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Messages - Tygrende

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241
Bugs / Re: GMS Compound Crash
« on: October 12, 2016, 10:09:08 am »
It's disappointing that this is still an issue! I haven't played UnderRail in months, but as it happens I just came back to the game yesterday just in time for the devs to announce a paid DLC ... What about the game breaking bugs already in the current version? I'm not buying any sort of DLC until I can actually play the game.... It's a great game brought down by bugs and crashes.
If you read the recent dev log you would know the patch is on its way already.

This bug is hardly game breaking since it's not that much of a problem to keep the old man alive.

242
Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« on: October 11, 2016, 05:52:52 pm »
Those new environments and models look great.

243
General / Re: Yet another build help request
« on: September 22, 2016, 11:26:24 am »
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I know there are a lot of these, but here's what I'm looking for: sniper/psi with accessibility. That is, lockpick hack ect. Also open to psi/assault weapons or smg/psi.
All of those are perfectly viable.

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I hate getting locked out of areas/options in any RPG, so I want high hacking/lockpicking/persuasion, never really use pickpocket.
Hacking/lockpicking are enough to see pretty much all the content there is to see in one playthrough (except for a few areas that are mutually exclusive to each other, depending on which faction you join later in the game).

Pickpocketing is handy, especially to get money and resources early on when they are still an issue. Also can be used to steal things like keycards or important quest items, but it's overall less usefull than hacking/lockpicking.

Persuasion allow you to resolve some quest in optimal ways, but it's not necessary to see all the content the game has to offer. Same with intimidation, but it's a little less useful (can be used in combat with the Yell feat though).

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I'm new to this game, should I only specialize one weapon type, are the above combos viable?
You could probably make a working build that uses literally all weapon types and still make it viable, so no, you odn't need to specialize in only one of them. You can, and it will save you some skill points and a lot of feats, but you don't have to. Keep in mind all guns share the same skill so it's quite ergonomic to pair the sniper rifle with pistols, SMGs or ARs.

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which crafting specialties?
No matter what your build is, you can always benefit from all crafting skills in some way.

That said, in my opinion, sniper builds really should have high mechanics and some electronics to craft their own sniper rifles. Other builds can kinda get away with no crafting at all by using unique weapons and those found in shops, but sniper rifles benefit from crafting their own rifles soooo much you really want mechanics to be high.

Another crafting skill is electronics- you will need at least 25 to use anatomically-aware scopes for your sniper rifles, but beyond that it's up to you. Good electronics skill means good energy shields, good night vision googles (which are very important for snipers, but can be bought in shops) or other gadgets like tasers and smart modules for guns.

Chemistry is in my opinion the least useful of crafting skills, but it has its uses as well. On sniper builds I usually put at least 35 points into it to craft special 9mm bullets for my sidearm, but you can skip it if you want.

Biology is extremly useful, but not necessary. It allows you to craft a number of really powerful drugs that can easily turn the tide in many fights. With 80 biology, you can make a pill that makes you immune to all CC effects like stun/incapacitation and that's really the main selling point of biology if you ask me.

Tailoring is also up to you. You can craft powerful armors with lots of different bonuses with it, but it's not really necessary and you can do just fine with armors you find or buy.

So to sum it all up, definitely take mechanics, take at least 25 electronics and the rest is up to you, I recommend all of them.

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which psi abilities?
This depends. I don't play psi builds all that often, but if you only care about CC, I would put 30 points into Psychokinesis skill and take telekinteic punch/electrokinesis to stun your enemies. You can also put 30 points into thought control and take fear, but I find stuns to be more reliable. Remember to not spread yourself too thin and that taking the psi pill reduces your overall health by 25%.

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Ideally give me the initial values (strength ect) then tell me the skill areas to emphasize and I'll go from there.
I can post how I usually play my snipers builds, but they are a tiny bit different than your idea (no psi, pistol instead of SMG as a secondary weapon). As a general rule, loko at the feats, choose the ones you like, and distribute your ability points so you can take them. Then put the rest of your points into perception.

5 STR- no much to talk about here, you need 5 STR to use pretty much all sniper rifles (6 for one unique model) so that's exactly how much yo want.

7 DEX- for Gunlinger (pistol feat) and sometimes Escape Artist feats. SMGs are going to benefit from high DEX, but you don't need 7 since none of the SMG feats require that much. Escape Artist is handy forany build though.

6 AGI- for Sprint feat. You can take 7 for Interloper if you like to sneak around, but I sneak around a lot and find that it's not really worth it all that much. It's up to you.

5 CON- simply to survive. I often play perma-death so I don't like glasscannnos with 3 CON, but it's also up to you.

8 PER- as much as you can get, at least 10 by the end of the game for feats like Snipe and Sharpshooter.

3 WILL-I don't play with psi so I have no use for Will. You don't really need to put any in it if you want psi for CC only though.

6 INT- I raise this to 7 later for disassemble feat, but this is purely for convenience. Go with 7 if you want to use crafting feats, 6 if the crafting feat you like happens to require that much, or 5 if you odn't care about the feats.

As for skills:

Guns- max them every level, self-explanatory.

Throwing- very useful, I would start with 10 and put some odd points from time to time until you hit 80-100 efffective skill.

Dodge/Evasion- I'm not a fan of those skills to be honest. You need to invest a lot of points into them to make them useful and I often can't find that many points to spare. I would skip them, but if you do want them then know that it's "do it right or don't do it at all" kind of deal. If you can't reach 200+ effective skill by the end of the game, it's a waste.

Stealth- max it. Your Snipe damage and maybe Ambush critical chance will depend on this, so you want it as high as possible. And stealth is just really useful in general.

Hackin/lockipcking- you can max it every level, but you don't need to. With 7 DEX, I usually put 10 points at the start of the game and try to rasie the effective skill by 5-10 every level. This is enough to open pretty much everything at any point in the game. Once you reach 120 effective skill, don't put any more points.

Pickpocketing- up to you.

Traps- I would get atleast 40 points to set crawler poison traps. Very useful and cheap on skill points.

I already talked about crafting.

As to psi, get those 30 points in thought control/psychokinesis if you care about CC only.

Max persuasion every level.

Aimed Shot, Sharpshooter, Snipe and Critical Power are essential feats for snipers. Spec Ops, Commando and Kneecap Shot are eesential for SMGs. You don't need any psi feats if it's CC only. If you want to play with pistols like I did, Gunslinger, Kneecap Shot, Rapid Fire, Point Shot and Paranoia are all good choices.

Why pistols? Because they are reliable, have good damage, no penalties, precision bonuses, and with Gunslinger they get a sweet +7 initative. Pair that with +5 from Paranoia and you have pretty good chance of winning Initative when your stealth approach fails or when it's not possible (like Arena for example).



244
General / Nanocomposite Plate
« on: September 15, 2016, 04:29:06 pm »
How does the critical damage reduction on those work exactly? Is it like Conditioning, i.e it reduces the final damage after it passes after all the resistances/thresholds/shields?

Also, does it work against all damage types, or mechanical only?

245
General / Re: Ventilation Shafts
« on: September 10, 2016, 12:48:48 am »
The short answer is that you can't.

The long answer is that you could try to eat Junkyard Surprise until you get a +2 STR bonus and wear Rathound King Regalia for another +1 STR for a total of 6. Mind you, I never tried to brute force the shafts in this quest so I don't know if 6 STR is enough, but it might be worth a try.

The whole Abram questline is rather exclusive so to say, it's designed for characters skilled in infiltration.

246
General / Re: SMG Bleeder Build - A horrible or a great idea?
« on: September 02, 2016, 07:34:53 pm »
Jut to help you guys out, the Protectorate trader from Fort Apogee always sells micro-shrapnel bullets blueprint, so it would be a good idea to join them as soon as possible.

247
It's fairly easy to do with some planning.

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I have noticed that some would need you assault a faction or a building (e.g. entering one of the three faction buildings in the city prevent you to enter the two others).
I'm guessing you are talking about the Sword Handle/Tri-Monitor Street Receiver Blueprint, since they are found in Praetorian Security/JKK HQ.

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Or am I missing something ?
The trick is to ask both of them for a job before actually accepting any quests from them- this way you will be allowed to walk freely in both. I joined JKK mainly because you can find Insect Repellent during their questline, but you can choose either of them and still get both.

Keep in mind you will need at least some points in stealth to get the Tri-Monitor Street Receiver Blueprint, while getting the Sword Handle is nearly impossible without throwing a grenade to distract the guards but can be done with no stealth at all.

Alternatively, even if you are not allowed to walk freely in both HQs, you can still sneak into them with high stealth and by throwing a grenade to lure the NPCs away.

I joined Free Drones in order to get both Protectorate Cans- one is found in their main hideout, while the other is found in their Junkyard hideout which can be accessed only during their questline. On the other hand, this also forced me to wipe out almost everyone in Fort Apongee to get Protectorate Insignia from Colonel Cathcart.

I also put some points into pickpocketing to get JKK Pen/Prateorian Securiy Insignia/Black Eel Insignia/Brzozplno Nebrechega Skontam without killing anyone and turning their respective factions hostile.


248
Bugs / Re: not translated stuff
« on: August 31, 2016, 12:16:55 pm »
I'm pretty sure this is intentional, since it belongs to Kokoschka, who is a foreigner.

249
So In my last playthrough I tried to get all the oddites in the game and here is the end result:



As you can see, I didn't succeed in getting all of them, but I think I got as close as possible. This is why I think some oddites quantity/placement could use some minor tweaking.

The oddites I'm missing are:

One Black Eye: Those have a limit of three, yet I was able to find only two of them in the utility section. I've searched in all containers in both maps and even killed all the rejects to check if they don't drop them. I'm fairly sure there are only two that can be found. I would suggest adding another one in the utility section or maybe make rejects/Mouth of Tchort drop them. If I did indeed miss it for some reason, disregard it.

Two Electronic Idols: Those have a limit of three as well. The wiki says that they are a rare drop from Lunatics, but in all my playthroughs I only found one carried by the Lunatic Ripper. Since all Lunatics already drop Lunatic Poetry, I would suggest adding them either as a drop from Frost/Vega as welll and add another one in a container somewhere, or just reduce their limit to one.

Three Loaded Dices: I'm really confused about those. They have a limit of four yet I was only able to find a single one in a container somewhere in the Lower Underrail tunnels in a seemingly random location just by pure luck. I find it hard to believe I missed three of them, hell in some of my playthroughs I never found a single one. The wiki says that they can also be found around Rail Crossing but I never found any. I suggest adding a few of them around the Junkyard gambling house, it would fit perfectly. Maybe even in a pocket of one of the gamblers there.

One Quad Damage Module: The problem with those is that they are a fairly rare drop from Industrial Bots. Unlike all other creatures that drop oddites, Industrial Bots do not respawn anywhere and are pretty rare themeselves (I found only 6 of them, 1 in Hollow Earth, 2 in Arke, 2 in Iris Core and 1 in the warehouse). This makes getting Quad Damage Module a matter of pure luck. I would suggest at least making them drop a little more often, if not guaranteed.

Two Train Logs: I'm not sure about those, I might have missed them. The problem with them is they are placed rather inconsistently and it's hard to figure out where to look for them, I remember I found the 6th one in Fraser storeroom which was rather unexpected. The same applies to Train Driver Manuals, which is managed to max just by pure luck as well (the 8th one was sitting in the room of Consul Oliver, even more unexpected). I wouldsuggest adding a few more of those around the Lower/Upper Underrail.

Beyond those, I think everything else is fine more or less. I really liked how Blanket (that zoner watching Arena in his home) has an Arena Broadcasting Schedule in his pockets. Really nice touch, I wish there was more things like that.

250
Bugs / A few typos
« on: August 30, 2016, 12:57:01 pm »


1. Asking Svana to take you to the Forsaken Island

2. Refusing to drink with Georgis

3. Encountering Faceless for the first time in DC if you were hostile to them during the whole game

251
Bugs / Deep mushroom forest transition
« on: August 29, 2016, 07:09:00 pm »
The south transition in one of the deep mushroom forest maps (http://www.underrail.com/wiki/images/a/ad/Dc-fs2.png) doesn't work correctly.

Upon entering it I end up in the same map (as if I didn't even enter it at all) instead of actually transitioning to another one, so it's pretty much impossible to return to the first area where you wake up after inhaling too much spores.

It's nothing game breaking since there is little reason to go back there, but still.

252
General / Re: How do you guys beat the Warehouse?
« on: August 15, 2016, 11:07:41 am »
The whole warehouse it full of corners, you can use that to your advantage to break the line of sight when you are already done with the first sniper. Take adrenaline shot to have more APs.

What about things like frighten/telekinetic punch? Both take only 15 APs and snipers are not likely to resist them. Enrage could be used, too. Force field gives you another way to break the line of sight.

Other than that, good high frequency shield might make you able to survive at least one shot.

253
General / Re: How do you guys beat the Warehouse?
« on: August 15, 2016, 10:49:11 am »
A lvl 17 character with 10 CON and Psi Empathy should have 384 health and 23 DT with +262% should provide 83 damage reduction, even more with a shield. I find it hard to believe they hit for 500+ damage, this is quite high for an NPC, more like what PC sniper build should do at this point in the game.

Anyways, there is quite a few ways you can beat it I think the best way would be to deal with the sniper before he gets a chance to act at all- either by killling him in one turn or incapacitating him in some way. This should be easy enough since psi builds have a lot of incapacitating abilities and snipers usually have low resolve.

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E V E R Y shot they make is critical
That's not true at all. Every T H I R D shot they make is a critical because they make use of Aimed Shot. If you manage to survive the initial shot, you should have more than enough time to deal with him.

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decent shield
What exactly do you mean by decent shield?

Sniper rifles have "high" impact speed, that means high frequency shields would be the best in this case. If you have electronics I would reccomend crafting a high frequency shield with a Circular Wave Amplifier- it makes it so you can take larger hits but fewer of them, so it's perfect for that situation. Just make sure the Circular Wave Amplifier quality isn't too high, as you might end up with a shield that has higher thresholds than its capacity. (i.e 300 threshold but only 150 capacity, meaning that in the end you can only soak 150 damage after all).

254
General / Re: Weird RNG
« on: August 14, 2016, 10:42:02 pm »
I'm just going to leave this here...


255
General / Re: A simple question regarding Initiative
« on: August 14, 2016, 09:26:48 pm »
I will count ties as acting last then, at least for now.

If anyone is interested, here are some raw numbers. I hope I didn't screw anything up.

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