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Messages - MirddinEmris

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106
General / Re: Stealth Build w/o crafting viable?
« on: February 16, 2018, 10:19:13 am »
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I am an RPG-Player of old as stated in my initial post.

Doesn't matter. Higher difficulties require deeper understanding of the system than you possess. That's not a jab at you, it's just a consequences of you not wiling to spend enough time at this game. If you want to make just one run of the game, play at Normal. And believe me, it's not 'normal' from modern games, it can be quite hard, especially first time, so don't worry about challenge.

107
General / Re: Stealth Build w/o crafting viable?
« on: February 16, 2018, 07:57:07 am »
If you don't have time to play several times and don't want to bother with crafting (kinda stupid, since this crafting system is nothing like fucking Skyrim's crafting system), i would strongly recommend playing on Normal or maybe even Easy. Don't worry, the game will still be sufficiently hard for you, since, again, this is not a fucking Skyrim.

108
General / Re: Stealth Build w/o crafting viable?
« on: February 15, 2018, 04:00:48 pm »
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Throwing builds are objectively weaker tier builds, and you need to get the most bang for your buck, figuratively (and literally, in-game).

I want to specify that throwing build are low-tier if they use ONLY throwing. If throwing build just means heavy investing in throwing (skill + Grenadier + Three-Pointer + Fatal throw + perhaps chemistry) than it can be pretty OP. Good throw of a high end grenade can be a final argument in many fights.

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Traps are easy to acquire, cheap to purchase, and you don't need a whole lot of them.

Yeah, Thailand is great, i agree.

109
General / Re: Build for Hard difficuty
« on: February 12, 2018, 02:25:13 am »
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Grenades and QT are always useful but calling that second build focused on them is wrong.  It's focused on using over 100AP a turn (with procs obviously) and creating bullet storms large enough to wash away the enemy.

Full investment in throwing, all available feats for grenades (Three-Pointer + Grenadier + Spec Ops), investment in chemistry enough to craft high end explosives. You took every possible character option for the grenades (except maybe full Dex), if that doesn't make your build "grenade focused" then no such build exist at all.

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For the investment cost, Grenadier and QT are awfully attractive for literally every build on Dominating, so unless you're going to call half the builds grenade/QT focused, I'd call it a lower-DEX SMG build.

If you only had Grenadier and like 50 points in throwing to not miss too much, i would agree with you.

My point was that you played top tier options - Psi and Commando (SMG + Grenades). Making a conclusion that EVERY build can be played on Dominating without any defenses based on that is a hasty one in my opinion. Also, saying that you didn't play with any defenses while stating that you abused force field is tad misleading. Just because it's a defense option only available to Psi, doesn't mean it's not a defense option.

110
General / Re: Build for Hard difficuty
« on: February 11, 2018, 11:26:31 pm »
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Yep.
http://underrail.info.tm/build/?GQMIAwMDEAoPHgAAAAAAUEIASlVkJENVS8KHwocfAEIrKBc_FCoWLj0hMGRXJCk  Flat, predictable damage.  High abuse of force fields.  Won.
http://underrail.info.tm/build/?GQMKCgMKAwfCh8KHAAAAAAAAPABuwod4VV94AAAAAABVKDEZFjA5RyZTN0k-USQ  Mostly a silly build but demonstrates that with enough explosions, all problems are solvable.  Finishing up IoT quests, no idea if winnable.

Well ,just as i suspected. Psi build and grenade/quick tinkering focused build.

111
General / Re: Build for Hard difficuty
« on: February 11, 2018, 12:02:58 pm »
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I have to say, if you play carefully you don't actually need any defenses even on Dominating.  No dodge, no evasion, no stealth. 

Did you actually finished Dominating like this? What kind of build it was?

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5str is also to carry supersteel and tichrome shields without penalty, not only for steadfast aim.

160 quality shield of super steel will give your armor 35% chance to block 45 mechanical melee damage. To invest 2 points of attributes for that is the definition of suboptimal. Doing this at the cost of number of attacks per round is detrimental.

112
General / Re: Build for Hard difficuty
« on: February 11, 2018, 10:03:50 am »
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I should add - you may want a little more INT and to invest in High Technicalities.  I haven't played it yet but people who have and know the feats say it's very handy to have stacked with some DEX and PER for energy builds.  Sorry, forgot that point.

Absolutely no reason to get Int higher than 7. 1 point in Per will get you about same damage, but also will get you more accuracy. It's a good feat because it gives you a compensation for investing in Int, but that's it (still, if you have 7 Int, it's more than worth it to take said feat)

113
General / Re: Build for Hard difficuty
« on: February 11, 2018, 10:00:06 am »
5 in Str doesn't really worth it. You are going for Steadfast Aim and even after buff (very slight buff mind you), it's not a very  good feat, especially now that laser pistols are 15 AP per shot, meaning that they are going to be your primary weapon and they don't really get much out of that feat. Also you should aim for 14/15 Dex eventually (and you are not gonna get it with current build), since it will get you 5 attacks per turn with lasers and that is really good. I would recommend leaving plasma alone, even with buffed damage it still has bloody 40 AP per shot, which makes it mostly gimmicky weapon for making screenshots of big numbers when you do critical hit on execute. Aimed shot from Electroshock Pistol with smart module and amplifier is a very good way to start a combat on the other hand.


No reason to max persuasion and mercantile. Check the wiki or destroyor's guide on steam for thresholds on those skills. Stealth is a must, you are not a tanky build (5 con and riot armor aren't gonna cut it) and without stealth you are a sitting duck, so unless you like to reload a lot, i would suggest putting considerable amount of points in there. I would also take points out of con and put them into Agi and invest in evasion along with stealth. That would be a better choice for overall survivability.

114
General / Re: A few SMG questions
« on: February 07, 2018, 07:45:18 pm »
Wiki is not wrong, Rapid Reloader rounds up. It is probably the only thing in the game that rounds up instead of down

115
General / Re: skill point / build ? for a relative UnderRail noob
« on: February 07, 2018, 02:48:16 pm »
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- Don't go for electronics from the start. I recommend spending SP -- grenades -> mech toolkits -> an early-game shield -> weapon -> electronic gadgets,  repair kits, all other good build stuff

20-25 points in the electronic from the start will allow him to craft taser. Can happen right after 1-2 first missions if he is lucky with ingredients. Taser is useful for any character throughout the game

116
General / Re: skill point / build ? for a relative UnderRail noob
« on: January 31, 2018, 03:31:48 pm »
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definitely just playing on normal, I never do easy

Keep in mind that in this game "easy" is what in most modern game is "hard".

117
General / Re: Bleed based unarmed build viable for dominating?
« on: January 28, 2018, 12:32:56 pm »
Well, sthalik is about right. The difference in damage per shot between SMG and AR is not that great, while SMG has ability to get more shots per round. A LOT more. The only downside of this is higher ammo consumption. Also SMG can be created silent which offers ability to pick enemies one by one in the area, that by itself is also a huge boost.

SR has ability to basically drop anyone in one shot for a great distance. Sniper has downside of being able to take only 2 shots per round without adrenaline, but those shots in most cases are certain kills and you also has a distance advantage on most of your enemies (often they have to take at least one turn to get close to you). Also SR has lowest cost/effect ratio, you only need 4 feats (Aimed Shot, Snipe, Critical Power, Sharpshooter), 5 Str, 10+ Per and 3 skills (out of which only guns and stealth needs to be maxed, while mechanics just needs to be at a decent level) to get almost everything this weapon has to offer. That is why it's VERY easy for anyone who has SR as main to decently invest into 1 or even 2  secondary weapons (usually SMG or pistols ot both). Sniper build is about the only build that gives me liberty to take some quality of life feats without any regrets.

118
General / Re: Bleed based unarmed build viable for dominating?
« on: January 28, 2018, 08:12:33 am »
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Now that'd make Eviscerate deal some serious damage with the right weapon, right? Is Eviscerate a game-changer? The one-turn cooldown looks tasty. What's the typical damage for optimal 120-130+ pneumatic gloves?

Eviscerate is not a game changer. First of all, knives have it worse in terms of creating bleeding wounds on an enemy than do combat gloves. First of all, they have require 2-3 AP more per strike, and second, they have 25% chance per strike instead of 35% of bladed glove. Meaning that you create bleeding wounds slower. Also it means that by the time you have enough wounds on an enemy to make Eviscerate do good damage, he is already pretty close to death. Maybe some bosses are exception to this, but it is true in 95% of your playtime. It's not bad, but on my knife user that i finished the game with i skipped it entirely and didn't regret for a moment.

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With robots, why not have an electricity melee weapon in one hand for those filthy creatures? It won't stun, but the armor resist question becomes pretty moot.

Electrical damage is very small part of your total damage. It deals relatively small amount of damage in the first place and doesn't get increases from your skills, strength and buffs like Taste for Blood. So electrical damage on your knife/glove is not a good solution for robots (Expose Weakness is).

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Too bad bladed armor doesn't proc on sledgehammers, ha.

If you are talking about bleed damage than it would be useless anyway since sledg user spends usually 1-2 strikes on a single target anyway. If you are talking about getting Taste for Blood buff than you can get it anyway since you get 1 stack from killing someone with melee attack. I usually take it for all my sledg builds.

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May it be the case that there are very few Melee weapon types and none are too useful? Just asking.

Properly built unarmed character is in the top tier along with smg and sniper rifle. Sledgehammer is a solid weapon, on par with things like assault rifles. Knives do struggle compared to the rest of the melee, since they are watered down version of unarmed in a lot of ways.

119
General / Re: Bleed based unarmed build viable for dominating?
« on: January 27, 2018, 02:36:06 pm »
Stupid question -- how is bleed viable if in most cases you have to ice the guy right in front of you in one turn?
That's a good question, bleed is great not just because of the DoT you'll be applying to enemies, but because the more DoT's you apply the more buffs you get out of it, stuff like vile weaponry and taste for blood are great to amplify your damage per turn, and with fists you'll have plenty of ways to stun/incapacitate/lock peoples in place while snowballing out of the debuffs/buffs.

For Taste for Blood unarmed character you don't really need anything over simple glove with serrated blade. And not even high quality serrated blade, any one will do since you'll only care about chance of bleed, not the damage, and the chance doesn't change. With just that (and maybe Ripper Glove to start your buff quicker) you already set up to have your maximum buff of 50% damage to be in effect in almost every combat. Same with Vile Weaponry. Also Vile Weaponry is way worse than Taste for Blood, since it applies debuff to an enemy rather than buff to you, so the only thing that you will have "snowballing" is the Taste for Blood and you can get that pretty quickly anyway.

Bleed is bad because it requires you to keep enemies alive for the damage to apply. Incapacitate from Cheap Shots is good, but too inconsistent to make it as a part of planned tactics. Stun from taser is once per 3 turns and cost 10 AP which is about 2.5 times AP you spend per attack on high end, so it is a bit costly, and often easier to just spend those AP to finish the guy.

Overall bleed is not something you should rely on to kill your enemies, it's too suboptimal.

120
General / Re: Deep Caverns - Frustration
« on: January 25, 2018, 02:10:02 pm »
Well, Hard is Hard for a reason, you know) Though i do say that some of the design choices are rather poor in the final area.


First of all, you can do the Leo quest. Pick up the bone knife from tchortist corpse (you can look up the wiki for more precise info on location) and give it back to the man who live in a shack near the faceless outpost (there is a chasm with burrowers between them, so you will know when you are there). This will make the debuff to take longer between each stack.

Second, use hatches that are located in several areas with the debuff. When you are in them the debuff stops stacking on you and you can wait till it's gone. There are couple building in those areas that is outside of the thcort's reach too. Use TAB key to highlight them. If you tell the exact name of the map you are on, i can even tell you where you can find nearest one. Use wiki, user created maps or picture of the ingame map (if you are using latest version of the game) to learn where are you exactly.

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