds / Re: Looking for pointer on my plasma crit build.
« on: January 10, 2020, 05:18:06 am »
It should, but look here:
https://underrail.com/forums/index.php?topic=3316.0

Obviously it's an older thread, imo energy weapons are quite good now.

20
Builds / Re: Looking for pointer on my plasma crit build.
« on: January 09, 2020, 05:14:08 pm »
Gunslinger only works with classic (bullet-based) pistols.

I'm not convinced steadfast aim is worth it, because it's easy to get a high critical chance now with ambush. And while you can't set up ambush everywhere, with high intelligence crafting either mkiii plasma grenades or mkv frag grenades should not be a problem, for those few occasions.

21
Builds / Re: Total Beginner looking for a shotgun build
« on: January 08, 2020, 04:25:44 pm »
Regarding perfect scattering, I took it for my character but counted next to none damage increase (that was a hotfix or two ago however). No idea if it's even working.

22
I would get much higher con myself, 8 or 9 con or more, and I disagree with the guy above me, perception's influence on damage isn't that high, it's influence on accuracy is also very minimal, like 1% accuracy every point of per even on high eva units like locusts on dominating, and shotguns have leading shot feat that ignores tons of evasion naturally, 11 per is as high as I'd go for shotgun, you could probably settle with lower, 8 - 9 if stats are really needed elsewhere.
 
Second that. I played with a shotgun on hard and with leading shot my character had no issues hitting anything, despite not having maxed perception.

Also, that 130 hacking check is with a computer from what I remember and won't let you use any tools. In general I'd rate the importance of hacking above lockpicking, because you can sometimes get some additional lore by hacking computers, while with lockpicking the highest locks are some landom loot. Imo, 100 (counting tools) in lockpicking is enough to get most of the good stuff.

23
General / Re: Protectorate vs Free Drones from RP perspective? (Spoilers)
« on: January 05, 2020, 09:16:22 pm »
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.
No, it doesn't, because conventional weaponry doesn't carry the same risk as mutagen usage. It's literally an unpredictable weapon; you don't know what comes out crawling when you use it. If you talk to the protectorate doctor in the oh-so-secret junkyard hideout, their research into the mutagen seems very basic and nowhere near the biocorp level. It's possible they don't even know that someone like Wyatt can be the result.
You might consider this achieving a goal, I consider this being incompetent.

I also disagree this is all about the drones. No government stockpiles dangerous biological weaponry because of some terrorist groups. They all stockpile it to use against each other.

usage of propaganda to pit factions against one another (did you people notice how many P. propaganda listings are there in Omega station?).

How the hell did this never occur to me?
There is another small tidbit concering the oddities. The ones that you find in the first quest (border guard orders) talk of a bounty placed specifically on Gorsky by the omega leadership. And during the eels vs. scrappers showdown Gorsky  tells you that he has been to the north and that the protectorate would kill him (and likely Ezra) if they could. ;)

24
General / Re: Protectorate vs Free Drones from RP perspective? (Spoilers)
« on: January 02, 2020, 03:10:04 pm »
CAU achieved exactly what they wanted too: completely wiped out FD cell in a way that "sends a message". Collateral damage to non-protectorate assets and personal was never an issue.
Thus, no, they are not incompetent. They did exactly what they were sent to do.

And, again, CAU draws it's legitimacy from the actions of FD themselves. The two literally enable each other via their methods.

As for Protectorate being "iron fist regime that's not really safe ", that's just an unverified assumption without some actual statistical data comparing protectorate-run territories to their neighbors.
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.

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 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?

25
General / Re: Protectorate vs Free Drones from RP perspective? (Spoilers)
« on: January 02, 2020, 09:05:52 am »
Oppressive rule with Iron fist but alive, relatively safe and fed.

I'm interested to see evidence of CAU being incompetent. I always get the impressive from talking to npc within Fort Apogee that CAU is effective but outright evil.
Living under an iron fist regime is not safe. You just don't hear about the evil that happens unless it happens to you or someone close to you, because the information flow is tighly controlled and censored, so most of it you learn by word of mouth. (I'm from the Eastern bloc myself and old enough to have experienced both communism and democracy.)

And the protectorate quest shows that they don't give a damn about the safety of UR citizens either. They know exactly how volatile and dangerous the mutagen is, yet they choose this weapon to attempt to destroy the drones, despite the risk it poses to civilians in Underrail. Why would you put civilians at risk (the drones hideout is right next to Rail Crossing, from what I remember), when a few dreadnoughts would do the same job? And the CAU don't even manage to finish the job properly, because you will meet FD mutants afterwards, which means some survived. (Now wouldn't it be ironic if someone in the FD would end up with the same mutation as Wyatt in the junkyard?)
So yes, that's being incompetent in my book.


edit: corrections, because English isn't my first language and
is not always easy to communicate what I mean, sorry

26
General / Re: Protectorate vs Free Drones from RP perspective? (Spoilers)
« on: January 01, 2020, 06:35:36 pm »
Protectorate is just a government. As any government, they have both authoritarian and more democratic tendencies. However, what you really need to understand here, is that the *really bad* tendencies in protectorate (i.e. chemical assault unit) exist and flourish specifically because free drones exist and do what they do. Essentially, free drones are the reason for chemical assault units continued existence.
Consider how incompetent the CAU is I doubt it. I find it more likely they try to be the next biocorp, but they lack the brainpower to achieve this.

On a side note, I've done each questline only once, but I seem to remember they was a tiny "Allo! Allo!" reference in the mysterious lady dialogue ("Listen carefully, I will say this only once."). Which was a British comedy series about the inept French resistance fighting the equally inept nazi occupants.

27
If I tried to switch tactics and start pumping PER instead will I end up with something more viable?

I'm also playing classic XP and apparently I level up much faster compared to Oddity so it might work maybe???
If you are playing on normal, then yes, you should be able to finish the game. Keep maxing guns (and maybe raise throwing a bit more) and perception. You should get two more stat points, goggles add one more, which is 10 total and works just fine on normal. After level 25 (very doable on classic with the expedition expansion) you can also pick up a feat that raises one stat (but only one) by two points.

But I'd skip both psychostatic electricity and locus (force user on the other hand isn't a bad choice, because it extends the duration of the force field). Instead I'd recommend premeditation on level 12; it's an amazing feat regardless whether you use psi for support, or are a full blown psion. Also, it seems like you are using smgs? If so, take commando on level 14.

I'd also recommend investing 55 points in temporal psi (you can stop raising persuasion if you are looking for skill points; it's nice to have but combat is more important). Learn the limited temporal increment & psychotemporal contraction abilities. One is great for reducing cooldowns, the other is basically like an adrenaline shot. If you then take the psychotemporal acceleration feat, your psychotemporal contraction will last 3 turns. Which means if you use contraction and pop an adrenaline shot, your character will have 90 action points to use for 3 turns. And now your average dexterity isn't that much of a problem. :)

Another feat to consider is grenadier. With limited temporal increment you can spam grenades like there is no tomorrow, and this is great for both damage and crowd control (flashbangs and molotovs are plenty in Underrail).

28


http://underrail.info.tm/build/?EAQIBwMHCAdaHgAAAFooAD4AAVoAAABaAFojAD4AKCthOUgmOzcUZyRT378
*disregard the feat order since I don't really remember the order I took them lol.
**35 Metathermics was a mistake I decided to use either Thought Control / Temporal Manipulation as my secondary school instead but the ability to make rathounds GTFO and remote mine disposal is pretty cool so...

My plans post level 16 is either to get my will to 10 and use the Veteran Feats to bump my Dex to 10 for Locus of Control earlier or get my dex to 10 first and postpone Locus of Control.

I just got to level 10 on my new character with a more coherent build and that's my plan for the next 6 levels. This game is awesome and I'd love to hear what I'm doing wrong/right.
If that link is your new build, you are still trying to do too many things at once. Perception is important for guns, which means if you want to play a gunslinger, you start with 10 perception. The general rule is to focus on one type of offense and the corresponding stat. (now you can create interesting characters by breaking the rules, but I'd leave that until after finishing the game, when you know at least what enemies to expect and where)

If you want to use psi for support for your gunslinger, then you leave will at 3 and only invest enough psi skills to learn the abilities, not more, e.g. 45 into psychokinesis, 50 in temporal. You might consider picking premeditation feat when using psi as support, but not locus of control or psychostatic electricity, because these are for pure psi builds.

Btw, here is a very good guide to pure psi:
https://underrail.com/forums/index.php?topic=4149.0
Imo the tranquility build is one of the easiest characters altogether you can play on a first playthrough, if you combine it with stealth.

29
Builds / Re: Rookie build advice- SMG/temp
« on: December 25, 2019, 10:49:16 pm »
the story options and utility from temporal manip.
Psi as support doesn't require any will (just investing enough skill points to unlock the psi abilities you want to use), so you can drop it to 3. But if by story options you mean the lore from monoliths, then you are better off playing a pure psi, because some of them have very high will and/or skill requirements.

30
Builds / Re: Noob looking for a 'Mad-Scientist' Build (NO PSI)
« on: December 23, 2019, 05:19:47 pm »
There are two types of "science guns" in UR: energy (laser and plasma) and chemical. Both are viable, but if it's your first playthrough and you're struggling, I'd recommend normal difficulty.

Generally I don't recommend powergaming builds with 3 constitution for a first playthrough, so this character sacrifices agility to get a few more hps. But you could go with 3 con and 9 per, and raise agility to 6 to pick up sprint instead.

str 3, dex 9, agi 3, con 5, per 10, int 7
I'd increase per to 12 on level ups and the rest in dex, goes for both the chemist and the physicist. The difference is in feats and crafting skills.
1. aimed shot, nimble
2. opportunist
4. grenadier
At this point you can start picking up the 'science' feats for your guy: crooked shot and mad chemist or high technicalities and practical physicist (and then much later critical power) depending on what type of guns you want to use.
Skills: guns, throwing (or traps if you prefer; you can replace grenadier with trap expert & quick tinkering then), stealth, hacking, lockpicking, crafting and mercantile.
Regarding crafting skills, you can check the wiki requirements for weapons & grenades. Imo with the chemist it's worth to raise chemistry asap to craft at least mkiii - mkiv frag grenades (or traps), because they make a lot of the early game encounters (including depot a) much easier. The physicist can steal an energy weapon in junkyard, as part of the scrappers questline, so getting high electronics isn't as importantat this point.

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