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Messages - chimaera

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46
Builds / Re: Optimizing a pure sniper build
« on: September 24, 2019, 03:26:57 pm »
For shotguns I'd say sixth shell & leading shot. Sixth shell with hoppershot is very nice, and plenty of enemies in the expedition have low armor. But you will get more feat synergy on pistols.

47
General / Re: (Spoiler) Is killing everyone the normal pathway for DLC?
« on: September 22, 2019, 06:00:10 pm »
You can join the pirates.

48
General / Re: Alternative way to learn Bilocation?
« on: September 19, 2019, 06:01:01 am »
Ask npcs about rumors (e.g. the bar owner in Junkyard) until you hear about the silent isle. Then you can just ask captain Broderick to sail there.
If you have the expansion, you should be able to reach it with a jet ski as well.

49
Builds / Re: Total noob wanting a Shotgun with Psy build
« on: September 18, 2019, 11:04:27 am »
As the title say I'm new to this game and I'm very excited to play it but the amount of builds and stuff overwhelms me, I've decided to play a mix of shotgun and Psy build, I would also like to sneak and be very mobile (I've read that it's really helpful), I would also like to lockpick, hack and persuade as much as I can.
You can find a thread on shotguns with psi here: https://underrail.com/forums/index.php?topic=4706.0
If you want most mobility, take the build Fenix recommended (fair warning, 3 con with psi is very squishy).

50
Builds / Re: Tips for a Sledgehammer built without stat dumping?
« on: September 16, 2019, 12:37:56 pm »
I think this depends what you understand as "roleplaying". I'm an old player and for me roleplaying always meant coming up with a character concept first; the backstory, motivation, strenghts and weaknesses. And only then I'd use the available game mechanics to create this character. Because a character is more than a sum of its numbers.

To use your own example, when talking about roleplaying the important questions for me would be: Did you choose to murder all the mutants in Depot A, and if so, why? Or did you choose to resolve it without bloodshed? That's the best part of Underrail: sometimes there are more choices present that might appear at first glance.

If on the other hand you talk about how an average build can defeat all the enemies in depot A, then the discussion moves from roleplaying to combat.

51
Builds / Re: Tips for a Sledgehammer built without stat dumping?
« on: September 16, 2019, 04:12:49 am »
To answer your question, sure you can make a viable build with trash stats, but that is your prerogative. In this game having stats at 5 is going to be useless 90% of the time.

I have no problem with stats at 5 being useless. To tell you the truth, I kind of like it. Being able to finish the game with a down to earth type of character instead of a mathematical equation in a human form is way more fulfilling for me personally.
Most people aren't 'average in all stats with one stat maxed', though. Your character is every bit a 'mathematical equation' as the rest.

52
Builds / Re: Are firearm pistol builds really that bad?
« on: September 16, 2019, 04:07:56 am »
@Ad Astra

My build is just theoretical, but yours sounds like lots of fun. The Gilbert Bates of Underrail. :D

53
Builds / Re: Are firearm pistol builds really that bad?
« on: September 15, 2019, 03:43:29 pm »
Thanks for the response. So chem pistols are the way to go then? what sort of stat spread should i be focusing on? will this do?
3 str
10 dex
7 agility
3 const
10 per
3 will
4 intel

And would i choose all the same talents as a regular firearm pistol build? or do i need to specialise into psionics also?
I think if you are feeling squishy on an smg build, you will feel even squishier with 3 con on a chemical pistol build. On normal difficulty you don't need to min-max like that, and can go with a less "optimal" stat spread with higher constitution, just to get a few hps more.

I'd actually consider going with energy weapons and high intelligence (instead of dexterity). Base cost of a laser pistol shot is 15 ap now, so that is 3 shots per turn. But you can get more with temporal psi & adrenaline. Psycho-temporal contraction is a psi ability that provides an additional 15 ap for 2 turns, or if you take the psycho-temporal acceleration feat this increases to 20 ap for 3 turns. And this buff stacks with adrenaline, for a total of 90 ap for 3 turns. That is 6 shots with a laser pistol or 3 shots with an electroshock. At the same time, if you go for high intelligence and take the high technicalities feat asap, your base damage of energy weapons will be higher, and so will be your damage output. And if you take the psi pill for temporal, you might as well invest 35 points in methathermics and 45 in psychokinesis to get more crowd control (cryostasis, force field, electrokinesis, electrokinetic imprint).

For example:
str 3, dex 6 (for the grenadier feat), agi 3 (you can sneak even with 3 agi, because stealth is easy to raise with items), con 6 (for the fast metabolism feat), per 10, will 3, int 9
Use your level up stat points to raise per to 12 and and int to 13. 

This is by no means an optimal build. But I think going that way (instead of the classic high dex, 3 con build) might be easier if you feel the issue is that your character is too squishy. Psi provides crowd control, while high intelligence will make all crafting easy to raise (so you can craft yourself both mkv frag grenades and mkiii plasma). The ridiculous damage output on critical hits with plasma pistol will make one-shotting certain tough enemies easy. And if you invest in mercantile - you will likely become the richest person in Underrail.

54
Builds / Re: Psi-grenadier tips?
« on: September 15, 2019, 02:24:39 pm »

Why take Guns, as well, you ask? Because you won't be able to clean everything with 'nades and Psi all the time. 
Except you can, pure psi even without any support skills is quite easy.

55
Builds / Re: Psi-grenadier tips?
« on: September 15, 2019, 08:28:38 am »
Not quite. The thing about grenades is that it's easy to incorporate them as a support skill into a full psi build. Chemical pistols on the other hand are intended as main offense; you could use them for support if you have relatively high perception. There is an interesting crossbow build using acid pistols on these forums, Iook it up.

To sum it up: for a psi-grenadier I'd recommend focusing first and foremost on psi, and using grenades for support. For a psi-pistoleer, I'd recommend focusing on chemical pistols instead and using psi for support. In this case you start with 10 perception, but only 3 will, and spend only the minimum skill points needed to get the psi abilities that can be used for disabling or buffing.

56
Builds / Re: Psi-grenadier tips?
« on: September 15, 2019, 07:01:12 am »
You don't need that much throwing, dexterity or chemistry to be an effective bomber, so it's very viable. Especially now that Expedition added plasma grenades that you can craft with electronics.

Search on these forums for the psi guide by TheAverageGortsby. I'd recommend the tranquility build as a base, raise dex to 6 (just go with lower int if you need stat points) and squeeze in the grenadier feat somewhere.
Throwing effective 80-90 is enough for someone who uses grenades for support.

Regarding chemistry, I think you need ca. 70  to craft mkiv grenades, which will also let you craft flashbangs & the best molotovs. But you could also go for plasma grenades instead and not invest in chemistry at all, because molotovs can be bought and a lot of enemies drop flashbangs.

57
General / Re: Quick tips for new players
« on: September 14, 2019, 02:58:42 pm »
I have played classic system a lot before oddities were introduced - and I can say classic exp system rewards your OCD much more then Oddities. It's not looting - it's killing every filthy rathound, and lockpicking every lock even if you have the key.
Expedition adds so much exp on classic you can reach level 30 even if you skip lots of combat.

58
Builds / Re: Good psi build
« on: September 13, 2019, 09:39:36 am »
Maybe we could get your psi guide stickied? (and if there are any other more general guides into character archetypes, instead of specific builds) Otherwise it'll just get buried under the influx of new threads, and at least for me the 500 error keeps popping up so often, even the search function has become an annoyance to use.

59
Builds / Re: Total Beginner looking for a shotgun build
« on: September 13, 2019, 04:55:46 am »
Ah, the good old roleplaying police, lecturing on the correct ways of playing a game.  ::)

60
Builds / Re: Total newbie, want to make sledgehammer dude with psi debuffing
« on: September 12, 2019, 08:31:52 pm »
If you want psi skills just for crowd control and buffs, then you only need 45 skillpoints in psychokinesis and 70 in temporal, optionally 35 in metathermics.

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