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31
Builds / Re: Crossbow Dominating Build (without Aimed shot and snipe)
« on: November 27, 2019, 08:52:04 am »
Crossbow accuracy is bad against enemies with evasion. You can see that even at 0 evasion investment, crossbow enemies have difficulties to shoot you at distance. Somehow, the early game (until after depot A) is not that difficult with little use of traps, grenades and hacking/lockpicking.
For me, what was hurting at early game was not dealing enough damage per round, this is why aimed shot was very useful as Ambush will not happen enough until you reach 150-200 stealth.
The difficult part is after depot A before reaching level 14. You have to grind oddities in all cities and then pick up fights/quests. After that, with psi support and good feat selection, the game will show a lot of fun and a lot of easy fights.
On a side note, versatility is worth to be taken at level 1, it helps to cover crossbow weaknesses.


32
Builds / Re: Crossbow Dominating Build (without Aimed shot and snipe)
« on: November 26, 2019, 08:37:00 pm »
I am on a crossbow run on dominating with a different build and have been through the same: You need to always max per and skills to raise hit chance. if your target is in the dark, you will reach something around 50%/60%, then with light it will be 70%/80%, and on trap, you will finally reach 95%. Mid game will be better but you will feel the same in DC or with Natives. You will reduce your AP cost and increase your AP per turn through the game so a missed shot will be less painful than early game.
It is a different gameplay, you have to select your fights. On those selected, you will have to abuse incendiary, gas grenade and traps until  level 14. Then, ambush and deadly snare are here mid game to almost guarantee 1 shot, 1 body. And you will still conitnue to use traps and grenades.
Funny fact, on a jet ski with versatility and without its feats, you will have better accuracy with chemical/energy pistol than with your crossbow...

Scope will help early game (then you need to switch to Anatomically). There is room for a QOL feat on level 1 in a dominating crossbow build > It can be strafe that will help on accuracy even though aimed shot or even pack rathound would be better choice in my opinion.

To answer on early game, you can get a scoped crossbow from Ratula, you need 3 bear traps. it is not worth killing the 2 first psi beetles as they will repop. With 6 Agi and max stealth level 2-3 you should avoid them and collect the oddity.


EDIT > Ratula drop is random, it may be with a scope or not.

33
Builds / Re: 19DEX SMG build, dominating difficulty need advice
« on: October 13, 2019, 08:35:33 am »
Dominating and QOL not working well together... Currently playing a crossbow versatile, and it is pain not to be able to carry the necessary until level 20 or more...

For build examples with Guns/SMG/Melee, there are possibilities to go to the crit road: 30% with SI, 15% with Focus Stim, 7% with recklessness, 3% with Body Horror, 15% with Seeker Google, 10% with Impala = 80% crit chance (you could reach even more on melee)

https://underrail.info.tm/build/?HgMQBgkDAwZQwqAAwqAAAMKgQSgmGUtkTDlLAC0ANwAARTFiwqMwFic-K8KHS0kqN8KRBsKzfybip74F4rWuCt-_
The build is not fully Min/Max and is just theory at this stage. Feats are probably not in perfect order.

You lose Full Auto and Expertise but you should hit stronger. You are as well very deadly with Energy. If you want to use less SMG, you could even drop AGI to raise INT and/or CON. This way, you can take Mad Chemist and use better Chemical pistols.

With your current build, are you struggling to hit high evasion enemies ?

34
Builds / Re: 19DEX SMG build, dominating difficulty need advice
« on: October 11, 2019, 07:00:45 pm »
With this dex, you are very efficient with energy and chemical pistols, you should use them in combination(very good CC, vs bots/machines,...). Cooked shot is a good feat if you are using traps and molotovs on choke points bursting targets.

I like your build. Not convinced by interloper and blindsiding however.



35
Builds / Re: An Average Explanation of Outstanding Psi Builds
« on: September 22, 2019, 02:48:28 pm »
I believe that Psychosis and SI are a smoother way for Dominating than Tranquility, for lower difficulties, you do not need to crit that much. End Game, you will be at 80% chance with a focus stim and a good psiband. You do not need to be always below the limit (Hemopsychosis can help to monitor). You can take Fast Metabolism and SI, they synergise well together.

Psi crab could be useful for some hybrid build/fights but the armor penalty........

36
Builds / Re: Crossbow Dominating Build (without Aimed shot and snipe)
« on: September 16, 2019, 04:46:49 pm »
I like your build and I am taking a lot from it. I was wondering if the 160 points in evasion are useful on Dominating? Also, is there a reason you do not consider Evasive Maneuvers?



37
Builds / Re: Dominating Expedition Psi Build > Advice needed
« on: September 08, 2019, 07:48:08 am »
http://underrail.info.tm/build/?HgMDAwkDEAkAAAAAAADCoDowAABPZB0zUEvCoMKgwqAjGTxQYissFCpnwodmIcKEHz0uKMK3csK54qK1AuKjiQPirIwK378

Will just update with final results. it is somehow min-max according to what I felt the best.
Lockpicking could be increased for stealth.

It can do most fights without too many difficulties. Nevil quest will be difficult, you may raise hacking to avoid the fight. Another tough fight is the creeper lair, they are a lot and come in waves. For other battles, with minimum reloads and preparation, the build is rather smooth.

For equipment, it is classic, the only thing is that I use Neuroscopic Amplified to reach 50%/80% criticial chance. No need to bother with muffled.

Thanks again for all the advices!




38
Builds / Re: Dominating Expedition Psi Build > Advice needed
« on: July 29, 2019, 07:34:39 am »
Even though, you will find the blueprint, you will need to harvest Glittershroom Spores (70 biology to process) that according to wiki is found on Black Sea...

39
Builds / Re: Dominating Expedition Psi Build > Advice needed
« on: July 28, 2019, 09:40:24 am »
still rusty on Underrail mechanics after couple of months/years far from the game. I thought it will reduce AP but it is only in the case of Armor. So, great weapon for any Psychosis build.

40
Builds / Re: Dominating Expedition Psi Build > Advice needed
« on: July 27, 2019, 04:47:28 pm »
Quick question > I saw that there is an interesting item called Spirit Staff. It requires 6 Strength, is it worth spending points in strength for a pure psi build psychosis as the bonus is very appealing? Or it will be obtained only near end game?


41
Builds / Re: Dominating Expedition Psi Build > Advice needed
« on: July 23, 2019, 06:03:16 pm »
You may think in pumping your CON to 9 to get Last Stand. It may not look that useful for a Tranquility build but the possibility get back to full health is very useful on tough fights. You can move easily 1 point from AGI and 1 point from INT.



42
Builds / Re: Dominating Expedition Psi Build > Advice needed
« on: July 22, 2019, 12:51:18 pm »
Mixed skills ans stats  :-X I read what I wanted to read...

The build starts to be short on points for crafting high end equipment then. It needs to have some skills lower (it was mentioned few posts ago...).

Thanks for your patience :)

I repost the lightly updated build even though there might more optimized build proposed:
http://underrail.info.tm/build/?HgMDAwkDEAkAAAAAAADCnEsAAAA8WhQ1UMKTwqDCoMKgIRk9UGIrLBQqZ8KHZiHChB89LgrCt3Ip4qOJBeKsjArfvw




43
Builds / Re: Dominating Expedition Psi Build > Advice needed
« on: July 22, 2019, 11:51:02 am »
If it is additive (food + drug), it means that int can be raised by +5 for the purpose of crafting.
Have I missed something here?


44
Builds / Re: Dominating Expedition Psi Build > Advice needed
« on: July 22, 2019, 07:51:03 am »
http://underrail.info.tm/build/?HgMDAwkDEAkAAAAAAADCoEwAAABMSxstS8KTwqDCoMKgIRk9UGIrLBQqZ8KHZiHChB89LgrCt3Ip4qOJBeKsjArfvw

Final thoughts with all your nice feedback.

The 3 feats (Pyromaniac, Cryogenic Induction and Power Management) are not strictly fixed and may change depending on what would be needed (Conditioning and Stoicism for surviving if it is getting tough for example).
Pyromaniac has been changed and occurrence was increased, I may not have taken it after patching so will give a new shot.

I have very slightly min/max some skills to raise Hacking. With 9 int, it would be a pity not to use the synergy.
For grenade, it will be limited to Napalm but can craft gas grenade early without any bonus.
Split between Electronics, Mechanics and Tailoring may change upon components found.
All crafting are relying on the +5 bonus int and workbench.

Versus previous build, it will not craft as good but should be able to make very decent gears. It is possible to remove some points from Temporal or Thought Control if there is something worth crafting from the expansion. The starting idea was to have a max psi skills so not willing to trade much on that.

Once more time thanks for your help, especially Gortsby and Omni. It is high time to start playing and discover by ourselves.





45
Builds / Re: Dominating Expedition Psi Build > Advice needed
« on: July 21, 2019, 03:49:07 pm »
Updated build is as following:
http://underrail.info.tm/build/?HgMDAwkDEAkAAAAAAADCoAAAAABWWjMsWsKgwqDCoMKgIRk9UGIrLBQqZ8KHZiHChB89LgjCt3Ip4qOJBeKsjArfvw

I placed Pyromaniac as advised even though I was not convinced by  its efficiency as it was triggering too rarely  to rely on it. Power Management is not sure to be taken as the last feat, there will be time for reaching it and choose something else.

Throwing is removed. No hacking or lockpicking, the build is designed to fight anyway...
For chemistry and biology, it does not need huge investment to reach high amounts
Crafting skills are not fixed and will depend on quality of materials found, Electronics will be higher than mechanics for example.
Social skills are copy paste from Omni build (Still not sure how to raise it efficiently), are they correct values? It is rather low investment in number of points.

What do you think about this version? Do you see rooms for improvements?

I was also thinking that few points in trap might be useful for some fights> it means 56 points to reach 75 with belt and knife. what do you think? or simple bear trap are far enough as with 3 STR no big carrying possible.


Side note for Omni build > You did not take Psychostatic Electricity on your build, even if you have psionic mania, it is very useful for long fights. I would drop Hypothermia for it.

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