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Messages - chimaera

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31
Builds / Re: Sniper with a firearm pistol
« on: December 20, 2019, 04:21:44 pm »
You shouldn't need dodge on a ranged character with stealth, traps and grenades, provided you scout ahead & plan the fights. There are very, very few fights in the game where you get "jumped" and have no opportunity to prepare the field beforehand.

As for mercantile, it's worth it if you plan on crafting extensively. Imo persuasion (and intimidation) is best left for high will psi character, because they don't need to waste that many points to raise it. For your first playthrough, focus on combat, because being bad at diplomacy is not a showstopper in Underrail, while being bad at combat can be.

32
Builds / Re: Sniper with a firearm pistol
« on: December 15, 2019, 09:32:34 am »
You don't really need more than 6 unless you need one of the 7 INT feat or High-technicality build tbh. Crafting is super lenient rn due to hypercerebrix and house bonus.
Having to rely on item & house bonuses is why I've found crafting with a dumb character annoying. Also, the op will be playing for the first time, so it might take a long time to get the blueprint (and the house).

As for sniper & traps being strong, the thing is, traps are strong enough on their own. Combining traps and grenades is a bit of an overkill and can clear out entire maps (or almost, as some enemies can't or won't leave their positions) on their own, at which point it doesn't matter what type of gun you use.

33
Builds / Re: Sniper with a firearm pistol
« on: December 14, 2019, 12:11:20 pm »
Also, are grenades that common in this game so that I can take advantage of the Grenadier feat as early as level 4? I always thought of them as utility from time to time when the situation demands it.

Depends on the grenade type. But molotov cocktails are easy to buy & craft, and are the easiest way to set up ambushes. Underrails most battles (and crawlers are not an exception) are your lone wolf character vs. groups. So it's not just about how much damage your sniper rifle can do, but also about how many times per turn you can shoot. Sniper rifles are loud, so you need to plan for when the rest of group comes running. Both grenades and traps can help here, but then take grenadier and trap expert early.

As for detection & crawlers, it is less about how high your perception is and more about knowing their behaviour patterns. Which is why I'd rate intelligence & crafting skills higher than raising perception all the way. With more crafting you get more tools to work with, e.g. you can craft yourself better goggles for more detection. If you don't want dexterity on your gunslinger, then consider intelligence instead. I've played a dumb character and it's doable but very annoying if you plan on using crafted gear.


34
Builds / Re: Sniper with a firearm pistol
« on: December 13, 2019, 05:02:17 pm »
Hi there. Did some research and just about to start my first plathrough. Still uncertain in a few points and I thought it's best to ask them here.
The build I decided to go with starts off as a Pistoleer. I am aware that these weapons are not considered as powerful, but I just find them the most appealing firearms and the feats associated with them seems much more interesting to me than those of other weaponry. Craftable bullets with diferent effects are also something I look forward to and excited about.

Take grenadier asap and move recklessness somewhere lower. Imo spamming grenades will be of more use than that 7% critical chance increase in the beginning, especially if you are new to the game. I'd also drop paranoia for sprint; a character with high perception won't benefit from the detection boost that much and if you plan on setting up ambushes using traps & molotovs, you'll likely be initiating combat from stealth anyway. But guns have short range, so sprint helps.

Btw, you won't be levelling that quickly in the game, so 24+ level feats are a bit like the cherry on top and not the cake. Which is why my recommendation would be: aimed shot & sprint at level 1, then gunslinger, then grenadier.

Also, you could drop both agility and perception by 2 points and use that to raise dexterity to 12. Eating an eel sandwhich gets it to 13. If you craft your self a .44 hammerer with a rapid reloader (and with the gunslinger feat) you should be able to shoot 3 times in a turn, I think.

35
General / Re: Thoughts on 5/5 spec'ed disassemble.
« on: December 01, 2019, 03:30:08 pm »
Could be interesting on a high mercantile genius crafter character. Just call him Gilbert Bates. ;)

36
Builds / Re: Is a mad chemist build+temp manipulation viable?
« on: December 01, 2019, 11:02:05 am »
A chemist build is likely to have high chemistry to craft pistols anyway. But between traps & grenades, I've found traps more useful in expedition. Either works as support, though.

37
Builds / Re: Is a mad chemist build+temp manipulation viable?
« on: November 26, 2019, 04:50:19 pm »
if you want psi only for support, you can leave will at 3, but you need 7 intelligence to get the mad chemist feat. Another one to get for the chem pistols is cooked shot. For support you can use either traps or grenades (in either case pack rathound might be useful, because they weight a lot), but I wouldn't use both.

Regarding equipment, look for the catalyzing belt initially, but eventually you'll want the advanced catalyzing belt:
https://www.underrail.com/wiki/index.php?title=Advanced_Catalyzing_Belt
Between the belt and temporal psi you can get a reasonable no. of attacks even without investing everything into dexterity, so stat distribution shouldn't be a problem.

38
@MacOrion
Expedition looks amazing, especially the background art & light! :)

39
General / Re: (minor Expedition spoilers)
« on: October 05, 2019, 09:21:16 am »
The crank was just propped up on the ground next to one of the graves in my game. I don't remember if it can be highlighted by tab, though.

40
General / Re: (minor Expedition spoilers)
« on: October 04, 2019, 05:34:07 pm »
While under the effect of Juice, my character was able to kill Magnar's void with an ordinary weapon, the torch was not required.

Btw, you don't need Yngwar to get all the required information to find the shard:
https://underrail.com/forums/index.php?topic=4249.0

41
General / Re: underrail.info.tm
« on: October 02, 2019, 02:19:20 pm »
No idea how to edit the wiki, so I'm posting this here, maybe someone else could correct it (and also double check). I can choose the burglar feat with 6 dex, but on the wiki & character builder it requires 7 dex.

42
I think your build looks alright, actually. A few suggestions:
- drop agility to 3 and raise perception to 9. Assuming normal difficulty & items this should be enough. For sneaking, you can raise the value with items too, so no need to invest in agility just for that.
- drop evasion and use the skill points for psychokinesis (45 gets you all the useful abilities). Most aoe damage you can avoid with good shields and you can reach ridiculously high values on crafted ones. Just switch between frequencies as needed. With psychokinesis, not only do you get more disablers, but force field, which is a guaranteed "evade", in a way. ;-)
- take premeditation, if you haven't. I'd also try to get grenadier and high technicalities as early as possible. You can buy limited temporal increment at SGS and it's very powerful when used together with grenadier, especially if you raise chemistry early and start crafting mkiii & iv frag grenades.

43
Energy pistols, going for super high intelligence instead of high dexterity. You could try the build described by Ad Astra at the end of this thread here:
https://underrail.com/forums/index.php?topic=4752.0

With genius levels of intelligence you can easily max all crafting with relatively low skill point investment. Because the above build lacks dexterity for grenadier, I'd go for traps instead (the crafted high level versions are very good, but you'll want pack rathound for carrying them). You won't have quick tinkering, but with psi you can just premeditate > electrokinetic imprint.

44
Builds / Re: Optimizing a pure sniper build
« on: September 25, 2019, 07:26:12 am »
With classic firearms, my pistoleer was relying mostly on ambush, using either a rapid falchion (for the higher critical chance) or the .44 hammerer. Neoluger could be useful for silent kills I guess (if you use a silencer), but I've never bothered. But I think in terms of feats, you could actually work with what you already have, if you only want pistols as a back up weapon. So you could pick the feats for energy weapons instead and use whatever pistol (falchion, hammerer, electroshock, laser) would be most suitable for the situation.

That said, shotguns are more powerful and easy to use. The devs have no love for the 'wild west' gunslinger, it seems.

45
Builds / Re: traps,stealth,sniper,shotguns?
« on: September 24, 2019, 03:47:36 pm »
Well, if you are good at stealth, hacking and lockpicking, you can skip all of combat in the depot a. But even without maxing these skills, if you take advantage of the different entry points and luring enemies with noise by staging explosions, you can avoid some of the tough fights.

Underrail has very few instances which I'd call really rng-dependent. Most of the game you can use stealth to scout the map and then consider possible choke points, eventual escape routes (e.g. if dealing with an unknown enemy), prepare traps and so on.

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