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Messages - Tygrende

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226
General / Re: Requesting a new build.
« on: November 15, 2016, 12:27:35 pm »
WARNING WALL OF TEXT AHEAD

Sniper builds are my favourite so I can definitely help you with that.

There are many ways to build a sniper, but here are some general tips:

You should have 5 STR, that's enough to use all sniper rifles (except for one unique found near the end of the game that requires 6, but it's not worth it) or 6 if you plan on using assault rifles as your sidearm.

DEX is up to you. Snipers don't benefit from it per se, unless you want to have some DEX feats or use SMGs/pistols as your sidearm, avoid lockpickingg and throwing penalties etc. You can even dump it all the way to 3 if you plan on using ARs and odn't care about the skill penalties, leave it at 4 if you want to avoid penalties. I usually go with 7 because I like to use pistols as a sidearm.

AGI is pretty important beacuse snipers benefit a lot from being able to kite and many good feats require it. You could set it at 10 to get Blitz and all other cool AGI feats like Interloper, Escape Artis, Uncanny dodge etc. but I tend to set it to 6 to just get Sprint.

CON is up to you. You can dump it to 3 if you wish but to me it's just too low and doesn't allow much margin of error, I usually go with 5.

PER is your most important stat, missing hurts snipers the most. Try to get it as high as possible, it owuld be perfect to set it a 10 at character creation and put all level up points into it as well to get it 16. It's no big deal if you start with one or two points less though.

WILL is a dump stat, set it to 3. Maybe 4 if you don't want to get persuasion penalty, but you can use it effectively even with a penalty as long as you max it every level.

INT depends on how much you want to min-max. Get 7 if you want to get a crating feat that requires 7. Get 6 if  if you want to get a crating feat that requires 6. 5 is a good number if you want to craft and save some skill points. 4 means no penlaties to crafting. You can craft with 3 too, but it's pretty tedious. I go with 5 if I don't want any crafting feats.

About feats:
Aimed Shot, Snipe, Critical Power and Sharpshooter are an absolute must. Playing a sniper is all about stacking critical damage/special attack bonuses and using it with Aimed Shot for a guranteed kill every 3 turns. Snipe should be used at the beginning of combat.

Depending on your sidearm of choice you will want different feats. If you want ARs get AR feats, if you want SMGs get some SMG feats etc. You will figure it out. I tend to go with pistols and take Gunslinger, Kneecap Shot, Point Shot and Rapid Fire.

Other feats that can be useful include Sprint, Paranoia (for the +5 initiative, I will talk about that later), Nimble, Interloper, Blitz, Uncanny Dodge, Recklessness, Ambush, Escape Artist etc. Basically anything that allows you to be more mobile and get out of harms way or hel you score critical hits.

About skills:
Max guns every level, that's pretty obvious.

Throwing is useful, 80 points sohuld be enough to hit at acceptable ranges.

Dodge/Evasion are "all or nothing" kind of deal, you need to keep them high and support them with feats/gear to make them truly shine. I usually don't find enough points to invest heavily into them, but it's up to you.

Max stealth, or at least keep it high. Snipe damage and Ambush crit chance scale with oyur stealth skill.

Hacking/lockpicking/pickpoceting is up to you.

Traps are useful, but not as useful as fro crossbow build. It pays off to get at least 40 though, to use crawler bear traps and some mines.

You will need mechanics to craft good sniper rifles and believe me yuo want to craft them. Try to keep it high so you end up with at least 100+ near the end of the game.

Electronics are incredibly useful for making goggles and adding smart modules to your guns. I would reccomend keeping it high as well, but it's not as crucial as mechanics. You need at least some points to add anatomically aware scopes.

Chemistry isn't all that useful, unless you want to use grenades/traps a lot. However, since I tend to use 9mm pistols as my sidearm, I get 35 vhemistry to craft acid bullets.

Biology is useful as hell, crafted drugs are powerful. Get 50 if you want to craft +15% crit chance drugs, 80 if you want pills that make you immune to stuns/incapacitation, ignore if you can't afford to spend so many points.

Tailoring is incredibly useful for crafting infused leather armors and tabi boots. I would reccomend keeping it high as well, but again it's up to you.

Persuasion/Intimidation/Mercantile I also leave to you. I like persuasion but it's personal preference.

About gear:
Your main weapon will be a sniper rifle (duh). At the beginning of the game try to get whatever you can, preferably with a normal scope and bipod.

Later, you will want to get a Reaper (+25% crit damage) with anatomicalyl aware scope (+50% crit damage) a bipod and a smart module.

As soon as you get a Spearhead frame and Rapid reloader is when the fun begins. Spearhead sniper with a rapid reloader costs only 24AP to shoot, meaning you can shoot it twice a turn. Add an anatomically-aware scope and a smart module and you are set for the rest of the game.

You absolutely need to wear night vision goggles, being able to ignore light penalties to hit is just too good. Preferably smart goggles to boost your damage even more, but this is your choice.

Armor is preference mostly. I tend to go with infused pig leather armor because it has high resistance and incredible health bonuses. Try to keep it light though.

As for the belt I tend to go with doctors pouch, makes it so all drugs cost only 2 AP to use, just enough to take a drug after shooting your Spearhead twice.

Infused siphoner tabis are probably the best boots you can wear since they make you immune to immobilization.

Shields are entirely different topic, I will just say I think efficent low frequency are the best you can craft.

Sidearms are also an entirely different topic. I will just say I prefer pistols because:
-they have no move/close combat/STR penalties, meaning they will be there to save you no matter how bad it is
-they can use Kneecap Shot
-neo lugers with laser sights get +15% precision, meaning they will hit even if you suffer some penalites to your hit chance
-they give +7 initiative with Gunslinger

Why do I care about initiative so much you ask? Because I tend to play perma-death and having high initiative saved my ass more than once when my stealth approach failed. Overall, ARs and SMGs will have waaaaay more DPS than pistols, but I don't see a sidearms as my DPS source- it's supposed to help me get out of sticky situations where I can't use my sniper. Yeah, ARs will deal a lot of damage, but when you get hit by crippling strike (and get a huge penalty to your hit chance because you don't met the STR requirement) they are not as useful anymore.

So yeah, I think I talked about everything there was to talk. Here is a link to the build I'm going to play when the expansion comes out:

http://underrail.info.tm/?build=AwGloJgVhGHYQDZYgIwwMwtRmibhhE4yrAQgAcqREoZCDIEALEhU4fbkfc81gygMyFqBYIWATlg0oWKAjgxKMqaiA



Took quick pockets at lvl 24 only because I run out of ideas what to get. Check huxkey/crafting bonuses.





227
General / Re: Requesting a new build.
« on: November 14, 2016, 09:55:53 am »
I finshed the game with a pistol build once and they are one of the weaker builds in the game, especially early on. That said they are perfectly viable and I didn't have much trouble with finshing the game, just a little struggle in the early game against enemies with high damage threshold.

Can't say much about knife builds since I never made one. All I know is they tend to struggle with enemies that are non-human and have high damage threshold, robots being the best example.

228
General / Re: Requesting a new build.
« on: November 13, 2016, 01:44:51 pm »
Crossbows go with traps so well mostly because of the Deadly Snares feat, which makes your crossbow attacks critical hits against targets caught in bear traps/acid.

I guess you could make a crossbow build without them and take thought control for additional CC. It would be far from optimal but viable.

You might want to take Ambush instead, it increases critical chance against targets standing in sufficiently bright light, even up to 100% if your stealth is high, it would be a good substitute to Deadly Snares. It's far more situational though.

229
Bugs / Re: Rapid reloader and silencer can't be used together
« on: November 08, 2016, 10:01:43 pm »
Eh, they are not that bad if you actually put some love into them with feats, shock/AP ammo and stun the enemy to get another turn to finish them off. Expertise helps a lot.

Rapid reloader would be helpful too, but for now smart module is not bad either.

230
General / Re: underrail.info.tm
« on: November 08, 2016, 11:35:59 am »
Oops... don't tell Styg you saw that. ;) It's neither. It's a new base game feat.
A powerful one, too. Easily justifies setting INT to 7.

I wish gun nut was that good.

231
Bugs / Rapid reloader and silencer can't be used together
« on: November 08, 2016, 08:30:07 am »
I don't think it's intentional, don't see how a device attached to the barrel would interfere with an improved cycling mechanism, unless I grossly misunderstood the way in which rapid reloader works.

232
General / Re: underrail.info.tm
« on: November 07, 2016, 03:56:23 pm »
Yeah, that was it. Everything works as it should now. Thanks.

233
General / Re: underrail.info.tm
« on: November 07, 2016, 12:43:52 pm »
Let me know if I broke something.
Strange, it works perfectly on my phone in Chrome but doesn't work on PC in Chrome. Works in Internet Explorer though.

Huxkey/crafting bonuses don't work either, food bonuses work.


234
General / Re: underrail.info.tm
« on: November 06, 2016, 06:12:00 pm »
Now that I think of it, it would be nice if there was an option for base ability bonuses other than food (STR from Power Fist and Rathound Regalia, AGI from cave hooper armor/boots, CON from pig leather armor, PER from adaptive goggles, WILL from tchortist noble robe) but it's a minor thing.

235
Suggestions / Re: New feat: Tactician
« on: November 04, 2016, 06:39:07 pm »
I think it would be a great veteran feat for the expansion.

It's powerful, it's an interesting mechanic that adds another layer of planning, it's useful for pretty much any build.

236
General / Re: Deep Cavern - What to do after Mycokardia ?
« on: October 31, 2016, 09:50:46 am »
Mushroom turrets stop respawning once you kill the Pulsating Roots. It's easy to kill them by peeking out of the corner to shoot, going back around the corner, repeat.

You can easily stealth past or kill other shroomlings once all turrets are dead. They won't appear unless you get near them.

237
Development Log / Re: Dev Log #48: Veteran Levels
« on: October 25, 2016, 08:11:17 pm »
hmm i was really hoping to + my crafting skills since i started them late...

Styg
Would it be possible to make something like a character reset button? Let say you are level 25 and it will drop all your feats and skills to 0 and let you re-choose it without loosing the game progress.
I picked many skills that i shouldn't of picked and i'm at the end of the game, cant replay everything and start over. I would assume there are many more people with this issue.
I understand if maybe this re  build of character would cause some kind of abuse....maybe it could be limited to once right after the expansion or something like that.
No offense but this is a terrible idea.

First of all, this would seriously mess up build dynamics. Some builds start off weaker than others only to end up ridiculously good in the end, other start very strong but end up weaker in the endgame, some stay relatively good through the whole game. Some skills are more useful at the beginning while other are better in the end. Introducing a late game reset button would allow you to completly ignore this.

Second, it would defintely be very easy to abuse and make extremaly overpowered builds with. I can already imagine starting with high INT, all crafting feats and maxing all crafting skills, crafting all the best gear available in the game, only to reset my character with no points into crafting at all and spending them on completely different skills instead.

Third, it would trivialize all the choices you have made before.

238
Suggestions / Re: A (thousand) word(s) on the crafting system
« on: October 23, 2016, 08:57:21 pm »
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That's what I talked about getting used to, but I really don't think they'd be that much of an issue. The spike + blades combo is pretty much the same as just blades or just spikes, it's only either replacing some blades with a spike or adding a little bit extra blades on the side of the spike. The only possibly uncomfortable part of that is possibly the springs, but again, I don't think it would add much heaviness at all, just a bit of awkward that you'd get used to.
Metal boots would be extremaly heavy and uncomofrtable already. Adding long spikes and blades to them would only restrict them more. I also can't really imagine doing any sort of precise movements in spring-loaded boots, it would probably feel more like being a drunken kangaroo.

I'm sure if anyone would ever create boots like these, it would be nearly impossible to move in them.

Quote
It says soft, not light. High-density and soft can go together perfectly well. If it was light, then there would be no sound muffling at all, as it would have no weight that would absorb your movements and muffle them.
No, I'm fairly sure high-density and soft doesn't go together well. High-density foams are rigid by definition.

Quote
Not necessarily, the lens pretty much do the same thing already on a hardware level (except possibly the adaptive lens), as far as I know how things like these usually work, all you'd need to do is change internal programming to encompass all the separate functions. This might only cause a bit of an increase in necessary hardware for sake of processing power, but the effects of  that could easily be mitigated. I mean, with the high tech this game's world has available, it seems like minimization shouldn't be a problem. But that's just a long-shot guess from someone who didn't even design the world.
Sadly I'm not an expert when it comes to optics, optoelectronics and such but I believe all that additional hardware would quickly add up. It's hard to argue though since as you said thst technolgoy doesn't really belong to our world.

We could argue what would be realistically feasible and what not all day but in the end, most of it would end up a lot  less useful.

239
Suggestions / Re: A (thousand) word(s) on the crafting system
« on: October 23, 2016, 07:56:21 pm »
I am a great fan of realism in games too, believe me, but games shouldn't strive to be absolutely realistic unless it's the main selling point of the game, like in simulators (ARMA, etc.) for example.

In my opinion RPGs should strive for a perfect balance of realism and fun gameplay where all you do feels at least somewhat realistic and feasible but still fun to do.

Quote
The thing is, well, let's take a look at boot enhancements. Those are some pretty sweet enhancements, right? It sort of sucks that you can't have all of them at the same time. But... why? In real world, it would make perfect sense to be able to put all of those enhancements on a real boot. Granted, it might be a bit hard to get used to wearing them, but I think it's perfectly feasible. The only thing that's really questionable would be that the spikes and serrated blades take the same space on the boot, but you could have the spike on the front and serrated edges on the side of the front (which is where you'd want them, as you can't really cut with a direct kick, rather, you have to sort of scrape the blades on the opponent's flesh). But as for the springs and plates, I really see no issue as to why they couldn't exist alongside eachother at all.
You see, the problem is, in real world no one would wear metal boots with striders, spikes and blades because they would be so heavy, clunky and awkward that it would be nearly impossible to walk in them and definitely not feasible.

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There's also, for example, padding. They have different properties, yes, but I don't think it should be too hard for a good craftsman to make padding that has all of these properties at the same time, or maybe make multi-layered padding with two types of padding that have two properties each.
I can't agree wih you on that. In real world it would be nearly impossible to make padding that is high-density but also light and soft for example, it's kinda mutually exclusive.

Quote
And what about goggle lens? Again, it seems like it should be no trouble at all to make lenses that have all of those advantages combined. You could make the argument that it would be technically incredibly complex to do, but it seems that all of those lenses seem to do pretty much the same thing anyway, only with slightly different internal programming (and of course, different names and stat bonuses)
Again, such goggles would end up being extremaly big and unwieldy, to the point of uselessness.

See, that's my point. Too much realism and suddenly everything ends up not so good, leaving you with very little actually viable stuff and less fun. Too little of it and everything feels silly.

It's all about striking the perfect point of balance. Of course that point is going to be different for different people, but I'm happy with how Underrail handles it.

240
General / Re: underrail.info.tm
« on: October 22, 2016, 11:30:12 am »
Great tool, I've been using it for a long time now.

Found a small mistake- Point Shot requires 6/6 PER/DEX in game, while in your calculator it's 7/7.

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