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Messages - newageofpower

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76
General / Re: Crafting, merchants, and selling questions
« on: June 29, 2019, 03:08:29 pm »
Thanks! Very useful. If I am not getting disassemble, should I just sell everything that isn't crafting material?
I prefer scrap and turn into recycle kits, maybe carry a few of the most valuable items if I'm near a settlement with right merchant types.

Dragging around everything to sell is implausible because 1) STR/Carry Weight 2) Merchant Buy Limits. Even wtih Mercantile you won't be able to dump *everything*

77
Suggestions / Re: Assault Rifle Frames Rework
« on: June 27, 2019, 04:24:30 pm »
RE: LMG

You could also double the amount of shots per burst, but raise the burst AP to something like 45 rather than taking off other frame's bonuses. That way it would be a natural bipod candidate (especially with the extra slot from the proposed Gun Nut Rework) which is sadly one of the less used weapon attachments.

78
That much stealth is way overkill; with your Electronics score, you can craft a cloaking device, which can get you up to about 80 effective stealth; you can get by with 50-60 real points in Stealth and be just fine sneaking past just about everything, if you're careful.
Ehhh... IIRC, someone one-shot the final boss with Snipe by abusing Stealth/Smart Attack modifiers. Its not where his build is going, but there is value in high stealth; i.e. you don't know all the crawler locations and use stealth creeping tactics to buy your motion tracking goggles more time.

79
General / Re: Crafting, merchants, and selling questions
« on: June 27, 2019, 05:24:00 am »
I seen it mentioned that you get a crafting bonus when at "home", is home your private quarters?

Also, should I just sell everything I don't use (like guns & ammo)? I am beginning to have issues remembering what sells to whom. If a person says I accept 4 guns and you sell them 4 guns, can you not sell them more afterwards?
You get a house with upgradable workbenches in the basement after progressing sufficiently in the main quest.

As for merchant restock/demand refresh...

http://www.underrail.com/wiki/index.php?title=Merchants

Every 90 minutes.

80
General / Re: a few questions about perks
« on: June 24, 2019, 04:42:28 am »
Expertise (imho) is for people who build 14+ dex and put spikes on their armor and spikes on their light fist weapon. You can proc Expertise like 5 times for 4 AP, which gets cheesy when you're not throwing away a mag of ammo every turn.

And obviously it works pretty well for muzzlebreak + full auto SMGs, though I prefer crit as my late game transition for firearm users, especially with the Smart Attack rework.

81
Suggestions / Re: Simple Gun Nut Change
« on: June 17, 2019, 08:20:53 am »
It's not a bad idea and it probably wouldn't take too much work to implement, but if I do get around to working on firearms again, there are more pressing issues to be handled first - such as usefulness of all the different frames.
Hmm.

For ARs, end game, only the Hornet and Chimera feel useful for crafting.

For SMGs, the Steel Cat feels too good, and the Impala a bit weak, which is really bad because its supposed to be a reward for investing into crafting. The Jaguar and Jackrabbit are situationally good.

For SRs, the Spearhead is extremely flexible but has less of the OOMPH that comes out of something higher caliber. Alot less.

Still, with "Snipe/Aimed shot - Swap to other weapon/Psi" that most builds use, the Spearhead is probably the most used, end game.

I haven't played much with pistols myself, so I can't offer opinions on those.

82
Suggestions / Re: Simple Gun Nut Change
« on: June 15, 2019, 05:42:28 am »
I recall asking for this change before, but Styg rejected it ;_;

83
General / Re: Implosion doesn't do as it says in the description...
« on: June 14, 2019, 04:04:22 am »
It deals mechanical damage and does *not* bypass mechanical resistance.

So, the final boss does actually have 66% mechanical resistance then? I didn't really expect it to be so high.
Players have gotten 95% in multiple resists before..

84
Builds / Re: A Dominating (Ironman) Viable throwing ninja build
« on: May 08, 2019, 11:47:03 am »
Your build won't be able to beat Tchort.

I can't find the STEAM thread but someone else tried a similar build (low CON throwing ninja) on Hard and failed to beat Tchort. With 3 CON you'll be one shot by Tchortling Scanner's Neural Overload. We tried everything and I mean everything we could think of for his char. You can only keep the Tchortling away for so long and you just can't do enough damage to beat Tchort before getting one shot.
Fascinating. What builds have enough DPS to kill Tchort despite being 3 CON?

85
General / Re: Can't figure out what to do next / Am I underleveled?
« on: April 10, 2019, 02:05:07 am »
Sasuga gortsby sama
Against living enemies, you'll get tremendous mileage out of LoC + Enrage. Don't get too caught up on LoC + Mental Breakdown.  It's far more useful to have a big group of enemies busy killing each other while you pick them off, than have them standing around waiting to come back into action at the first touch.
I liked LoC + Bilocation on lower difficulties. Just hiding behind a Force Field and hearing my opponents get slaughtered by their shadows... Glorious.

Not sure it works well on Dominating; the increased stats and HP pool might render it ineffective, while Enraged enemies puts those stats to work *for* you.
Quote
Start with this: http://underrail.info.tm/build/?AQMDAwYDCggAAAAAAAAADw8AAA8AAAAADw8PDwAPUDY    You can see you have four stat points left to play with.  Me, I'd put two in INT, two in PER.  But you do what you like.
End with this: http://underrail.info.tm/build/?GQMDAwYDEAgAAAAAAAAAW1cAAFVaFj9VS8KHwocuAEhQNis_FCouZD0h    If you did go with 10 INT instead of 8, you can pull a few points out of Merc, Mech, Elec, and Tailor and still hit those thresholds.  You've got stats, skills, and quite a few feats left free in this build.  Spend 'em as you think you'd like, but don't go into Dodge or Evasion.  Psi doesn't need them, and needs those points for other things.
One thing I'd consider in this build would be 6 Dex + Grenadier (Another abusively strong feat) + some points in Throwing. Sure, large groups of robotic enemies are rare enough that you *can* get away with clever positioning and well timed forcefields, but the margin of Anti-robot CC is much lower than against living enemies.

Plus, it lets you cheese through early game much more safely.

86
General / Re: Does hostility ever go away?
« on: April 02, 2019, 03:48:10 am »
No.

87
Suggestions / Re: Bright yellow fishing rods
« on: March 25, 2019, 04:37:46 am »
This is an excellent suggestion.

88
General / Re: Suppose I killed off an entire Oligarch family.....
« on: March 16, 2019, 03:26:11 pm »
If you cheese it hard enough, a psi build can clear the main Fort Apogee map with two TK Punches.
Oh? Mind explaining?

89
General / Re: Crawlers / Death Stalkers
« on: February 18, 2019, 12:26:10 am »
Well, fwiw, my experience so far feels like these buggers are overpowered.

I've found them in areas where they seem to be just vastly more dangerous than other critters and humans. So far, I've avoided them altogether because I haven't really "needed" anything from their screens and I've had alternate paths I could take to get past them. And now that I've gained a good amount of levels, I'm going back to explore their areas just to make sure there's nothing of use. Even then, I'm not always able to spot them so I can attack them, so I just run away and hope I survive long enough to finish exploring.
Crawlers are quite weak *if* you can gain vision on them; they're only strong if players do not actively 'defend' against them.

Most of the opponents in the game are can be mitigated via passive defense, which Stalkers can't be. Probably why Stalkers draw so much hate.

90
Suggestions / Re: Feats and items improvements
« on: February 05, 2019, 10:11:14 am »
Better yet, quite a few rare/semi-rare mods do not have quality, and are unaffected by Disassemble.

That being said, the fact it reduces quality pushes it solidly into QoL-tier.

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