Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Sat

Pages: 1 [2] 3 4 5
16
Builds / Re: Looking for pointer on my plasma crit build.
« on: January 10, 2020, 10:14:12 am »
unchkinomatic, thanks for correcting, it is 15%. 15% is very solid but the number of shots per round are very very low. Unless you plan to use sniper, i think that it is better either to go SI or Ambush. It will be more versatile if you combine another weapon with left APs.

17
Builds / Re: Looking for pointer on my plasma crit build.
« on: January 09, 2020, 06:23:51 pm »
I think that Gunslinger is only for firearms... Steadfast aim will only raise crit chance by 13% and you will shoot with plasma only twice per round. Electroshock will be more interesting but the benefit of Steadfast aim will be lower. It is more beneficial to go for Survival Instinct and the 30%.

https://underrail.com/forums/index.php?topic=5165.0

This is for inspiration, it is to my mind the strongest build for crit scientist/energy pistol. The build is very fun to play as it can lockpick, hack, craft , steal, kill silently. it just cannot find very well hidden spots... You can customize it for chemical or light gun type.
You should not copy it but it may give you some ideas.

Edit: Missed the post from Chimaera above but almost similar feedback Ambush versus Survival Instinct :)

18
Builds / Re: Crossbow Dominating Build (without Aimed shot and snipe)
« on: January 09, 2020, 04:44:14 pm »
Max crossbow at start, max stealth for convenience until level 12-14 (or you can stop earlier for raising crafting faster), 25 traps at level 4 for quick tinkering a bit more later when you have room, 30 throwing at level 8. You do not need to raise psi from level 1, it is very useful to raise temporal manipulation near/just after the end of depot a to 45/55 and psychokinesis to follow as well. Chemistry and biology at 20 effective from level 1 then when you can afford it.
Lockpicking and hacking max to your desired threshold from level 1. Crafting > first and fast mechanics for cyclon and kits, electronics at least 25 for AA scope and tailoring if you have space...
Pickpocket and mercantile are also very worth the investment on early levels.

Crossbow are not crazy demanding on skill points, you have room for mistakes if you focus on relevant skills.

Hope it will help.

19
Builds / Re: Feedback on knife build for Dominating
« on: January 08, 2020, 10:03:40 pm »
I have preference for the crit build. Both builds would be very hard and challenging.

Some comments that are of course linked to my ways of playing on the crit build you proposed:
For stats
- You do not need 10 Con and Thick Skull, you can switch for +1 Agi and take Sprint
For feats
- Pack rathound is a convenience feat, You can take it at level 28 before going to DC if you feel the need. You can use Regalia+lifting belt+BBQ.
- Recklessness should be taken earlier before level 6 maybe level 1 then. The same for 3 pointer but this is just my opinion here as knife are really lacking damage output and you will grenade enemies a lot.
- Fatal throw is an interesting feat but not before 22 or even later. Throwing knife will pack damage only late game + you need max dex to have full use of it.
For skill points
- Traps could be at 25, no need to go higher
- Lockpicking and Hacking could be a bit higher
- You may delay 70 to Temporal Manipulation by staying at 55
- Mercantile is very useful to, throwing should be maxed as well, I am not sure how to best manage the points, maybe by reducing crafting or delaying chemistry/biology...

A tough game is waiting for you in any case :) Do not forget to collect toxic sludge for crafting gas grenade, they may be useful early game.

20
Builds / Re: Ultimate hammer guide
« on: January 07, 2020, 09:28:02 am »
Nice guide and good initiative, I went through it but not deeply. It will be good to see the builds in the character creator or indicate how to build them fully. You are offering a lot of possibilities, it may be good to narrow them to the most efficient ones based on your runs. It will be nice as well to have a short introduction on what hammer are good at and not good at
Few remarks/questions:
versatility does not increase throwing.
you do mention about critical damage on Tungsten build but not how to increase critical hit chances? And if it is or not a relevant way to build your sledgehammer.
for Nimble Leather build, it looks like you are maxing dodge and evasion, why not considering greater siphoner for max evasion and dodge? you could even reduce your con to reach 10 Agi.
with SS metal armor at 40 threshold and a low quality shield emitter, you will resist smgs, pistols, knife, most assault rifles. Most poison will also not reach you.

21
Builds / Re: Feedback on knife build for Dominating
« on: January 06, 2020, 03:49:18 pm »
About escape artist, if you go grenadier/3 pointer and/or versatility, it gives you a big tool box to never get caught in creeper nest or natives nets. It makes also the beach attacks more manageable. It is a good point you raised as I have never played melee only on Dominating Expedition. So, without guns and high damage grenade, it is probably more than useful...






22
Builds / Re: Feedback on knife build for Dominating
« on: January 06, 2020, 10:06:18 am »
Your build is quite balanced and very viable on hard. On Dominating, you ll be hitting a wall due low damage output and cc options.
Everything that Sfzrx said is totally accurate. Only thinking it is not worth investing on triggering happy, you have high initiatives, you may use root soda when needed. Regarding traps, you will detect everything even with 3 per if you dont play on high speed and run everywhere blindly.
Regarding your feat selection, you may replace eviscerate (serrated have only 25% chance to cause bleeding) and crippling strike (Kukri that you will use until level 14-16 at least will do it better). These are good feats but you may find something better. Quick tinkering will be very useful and should be taken early enough.
For Dominating, you have to compensate the weaknesses of Knife to have a bit of fun. To give you an idea, a max melee at level 14 with Kukri is really not sure to kill a burrower in 1 round with adrenaline and psi temporal acceleration/contraction.
You may want to revamp it to a crit build with 100% chance at high level (max dex, 6 agi, 9 con, 6 int or to even dump agi, for rising will to 5 and int to 7). For feats, it is Survival Instinct, Recklessness, Weaponsmith, Critical Power and keep the base of your feats (Sprint, cheap shots,...). With high dex, it is worth going for max throwing and 3 pointer (with veteran investment in 3 pointer, it becomes easy on dominating to finish off enemies with knives), your throwing knives will finally be effective and fatal Throw is an extremely good feat. Versatility will open up energy and chemical pistols that will be almost necessary for dominating expedition and bots fights among others.

23
Builds / Re: A blind laser pistol build (aka Stormtrooper)
« on: December 25, 2019, 09:33:08 pm »
Good point for versatility that increases both damage and accuracy, I was thinking that difference in damage would be bigger between both.

What is crazy with this set up is that you can also be at low cost strong at throwing and strong at punching thanks to dex synergies (just potentially lacking MP for optimal use of melee). It opens up a lot of opportunities in dealing with enemies.


24
Builds / Re: A blind laser pistol build (aka Stormtrooper)
« on: December 25, 2019, 09:19:02 am »
I am currently playing a very similar build on Dominating oddities > Same stats distribution and just a couple of different feats and different order for them.
This build is not that hard until you reach critical power if you know the game (you will melee a lot for silent kills). It is the strongest energy build in my opinion and it can do a lot of things as you have a lot of skill points to spend. This is the real jack of all trades.

I was missing Skinner in my build and it is a good feat to consider as it gives a small boost to critical hit chances. It is possible to  reach more than 15% crit chance if you grind supersteel with it.
With body horror and hardcore chips, crit chances would easily reach 95%+ in Expedition (i am more optimistic...).

On a side note, I find useful to max throwing and go for 3 pointers.
There is as well a small trick to get an additional shot per round with Fatal Throw.

 Why did you decide to spend all specialization points on versatility over critical power? Did you face accuracy challenge late game?


25
Builds / Re: Advice for my sniper build
« on: December 17, 2019, 09:38:32 pm »
The suppressed sniper in underrail is called crossbow :)
You will shoot only 2 shots of Spearhead RR with Adrenaline. And 3 with Blitz, you can get 4 if you invest in psi. It is enough to take down at least 2 targets anyway.
If you will play with seeker, focus stim and infused rathound > no need of expertise, otherwise, it will be useful.
You may find commando handy even on your build.


26
Builds / Re: Reglade's Cave Wizard Console Cowboy(DOMINATING)
« on: November 30, 2019, 07:50:35 am »
+ Aimed shot + steadfast aim not working as good (Not sure how it works)... I missed that point.

27
Builds / Re: Reglade's Cave Wizard Console Cowboy(DOMINATING)
« on: November 29, 2019, 08:24:08 pm »
A short remark for build based on dex weapon, it is sometimes a good alternative to think of max dex + versatility + max melee. it will bring almost the same gun skills (equivalent to per 13) but with much more shot per round (15ap for .44 or something alike), free stats points from Per, higher initiatives and good skills synergies (Lock picking, pick pocketing, throwing, Traps). The loss is only on detection.


28
General / Question on Expedition Com Device (Spoiler)
« on: November 28, 2019, 08:46:15 pm »
Hello, my plan was to join pirates and to participate to the professor kidnapping. For that, I have stolen the device on the technician but so far nobody called. I have faced 2 native attacks and being in the horticulture center.

Shall I give it to Ladleman or just being more patient? Shall I join the pirate first by stealing the jet ski? Or this is simply impossible to participate to the kidnapping?


29
Builds / Re: Crossbow Dominating Build (without Aimed shot and snipe)
« on: November 28, 2019, 08:38:05 pm »
You move really fast... You will finish before I am done. Deadly snare/Ambush + Critical Power + Elemental bolts + Bowyer > The rest is not that critical and can change depending on how you want to play. You ll be surprised how much damage you pack to tin can, the only threat are industrial bots until expedition.

30
Builds / Re: Crossbow Dominating Build (without Aimed shot and snipe)
« on: November 27, 2019, 08:05:33 pm »
For the burrowers infestation, no need to fight any of the burrowers inside, you can collect the oddity and plant the TNT silently. Foundry quests and Black Crawlers (except the last) are very doable before level 14 even the Beast fight if you have versatility and you should have as it simplify many difficult fights.


Pages: 1 [2] 3 4 5