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Messages - chimaera

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61
Builds / Re: Total Beginner looking for a shotgun build
« on: September 12, 2019, 03:11:24 pm »
Fun is a subjective argument. I find that the less tools a character has to play with  (and this is not limited to Underrail), the more boring I find it to play them.

62
Builds / Re: Total Beginner looking for a shotgun build
« on: September 12, 2019, 06:36:56 am »
And I understand limiting yourself when you're a very experienced player, but Underrail is not an easy game. I try to recommend 5 con myself even though I lower it to 3 on most builds, because I recall how much difference those few hitpoints could make on my first playthrough.

63
Builds / Re: Total Beginner looking for a shotgun build
« on: September 12, 2019, 05:58:53 am »
Which is why in my initial post I wrote that you can do without psi. I have played a shotgunner without any psi on hard difficulty and I've found that sprint plus other mp boosts were enough. Especially if you have crowd control and stealth. I don't underestimate the 20 ap boost, I just did fine without it.

This might be different on dominating, but like I wrote, I wouldn't recommend dominating to new players, and I'd be hesitant to recommend a 3 con build with psi but without crowd control to a new player as well.

64
Builds / Re: This guy Sseth apparently will make these forums more popular
« on: September 11, 2019, 05:49:59 am »
Thanks for the tips, I'm going to look at some xbow builds. Do you think melee weapons go well with stealth ?
I don't play melee, so I can't give any recommendations, but afaik you can play with stealth. Likely unarmed or knives.

65
Builds / Re: Total Beginner looking for a shotgun build
« on: September 11, 2019, 05:43:29 am »
@Fenix
Imo 10 agility and blitz is going a bit overboard, maybe if you play on dominating, but I'd not recommend that to a new player. With 6 agility, sprint, jumping bean, adrenaline and infused siphoner tabi boots my character had more than enough mobility on the battlefield. If you add temporal psi on top of that, it will be even more.

When you have played the game a lot, going without crowd control might be easy, but for a beginner imo it's going to be more helpful than blitz and more movement points. So if you take psi, take also 45 psychokinesis for the force field, electrokinesis & electrokinetic imprint abilities. And if you already have 5 dex, invest a bit in throwing and get that one point dex more for grenadier. It's very nice to have with the limited temporal increment ability and grenades provide both damage and crowd control.

66
Imo you will get more firepower with self-crafted grenades and tlimited temporal increment, than with metathermics on a gun character. You need only ca. 70 chemistry to craft the best molotov cocktails, mkiv HE and frag grenades. This is a far lower skill investment than maxing metathermics, which will be weak without very high will anyway.

67
I'd strongly suggest restarting. As you have already noticed, if you don't specialize, your character will be too weak to handle the enemies. If you want a pistoleer with explosions and psi, then I'd recommend guns and grenades (for explosions), with help from temporal & psychokinesis psi (which have abilities that work even with 3 will).

edit: I've misunderstood. If all you want is guns and explosion and mind powers, look up smgs builds and add psi to the mix.

For psi, it's the invested number that counts for learning psi abilities, not the effective skill, so don't worry your 3 will lowers it a bit. Once you get temporal psi to 25 and psychokinesis to 25, take the psi pill. Buy limited temporal increment from Ethan (he will actually give one ability to you for free if you play a gal). This works very well together with the grenadier feat. Throw one molotv/frag grenade in the first turn > limited temporal increment, and you can throw another in the next turn. Buy force field from Bison, and once you get psychokinesis to 30, buy electrokinesis. While the electrical damage will be low, you want electrokinesis for the very useful stun.

68
General / Re: Best Shield for PSI Dodge/Evasion-less build?
« on: September 10, 2019, 06:17:56 pm »

TBH, the crossbow dudes were by far the hardest part of the entire Expedition. Those guys were brutal to fight on Dominating, both in the village and during the attacks.
I'm playing on hard, so I had a bit more leeway during the beach fights. But I had problems getting close to the native shores initially, because I didn't know what it was that would sometimes one-shot my character from land and thought it were those anti-jet ballistas.

69
Builds / Re: This guy Sseth apparently will make these forums more popular
« on: September 10, 2019, 12:53:29 pm »
Came to the forums to look for a Pistol/Stealth/Trap build, but haven't found one yet.  :(
That is because pistols are not that great for a stealthy trapper. Unfortunately, even though they are my favourite, pistols are the weakest of firearms (behind rifles, shotguns and smgs in terms of power) and the models you can add a silencer too (for silent stealth kills: https://www.underrail.com/wiki/index.php?title=Noise ) aren't the best. By comparison, crossbows are silent by default and have great synergy thanks to the deadly snares feat, which is why you will find many xbows and traps builds.

70
General / Re: Best Shield for PSI Dodge/Evasion-less build?
« on: September 10, 2019, 07:47:27 am »
Like I said, low is good for sloppy game play. Not knowing where your enemies are is sloppy play, except for the relatively few situations where enemies spawn/walk in from areas that player can't get to before the enemies show up (like hidden crabs, for example, or the Spec Ops teams in the Grey Army base).
Of course I didn't bother with scouting. After the first few mass spawn areas it got so annoying, I just started planting tnt everywhere, because 90% of time it got everyone on the map running. And then you can just aoe them.

I am a fan of scouting in the main game. But so far the dlc has been disappointing (repetitive enemy spawns, repetitive locations, rooms with straight line vents).

71
Builds / Re: Total Beginner looking for a shotgun build
« on: September 10, 2019, 07:28:48 am »
Shotguns are fun to play, but a) you want some back up weapon because they have short range, and b) you won't start out with one, so at level 1 you will be fighting with a pistol. I'd suggest normal difficulty with oddity experience. A pistol can work as back up (no str requirements, so if a melee character somehow manages to drain your strength making shotguns unusable, you can switch).

I don't like tanks, so this is for a light-armored, stealthy, mobile shotgunner:
strength 5 - this is the lowest you need for shotguns. I'd recommend putting the first two level up points here and ending it at 7 strength on level 8, for the full auto feat.
dexterity 6 - for the grenadier feat,
agility 6 - for the sprint feat,
constitution 5 - just for hitpoints (you could lower this to 3 if you like a more risky playstyle),
perception 10
inteligence 5 - after strength, this is where I'd put the next two level up points, ending with 7 intelligence at level 16 for crafting feats.
The last two level up points I'd put into perception, ending with: str 7, dex 6, agi 6, con 5, perc 12, will 3 and int 7 at level 24. Which isn't the max level, but you stop getting level up stat points here.

Starting feats: sprint, nimble, level 2: sixth shell (one of the best shotgun feats, worth specializing in once you start getting specialization points), level 4: grenadier. That should get you going, you can test out different build ideas here: http://underrail.info.tm/build/

Skills: guns, throwing, stealth, hacking, lockpicking, crafting, mercantile. You don't need to invest in crafting immediately, though, because you will have to find good components first. But in general what you can make will be far better than what you can find or buy, and some items are available only through crafting.

Psi - is it worth it? Yes, but you can do without it. You will want 55 points in temporal (it's the invested, not the effective skill that counts, so don't worry that your 3 will lowers it) and the two abilities: limited temporal increment (you can buy it at the starting location) and psycho-temporal contraction (this one you can buy only later in the game). LTI helps a lot with grenades, so it's useful early on. I'd also recommend 45 in psychokinesis for the following abilities: electrokinesis, force field, electrokinetic imprint. Electrokinesis & imprint stun living beings and short-circuit robots, force field provides a quick cover or a way to stop enemies from getting to you. Psycho-temporal contraction is basically a "haste" abiltity, which stacks with adrenaline.

But, as mentioned, you can do without psi if you don't like the idea.

One note on shotgun ammo: for lightly armored enemies 20p (hopshot) is best. If you find the enemies resist too much damage, work yourself up > 12p (houndshot) > 6p (boarshot) > 3p (tungsten trainshot). But in practice, I've found tungsten only rarely useful (and it weights a lot), because most of the time 6p did the job against resistant enemies.

edit: Since you won't have access to a shotgun at low levels, make use of whatever tools are available, e.g. bear traps require zero skill to set, molotov cocktails are very useful and remain so throughout the game.

72
General / Re: killing tchort problems...(level 27)
« on: September 08, 2019, 09:09:26 pm »
Congrats! :)

73
Builds / Re: Absolute beginner looking for build tips
« on: September 08, 2019, 08:59:36 pm »
Hey guys, like the title says, absolute noob here looking for advice. I want to make a build on the normal difficulty (I assume thats what its called) that focuses on traps/throwing grenades and crafting those said grenades, while weilding pistols.
Well, for pistols, there are three options: classic firearms, chemical pistols and energy weapons, but if you want to craft your grenades and traps, this narrows the choice. Here is a starting character that can go either way:
strength 3
dexterity 9 (and keep raising it)
agility 3
constitution 5
perception 10
will 3
intelligence 7 (for crafting feats)
Take aimed shot and nimble as your starting feats. On the second level I'd take pack rathound, because grenades and traps weight a lot. On level 4, if you invested enough in throwing, you shoudl take grenadier, which reduces cooldowns on grenades. After that, start investing in the relevant pistol feats. Starting skills would be: guns, throwing, stealth (it will make your life in Underrail much easier), hacking & lockpicking, traps. Crafting can wait until you've found some blueprints and components and know what you want to make. Mercantile is also very useful to have.

Since you want to craft your traps and grenades, I'd recommend either of these two options for pistols:
- chemical  - you'll need high chemistry to craft them, which will also let you craft advanced frag & he grenades, and molotovs, as well as traps. The downside is that using area of effect weapons can be problematic if you find yourself in a team vs. team battle, because any sort of damage to your allies will make them hostile. For chem pistols, you want to take the cooked shot and mad chemist feats asap.
- energy weapons - their potential is in very high criticals, which you can achieve by combining the high technicalities, practical physicist and critical power feats. You will need high electronics to craft them, which will also let you craft advanced emp and plasma grenades and traps, but also other goodies such as energy shields.

Another interesting option to combine with a pistol build is adding some psi powers (which becomes possible only once you have started the game), but this will cost you some hit points. It's not necessary, however, and you can manage without it.

74
General / Re: Best Shield for PSI Dodge/Evasion-less build?
« on: September 07, 2019, 07:36:17 am »
In the expedition lands the corssbowmen seem to be every bit as good at hiding in the corner as snipers, because I've had my character shot at by enemies outside of his line of sight.

75
General / Re: Two-headed Mutant
« on: September 03, 2019, 06:18:33 am »
Never met him.  :( I play on hard, have taken several characters through junkyard and only learned that such a mutant exists from the wiki.

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