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Messages - MirddinEmris

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226
General / Re: List of requirements of skill for crafting?
« on: April 16, 2017, 10:44:02 pm »
Vast majority of items created from components that have varying quality. The higher quality goes, the higher goes requirement too, also item in question becomes better.

There are exceptions though, like medicine. For those you can consult the wiki page http://www.underrail.com/wiki/index.php?title=Blueprints

227
General / Re: List of questions for devs
« on: April 09, 2017, 06:42:44 am »
And additional question about Heavyweight. Is it intended that this bonus doesn't work with Critical Power feat or is it a bug?

228
General / Re: Critical Power + Sharpshooter?
« on: April 07, 2017, 07:33:00 pm »
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Does the Sharpshooter feat take Critical Power into account?
Yes, it takes all of your critical damage above 100% into account regardless of the source.

Except from Heavyweight feat for some reason.

229
General / Re: Quick and dumb: do boots and armor DR/DT stack?
« on: March 29, 2017, 05:19:53 pm »
Yes, it stacks (up to 95% resistance for mechanical anyway). You can check it by pressing C key and going to Defense tab. It's where you can check your final numbers on resistance and threshold (and a lot of other stuff too).

230
General / Re: Looking for a glass cannon build
« on: March 22, 2017, 02:41:55 pm »
Well, xbow build can be pretty damaging, i easily reached 1k+ damage on crit with it.

Sniper builds are pretty straightforward and easy. You will need 7 Int, 10 Per (at start, max it for more damage), 5 Str (to actually wield sniper rifles) and 7-10 Agi. Feats: Nimble (so there would be no penalty to stealth), Aimed Shot, Snipe, Gun Nut, Sharpshooter, Critical Power and possibly Blitz. You, of course, will need to max Guns and Stealth skills, stealth is needed because it increases damage from Snipe ability. Mechanics is necessary to build a good rifle. For all your rifles i recommend Anatomically-Aware Scope to increase your critical hit damage and Smart module to increase damage from special attacks. You will need to craft at least two rifles, one 12.7mm using Corsair or Harbringer frame, depending on which you will find with higher quality and one 7.62 Spearhead with smart module and rapid reloader so you can shoot twice in one turn.

To further increase your damage, wear Smart Goggles and stealthiest outfit you can find (Ninja Tabi, Leather armor with soft padding and black overcoat, Tactical west with black overcoat, etc.).

To deal with enemies with high mechanical resistance, buy/craft W2C ammo when you can. JPH is good for enemies with low mechanical resistance if you want to increase your damage even more (which isn't really an issue at this point).

I would recommend to have some sort of sidearm (AR, pistol or SMG) to use when enemies got to close. SMG is best in my opinion since you have free feats to spare and with Commando + Spec Ops, SMGs will have best damage per action point ratio. You can also craft silent 5mm SMG when you want to kill your enemies one by one. Remember that Burst is a special attack so Smart module will increase damage form it.

With this build you can pretty much one-shot anyone in the game with Aimed Shot or Snipe attacks (sometimes you will need W2C ammo for this though).

231
General / Re: End game experience
« on: March 20, 2017, 07:28:27 pm »
Well, right now it's not as bad, there are more clues about what to do and where to go, respawn rates were nerfed as were some enemies. Backtracking is still there, though to a lesser degree, but it exists throughout the game, so if you are enjoying it right now, you'll be fine i think.

Many things will depend on your build of course (mostly on how OP it is, what weapon you are using and wherever you are stealthy). If you are using gun, i would recommend packing a lot of W2C ammo. You'll need it.


That being said, DC also provides a lot of info about setting's history and some people, if you like that. Also it's prettier)

So, don't be anxious, just craft best gear you can, stack up on ammo, meds and other consumables and go forth. If you are having trouble, you can always ask for help on forums and read wiki)

232
General / Re: Requesting Crossbow Build
« on: March 16, 2017, 01:04:07 pm »
Biggest obstacle for a crossbow build is an enemy with high mechanical resistance, so Elemental Bolts feats along with a variety of special bolts is a must for you.

233
General / Re: Requesting Crossbow Build
« on: March 16, 2017, 12:58:13 pm »
This is the build that i finished the game with on hard difficulty with oddities XP system

http://underrail.info.tm/build/?AwGloJgVhBmEDsi4gIwDYVPG2MeoSirCgCcm6oVIU8JxptMDawqYnOBI0vSsACxwAHHDIhBYqBzq1MCGAkwkVEEUA

You can drop Hypertoxicity feat (it's mostly useful for killing certain creatures in foundry), instead i would recommend taking Kneecap Shot feat or anything else that is to your liking. Also you can reduce biology to a level you are comfortable with, 80-90 is pretty good, you will be able to craft most poison bolts and useful drugs in the game. Just be careful so that effective chemistry skill won't drop lower than 75 (it will make your end game a bit easier).

If you don't use oddities system then pickpocket isn't that useful to you either. You can distribute free point to either Dodge, Throwing or even Persuasion, depending on where you want to go with this build.

Personally i used smart goggles to enhance damage from special attacks like Aimed shot and Snipe and it was more that enough to stay with pretty good damage for the entire game. But you can go for critical hit route and take Recklessness feat, seeker goggles and infused rathound leather armor.

With pneumatic cyclon crossbow, special tactics and use of an adrenaline, you can shoot 5 bolts in the initial round, two of which will be special attacks, in 90% of the encounters it is enough to kill/stun most of the opponents.

234
Suggestions / Re: Shops and crafting
« on: March 11, 2017, 05:26:08 am »
I actually would like to see high quality component as quest reward.

Ideally it should be for mid ~ late game. Another perfect spot for this would be the end game area, if you ally w/ a certain faction they should offer you a high quality component of your choice instead of the meh ammo and meds.

High quality components as quest reward would be indeed better option. Because right now it's kinda like this "Oh. They gave an assault rifle. Cool. Except i just took 3 better ones from guys i had to kill as part of the quest".

235
Development Log / Re: Dev Log #51: New Weapon Types
« on: March 02, 2017, 06:17:53 am »
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We experimented a bit with increasing the range for spears but that did not work out satisfactory.

Such a pity. Otherwise traps + spear would be a perfect combination.

236
General / Re: Special shop selection for Mercantile players?
« on: February 27, 2017, 04:43:12 am »
Well, the ceiling for quality maybe doesn't increase, but it is so much easier to actually find a component with high quality.

But yeah. it's still ordinary stuff without anything unique and crafting always WAY better than buying stuff

237
General / Re: Max required crafting skills for end-game loot?
« on: February 18, 2017, 03:36:16 am »
Well, if we are speaking practically, then you need to see what your character will need. You don't kill enemies with crafting skill after all. If you are using guns and metal armor and don't have points in the melee, stealth, dodge and evasion, then thinking about crafting leather armor and combat gloves is pointless which means that 105 points in tailoring is WAY more than you'll ever need. Think about what your char will use and then plan your points distribution ahead.

There are some investment that will be of use to almost any character.

15-20 points in electronics will allow you to craft Taser, and since quality of components will only affect damage it does, even if you craft it from trash, you will be able to stun your opponents for 1 round.

50 effective skill in biology will allow you to craft Focus Stim, which grants you +15% crit chance for 10 rounds. I don't think there are builds that won't benefit from this.

If our character doesn't use chemical guns, then 112 in chemistry is all he will need to craft most powerful mines and grenades. But if he doesn't have skill points in throwing and/or traps then he doesn't really need this either.

So, it all depends on your build, since there is no point in crafting something if you can't use it. What kind of build would you be playing?

238
Suggestions / Re: Balance XP progression
« on: February 15, 2017, 07:53:55 pm »
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I ended up with exactly 100 xp over the level cap, which would be enough to level up 3 more times.

Eh, more like 1.5 levels. If i remember correctly you need something like 60xp to get 26 lvl.

239
Suggestions / Re: Balance XP progression
« on: February 15, 2017, 07:50:23 pm »
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I don't agree with that, I feel like balance in oddity is as good as it can possibly be.

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Exploration, effort and knowledge need to be rewarded.

That was basically what i was telling. While you CAN (almost) reach level cap before final area with oddities, it requires a lot of effort, knowledge and so on. It felt balanced, unlike classic mode where you can easily reach level cap even before finishing core city quests.

It seems you tried to argue with opinion i didn't express ;)

240
Suggestions / Balance XP progression
« on: February 15, 2017, 03:37:46 am »
Right now classic mode is too imbalanced in my opinion, you can reach level cap long before final area and in my opinion it's a big downside because it breaks sense of progression for many people. Ans yes technically you can reach level 24 at least with oddities, but that means exploring every inch of the map and making every quest there is. It requires effort and knowledge. While with classic reaching level cap doesn't require all that much effort, you don't even need to grind respawning mobs or explore all that much.

Maybe less XP for killing and more from quests and oddities?

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