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Messages - drealmer7

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16
Development Log / Re: Dev Log #59: In the Halls of the Savage King
« on: August 16, 2018, 02:46:09 pm »
*holds hands in front of eyes while peeking through fingers at the pictures*

I don't want to see, but I want to see!

17
General / Re: Beginner, looking for a Psi/Sniper Build
« on: July 23, 2018, 07:34:19 pm »
some of the stuff in this thread may be helpful?

http://underrail.com/forums/index.php?topic=3364.0

maybe not ?

18
Development Log / Re: Dev Log #58: Environments Preview
« on: July 01, 2018, 08:53:11 pm »
looking and sounding great

most anticipated game of 2017 still most anticipated game of 2018 !

I'm ready to make it past the Junkyard and REALLY get into the game !!!

19
Builds / Re: New playthough, build junkies and vets assist me please.
« on: June 10, 2018, 12:08:52 am »
I can relate!

I'm still waiting on 1 patch post-expansion release to start playing again, but I anticipate it greatly and also have spent a lot of time at the beginning of the game and at the character creation screen/tool (it's easier to use the webtool) figuring out how I want to build.

I created a post about my ramblings around with skill choices and builds, to a point of driving myself a bit wonky trying to squeeze all that I want in.  It took a while, but I'm pretty settled with how I'm going to go about things now now.  I'm also doing a stealther sniper build (crossbow), that does hacking, lockpicking, traps, some crafting, and also persuasion+intimidation.

I hope you find a combination of things that is ultimately satisfying.

I've also resolved to perhaps creating 2 characters and playing through it simultaneously on them both.

20
Development Log / Re: Dev Log #57: The Rig
« on: April 14, 2018, 03:19:17 pm »
Ohno, there is NOT room in the Underseas for 2 gangs with "Black" in their name.

1 must be extinctified.

21
not having to wait to pickpocket sounds against what pickpocketing is like, one would potentially draw too much attention by repeatedly performing the act, a cooldown makes sense to re-establish your nonchalance before going in for another grab

So is picking locks and hacking, but I don't see people complaining about those.
no, lockpicking and hacking involve interacting with inanimate objects, pickpocketing is with a conscious being

22
not having to wait to pickpocket sounds against what pickpocketing is like, one would potentially draw too much attention by repeatedly performing the act, a cooldown makes sense to re-establish your nonchalance before going in for another grab

perhaps once you hit lockpicking 150 a feat could be unlocked that removes the cooldown, since at that point you're SUPERskilled at pickpocketing

23
General / Re: skill point / build ? for a relative UnderRail noob
« on: February 28, 2018, 08:37:03 pm »
ohya, with my intimidation way down now, I probably wil drop yell and pick up pyromaniac, as it's always appealed very much (of course)

I've gone back and forth a lot between the higher PER + no snooping vs. lower PER + Snooping, and I think I like what the configuration is better with snooping

I want to pass all INT+WILL statchecks

and the current build is still just a general aim, and I'll end up final-tuning it once I get to level 15 while actually playing - so I'll not overspend on persuasion as I approach 20 and I'll find exactly what # I want electronics and mechanics to, and chemistry, and be able to put whatever extra points elsewhere (metathermics)

@gorts, you show enthusiasm for that grenade type with chemistry, but with no throwing skill, what's the point?

24
General / Re: skill point / build ? for a relative UnderRail noob
« on: February 28, 2018, 04:15:38 pm »
i dont see any point in merging crossbow skill tree with psi, at 19 level with your stats psi have to deal more damage and stuns than its crossbows counterpart

abandon crossbows, go for sniper rifles + smg or melee + psychokinesis
uhh, because it's how I want to try and play the game / what interests me to do / try - I don't want to do sniper rifles, or melee, or pyschokinesis, pyschokinesis is probably the skill tree that interests me the least in the whole game (less than mercantile!)

your suggestion doesn't interest me in the slightest, and if you'd read the thread, you'd know that I'm considering dropping metathermics for this build, if anything, but haven't felt the need to do it with the tweaks

25
General / Re: skill point / build ? for a relative UnderRail noob
« on: February 28, 2018, 02:51:17 am »
A few tweaks and adjustments based on skillcheck caps and I'm now looking at something like this at level 19:

STR 3
DEX 5
AGI 5
CON 3
PER 8
WILL 10
INT 10

Crossbows 105 (140)
Stealth 105 (113)
Hacking 87 (131)
Lockpicking 105 (113)
Traps 105 (113)
Mechanics 50 (75)
Electronics 50 (75)
Chemistry 20 (30)
Metathermics 85 (128)
Persuasion  83 (125)
Intimidation 45 (75)

Paranoia, Snooping, Aimed Shot, Marksman, Yell, Kneecap Shot, Bowyer, Concussive Shots, Ambush, Premeditation, Elemental Bolts

yell seems so out of character though!  but maybe that is what makes it so effective, so startling coming from such an unsuspecting source

then at 20 I'm thinking I'll put another point into Dex to increase Lockpicking + Traps

and then use spare skillpoints at 20 to pump up metathermics 108 (163)


are there any statchecks in the game?

26
General / Re: skill point / build ? for a relative UnderRail noob
« on: January 31, 2018, 11:01:27 pm »
Your build sucks.  Here's what you're doing wrong, and why it's wrong.
thanks!  this sort of feedback (with the extended reasoning I mean) is much appreciated!  I like directness/bluntness.

I had had my will at 10 and perception at 7 (with snooping to boost it to 10) for a while, and I like INT 10 because of statchecks for dialogue options , but yeah, I am aware that I'm more spread thin than is optimal.  For the longest time I had just scrapped the idea of doing crafting, but it just doesn't seem to make sense.

The "issue" simply comes down to there being too many appealing skills to jam into 1 build!  this is a good thing, totally awesome, really!  and I'll figure it out

27
General / Re: skill point / build ? for a relative UnderRail noob
« on: January 31, 2018, 07:46:04 am »
definitely just playing on normal, I never do easy

I consider myself an average skilled player, possibly slightly above?  I beat wasteland 2 on ranger difficulty with relative ease, for reference

I realized it might be useful to let my mindset be known.  Here's an order of the skills in order of how important it is to me to be able to get ALL there is out of them in this build.  Most > least important

Persuasion, Intimidation, Hacking, Traps, Lockpicking, Stealth, metathermics, mechanics, electronics (electronics actually interests me more game-implementation wise, but with using crossbows I figure mechanics is more important)

maybe I'll just take 1 crafting skill or keep them both relatively low for just a few things to make, or drop crafting altogether - it seems I'm either at a point where I just drop metathermics or do this, and I don't really want to drop metathermics

at lvl 19 I've currently got it set to / where I'm at with it:

agi 7, per 10, will 8, int 10

crossbows 105 (158)
stealth 105 (131)
hacking 90 (135) - hopefully this is high enough to get all optional content related to hacking? anyone willing to check that guide would be much appreciated!
lockpicking 105
traps 105
mechanics 40 (60)
electronics 40 (60)
metathermics 70 (93) - forgetting proc / skill after effects like catching mobs on fire, is exothermic aura effective towards near end-game enemies with (93) ? do I bump this +20 and mechanics +20 and drop electronics?
persuasion 90 (120)
intimidation 90 (120)

and desire to know things like: at lvl 19 doing a build like this will I be at a place where the 90 (120) for persuasion+intimdation is all I need / is it too much, but, I won't sweat not knowing too much and will just enjoy the game and hope I get the most out of it (:  just anal like that!

still some time to contemplate on it all

thanks to you all for all the feedback, keep it coming, if you have it

28
General / Re: skill point / build ? for a relative UnderRail noob
« on: January 31, 2018, 03:31:58 am »
errrm, what was I seeing before that made me think flashbangs were mechanics+electronics?

hmmm, I need to figure out at what levels I want to get mechanics+electronics to - damnit I wish there were more skill points!

29
Suggestions / Re: Serrated Bolts Mk II & III?
« on: January 31, 2018, 01:47:52 am »
fun videos by that guy!

I think there is definitely room for bow+bolt improvement if desired (I have no idea if there is really a need for it though)

sticky-tipped concussives, noxious gas AoE effects, ooo maybe a type that has a whistle effect as it travels through the air disturbing the mind-waves of psi users

30
General / Re: skill point / build ? for a relative UnderRail noob
« on: January 31, 2018, 01:27:53 am »
I'm mostly doing the mechanics+electronics both so I can make flashbangs. 

I want metathermics to be a 2ndary source of damage output.

If I could get a confirmation of something like "persuasion 100 (142) will grant you access to all dialogue options that have a skillcheck for persuasion" for the current version, I'd have a point of reference.
Just three more points here since it looks like you either don't know what I'm saying or don't care, and if it's the former I need to clarify.  If it's the latter, feel free to skip this post =)

1) If you're mostly just doing crafting for flashbangs, then you obviously need to drop the Bowyer feat, and also have a few too many skill points already in the skills.  Pull out points until you have 40 effective Chemistry and 5 effective Mechanics.  Put all the points you've freed up into Metathermics, because...

2) With 99 skill, Metathermics won't be a secondary damage source.  You've picked up Thermodynamicity, which means unless you're wasting feats, you intend to do things like open with Cryokinesis (20AP since you don't have Tranquility), follow with a faster Pyrokinesis (17AP) and then do shooty pewpew stuff.  You've also got Pyromaniac which means you're hoping your Pyrokinesis will set enemies on fire.  It won't, at 99 skill.  See, extra effects like burning are resistable.  Enemies resist extra effects via Resolve or Fortitude (Fort for fire).  Their resist are overpowered in large part by your effective skill with your psi ability.  So at high enemy levels in the later game, 99 effective skill means you'll often not set enemies on fire because they'll resist your secondary effects because you don't have the skill to suppress their Fortitude.  You'd actually be much better off dropping Pyromaniac and putting 30 raw points into Throwing and picking up Grenadier - you'll already have the Chemistry for cooking flashbangs to cook your own improved incendiaries, and they'll do better at setting the world on fire. EDIT: Bleh, I'm going to bed.  I switched your Dex and Agi scores in my head when writing that.  You won't have the Dex for Grenadier so ignore that part.

You also need to get Premeditation.  You just need to.  If nothing else, you Premed your Cryokinesis, take it for 0AP, then get a Thermodynamicity proc on your Pyrokinesis, and have done a targetted shot plus a fiery AoE for 17 total AP.  Or switch it around and get the extra range and 0AP on your Pyro and chill someone if they didn't catch fire.  Whatever.

3) According to destroyor's FAQ, which seems to be highly accurate, there's no Persuasion skill check in the base game higher than 110 effective.  Unless someone with some deep knowledge comes down and calls me out for being wrong, I'd suggest you go ahead and trust destroyor's FAQ.  It's very thoroughly researched and probably about as solid as you'll get without access to the actual game files.  So get your effective Persuasion skill to 110 and you'll be good for the base game.  Given that skill checks are always - thus far - a bit lower than the raw skill cap, you might be okay keeping effective at or under 150 in the expansion content.  Might be.
EDIT: Oh, epeli suggests capping.  Well, he's one of the people who knows way more than I ever will about this game  :P  Do what he says, it's probably right.
okay, not JUST flashbangs...

I appreciate you taking the time to post, just so you know, I'm not ignoring you, but some of what you say is stuff that I just kind of *shrug* at because it's not how I want to play or whatever, but it is good to hear the perspective and get an understanding of how some things work.  So, thanks! 

Especially stuff like your #2.  I was thinking simply that damage would be less from my metathermics, not nulled by higher level resistances after a certain point.  Like I said, I did want to max it/take it higher, but I just didn't seem to have the skill points to go around when it came down to it.  What level would you say I should get it to be worthwhile?

I will probably pick up premeditation though, and probably even sharpshooter, past lvl 20 anyway.

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