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.


Topics - destroyor

Pages: 1 ... 3 4 [5]
61
General / Energy pistol build
« on: December 30, 2017, 11:25:00 pm »
I'm posting this thread because I've seen a couple threads about how energy pistol suck (since deleted) and how ambush is useless here and there.

In ver 1.0.3 energy pistols received a buff. The single most important change is the base AP cost reduction of laser pistol from 22 to 15. Energy pistols are very strong when they crit and pathetically weak when they can't crit. So our goal here is to a) increase critical chance and b) increase critical damage bonus as high as possible. A properly build and geared energy pistol char can clear ver 1.0.3 dominating difficulty. http://underrail.com/forums/index.php?topic=3281.msg17979#msg17979

First, my build: http://underrail.info.tm/build/?GQMNBwMKAwfCh8KHAAAAwodxADIcKFt2SzBwAAAAAAAAARkxMB5RWRZLAj4zwppa
Evasion and Pickpocketing are optional. In theory it's possible to drop fatal throw and take psi empathy + premeditation and turn this into a psi energy pistol build. Or take more biology for SS drug. Or take mercantile to unlock special merchandise tier (in ver 1.0.3 special merchandise tier seems to spawn higher quality crafting component. However I don't see this being mention in the patch note - Confirmation/comment would be greatly appreciated).
At 14 DEX (using eel sandwich) a typical fight would be -> incendiary grenade to setup ambush, laser pistol crit shots @10 AP, electroshock pistol @21 AP (10AP point shot), plasma pistol @29AP (14AP point shot). Or stealth exit vent, aimed shot w/ plasma pistol obliterated your target, enter vent, rinse and repeat.

Gear (not even top tier, components used are around quality 12x ~ 13x):
Seeker goggles (crit chance +16%)
Infused rathound leather armor (crit chance +11%)
Recklessness (crit chance +7%)
Focus stim = crit chance +15%
= 49%

Laser pistol (crit chance = 6% from gun) = 55%
Plasma/Electro pistol (crit chance = 5%) = 54%

Feat
Ambush = crit chance + (20% + 0.3% * stealth skill points)
If we assume stealth skill point = 113 than crit chance = 53.9%

When you add everything up crit chance = 107.9 ~ 108.9%.


Next we have to understand and properly setup ambush. You can check your character's light level by studying your portrait. There are actually 5 different light levels:
Level 0 = completely darkness, portrait is completely dark
Level 1 = a little bit of light, portrait will flickering between darkness and light
Level 2 = some light, portrait will flickering between darkness (short time) and light (long time)
Level 3 = almost full light, portrait will occasionally dim but will stay bright most of the time
Level 4 = full light, portrait stay bright all the time

Ambush will only work if your char is at light level 0 ~ 1. It's actually very easy to confuse light level 1 with level 2 so to be safe always try to shoot from light level 0.

Similarly you can check your enemies' light level by right mouse click on them and looking at their portrait.

Next - the best way to light up your enemies is incendiary grenades. You will need a high effective throwing skill because you want the fire and light to land exactly the way you want it. I max out my throwing skill in my build for this reason. Once thrown you'll get this:

G = grenade landing spot
H = burning tile
E = empty space, nothing is happening

Code: [Select]
EEHHHEE
EHHHHHE
HHHHHHH
HHHGHHH
HHHHHHH
EHHHHHE
EEHHHEE

Burning tile will give off level 4 light up to 2 tiles away. You'll get another two tiles surrounding the area w/ various level of light (level 3 ~ 1), and than finally complete darkness. You should throw an incendiary grenade in turn base mode and learn its light locations.

If for some reason your incendiary grenade failed to light up your target you can try again on the same turn using a flare. Again you should throw a flare in turn based mode and study its light locations.

Energy pistols builds have the following weakness:
slow start and difficult early game
low accuracy
short range
fighting in small tight area where ambush is not possible
fighting in brightly lit area where ambush is not possible
enemies that are immune to critical (bladlings, and everything in mushroom forest)

Grenadier + three pointers + high grade frag/HE grenades will cover up some of these weaknesses (fighting when ambush is impossible). For early game quick tinkering + bear trap + abuse line of sight is the way to go, at least, that's how I did it. Ambush will help a bit w/ accuracy since it ignores half of ambushed enemies' evasion. For the end game I highly recommend you bring along advanced catalyzing belt, a fire/acid chem gun and a rapid smart 7.62mm Jaguar SMG in addition to your energy pistols.

I would rank energy pistol as the second weakest average tier class (the weakest being chem pistol) in reference to http://underrail.com/forums/index.php?topic=3264.0. It climbed 2 tiers from poor tier in this patch. It's on the same tier as a crossbow build but rank much lower due to the short weapon range and low accuracy. You can also kill yourself if you are not careful w/ your electroshock pistol. :P


Nerd Commando posted an alternative energy pistol build focusing on AGI, PER and INT.
https://www.youtube.com/watch?v=yRf-gTw0jnc

62
Bugs / Epione Lab investigation - Doberman bug
« on: December 17, 2017, 02:54:52 am »
I'm not sure if this is intentional or not but Doberman is invisible. I can't target it with weapons since I can't see it. I was able to trap it w/ a bear trap and killed it w/ grenade.

Edited: Doberman won't be visible no matter what you do - trapped it, incap it w/ flashbang, damage it w/ frag grenade.

63
Bugs / Praetorian Security second quest bug
« on: December 12, 2017, 03:42:29 am »
The second quest - Sewers generator area contains a secret room that's only one way. You can enter but you can't get out.
https://i.imgur.com/9r4hlzU.png

64
Bugs / [1.0.3.13]Gorsky won't give you Level 1 Storage Key card (GMS)
« on: December 10, 2017, 02:09:33 am »
I finished the GMS quest and talked to Quinton about GMS Level 1. When I talk to Gorsky he'll mention Quinton making a fuss but won't give you the key.

65
General / PSA: Before testing version 1.0.3.13
« on: December 08, 2017, 06:21:15 pm »
Just a friendly reminder before you download the new experimental branch with version 1.03.13

Backup your game + saves by copying the following to a separate backup folder (preferably on another drive so you don't confuse the two)

Game folder:
D:(or the drive you installed the game on)\Steamlibrary\steamapps\common\Underrail

Save folder:
C:\Users\(Your user name)\My Documents\My Games\Underrail\Saves

The removal of INT+2 from Junkyard Surprise will fundermentally change the game. Please keep this in mind when planning your build and this won't change until we get the INT+2 food (hypercerebrix) from expansion.

If you are playing the Steam version of the game, I can confirm the game won't update until you login Steam. So You can keep your older version by running the game directly and avoid logging in Steam. If you opt in the previous expermential branch, you can stop the download by opting out of the BETA before the download is finished (Library -> right click on Underrail -> Property -> BETAS (tab) -> Select the beta you would like to opt into: "None - Opt out of all beta program"

If you didn't backup your old version of Underrail and already updated to version 1.0.3.13 but want to roll back; You can try using the following (Please note I did not personally test this.):

https://web.archive.org/web/20170513184405/https://codepen.io/fireundubh/post/steam-rolling-back-to-previous-versions

Link to Depot Downloader:
https://github.com/SteamRE/DepotDownloader/releases

Steamdb info on Underrail:
https://steamdb.info/app/250520/

Steamdb manifests info on all Underrail public branch:
https://steamdb.info/depot/250521/manifests/

_____
Copy from Waybackmachine site copy in case the server is down:
Here's how to roll back any game on Steam. Example: The Witcher 3.

    Download the binary release of Depot Downloader.
        More experienced users can compile the source code.

    Extract the files from depotdownloader-2.1.1.zip to C:\DepotDownloader.

    Open a command prompt and navigate to that directory:
        Type: cd C:\DepotDownloader

    Find the App ID, Depot ID, and Manifest ID at SteamDB, or use the information below.
        Type: depotdownloader -username STEAM_USERNAME -password STEAM_PASSWORD -app APP_ID -depot DEPOT_ID -manifest MANIFEST_ID

    When the download completes, you'll find what you need in the depots directory.

    Copy those folders and files to the appropriate locations in:
        C:\Program Files (x86)\Steam\SteamApps\common\The Witcher 3

    Congratulations! You've succesfully rolled back to that previous version.

The Witcher 3 x64 Executable (App ID: 292030, Depot ID: 292042)
Manifest ID    Release    File Ver.    Product Ver.
3717607325272315955    1.02    3.0.0.0    3.0.0.311278
7280951713052607122    1.03    3.0.4.50268    3.0.0.312412
7240451048073564713    1.04    3.0.4.51444    3.0.0.313588

Example:

depotdownloader -app 292030 -depot 292042 -manifest 3717607325272315955

The Witcher 3 x64 Binaries (App ID: 292030, Depot ID: 292032)
Manifest ID    Release
8931080003419721881    1.02
8035711840865081507    1.03
1342699152946823786    1.04

Example:

depotdownloader -app 292030 -depot 292032 -manifest 8931080003419721881
_____

66
General / Version 1.0.2.4 Class ranking
« on: November 25, 2017, 11:25:21 pm »
I thought we can have a little fun by talking about your personal opinion on the current ranking of all classes as of version 1.0.2.4. For my own ranking, details on specific build can be found at http://steamcommunity.com/sharedfiles/filedetails/?id=843557165 , character build section. I'm going to list my personal ranking for all classes in order - so yes, I do consider DEX based psi monk > pure psi (tranquility).

Top Tier
  • Pure Psi - Stealth psychosis psi, receive 89% less damage from all sources for three turns if you take Stoicism + Morphine Shot + Aegis, combine this with Survival Instinct and you get an unstoppable critical psi killing machine. I truly believe this build is the NUMBER ONE build in Underrail right now.
  • DEX based leather combat gloves psi monk - unlike a traditional psi monk, this build skip Locus of Control + force emission, WIL set at 3, invest just enough skill points to get electrokinetic imprint and cryostasis. Pneumatic strike is a must. Insane damage output + high number of attacks + premeditation CC psi skills = #2 build on my list.
  • Pure Psi - stealth tranquility build
  • DEX based leather combat gloves brawler - same as the psi monk above, minus the CC.
  • Psi (Metathermics) Sniper - premeditation Thermodynamic Destabilization turns a single target into a bomb with true AOE. Fights are usually over in one turn.
  • Max DEX pure SMG - a boring but effective killing machine, burst at point blank range, hit and run to the next target, rinse and repeat ad nauseam.
Good Tier
  • SMG/Sniper hybrid - it's actually very easy to fit a SMG burst within 20AP (adrenaline shot) so combine with commando you can easily get 2 sniper shot + 2 SMG burst per turn.
  • Mobile Assault/Sniper hybrid (high AGI, low CON)
  • Pure Sniper - rare to see, I guess you will be using your adrenaline shot for grenade/medicine/taser?
  • Sniper/pistol hybrid - never played one, I would guess pistol is a poor fit due to the need to pump DEX. On the other hand this is still a sniper build so it shouldn't suck.
  • Pure Crossbow - unlike sniper xbower is very starve for skill points and feats so Psi (Metathermics) xbower is actually weaker than pure xbow. You have traps, tons of option in the form of special bolts but Snipers are still stronger due to W2C ammo.
  • Heavy armored Assault/Sniper hybrid (high CON, low AGI)
  • STR+CON based Sledgehammer - don't know why but I always get a kick when I chase down an enemy and just sledge them into the ground in one hit. Good night!
  • Pure Assault - sort of rare to see as Aimed shot is available at level 1 and Assault users usually have a natural ability (STR) to use a sniper rifle.
Average Tier
  • STR based metal combat gloves psi monk - very similar to DEX based leather glove psi monk but STR based.
  • Traditional Psi monk (STR+WIL based, get locus of control, focus on force emission and telekinetic proxy) - great damage on paper, quickly run out of psi points in actual battle. Damage are seriously undermined by enemies' mechanical resist/threshold.
  • STR based metal combat gloves brawler
  • Assassin (DEX knifer)
Poor Tier
  • Firearm based pistol - I think a comment is warranted on the .44 Hammerer pistol. The spread of this weapon is VERY large; it has a very low minimal damage and a decent max damage. If you are unlucky and rolled min damage on your special attacks (execute/kneecap shot/aimed shot) the damage would be very disappointing. I know people in the forum like to calculate average damage of a weapon but in practice the effect of a low minimal damage is very real and painful.
  • Energy based pistol - I just couldn't get this to work as there's just not enough ability points to make this good.
  • Throwing (explosive+traps hybrid) - Damage output is actually not that bad if you focus on critical grenade. Problem here is 1) hard to start 2) tedious (hunt for super steel plates, (god damn!) Hexogen(!) and Napalm C(!)) and costly to setup gear and craft enough (MK V) explosives. 3) Throwing knives are useless against inorganic targets w/ high mech resist. Quick tinkering is a must.
  • Chem pistol - right now this is a very fancy way to suck. You have acid, ice and fire and the best of them, fire, is decent but a lot of enemies are immune to burning.

67
General / Does recklessness works w/ bare fist?
« on: November 01, 2017, 10:22:49 pm »
As title.

68
General / Minor tips and tricks for Underrail
« on: October 14, 2017, 05:07:06 pm »
Well this post is inspired by a bug post I saw earlier - just wanted to post some minor tips and tricks for Underrail. Please add your own below!

F1 will bring up the interface help screen, but it doesn't tell you you can just hit "enter" key to manually start combat.

http://www.underrail.com/wiki/index.php?title=Controls - control list
http://isometricland.net/keyboard/chart-underrail.php?gam=120&sty=15&lay=1 - keyboard command chart

Looting screen - Right mouse click on an item to instantly loot a single item, "a" key to loot all, Alt + click = transfer item between screens

Inventory screen - Right mouse click then left mouse click on a loaded weapon to unload its ammo. Remember when you recycle a loaded gun you'll lose those ammo. Ctrl + click = instant equip item

Crafting screen - clicking on the crafting component square will auto-scroll through all available components. Ctrl + click will select specific component.

Pickpocketing screen - Alt + click = pickpocket item

Currency exchange - Colton in Junkyard is a ripoff, just exchange your SGS credit w/ Blaine/Jack Quicksilver/Old Jonas to Charons using normal trade.

Want to run faster without using cheat engine? Use Sprint outside of combat and/or wear high grade Infused Cave Hopper Leather armor + tabi/boot w/ boot spring.

If you have high enough bio you can carry ampules and convert organs into useful chem which is far lighter.

Infused pig leather boots increase carry capacity by 30, rathound BBQ adds 1 STR, powerfist adds 1 STR, rathound regalia adds 1 STR - so you can increase your carry capacity by 60 minus their respective weight. Or just use Cheat engine. :)

No one will buy the following items: throwing knives, throwing net, and bolt trigger.

69
Suggestions / Infused rathound leather boots bonus
« on: October 07, 2017, 03:18:56 am »
https://i.imgur.com/JgIPMN2.png

A Q172 infused rathound leather boots will grant you a crit bonus of ... 2%(!)

I mean it's rare you would wear a pair of boots as a melee char but this bonus is ridiculous. I think the crit chance should be increase a lot higher than 2%!

70
General / List of questions for devs
« on: April 08, 2017, 08:37:41 pm »
  • Does heavy punch work on pneumatic strike from combat gloves?
  • What's the actual chance of setting a target on fire from Pyromaniac? Is it a fixed %, based on effective Metathermics skill or something else?
  • Would like to confirm if additional stealth damage for snipe is based on effective or base stealth skill point. Ditto for ambush.
  • Would like to confirm if it's base or effective total armor penalty being added as critical damage bonus for Heavyweight. Is this bonus display correctly on the combat stat screen?
  • Will you implement an indicator on the cursor for ambush?
  • Will you update the combat stat screen to indicate critical chance and bonus for grenades and throwing knives?
Thanks in advance.

71
I published a steam guide In-depth FAQ *contains spoilers* using publicly available information from Steam forum, official forum and the official wiki.

I linked a quite few posts from here so a shoutout to Wildan, hilf, GawainBS, Hazard, Altos, Kachajal. Special thanks and credits are given in the special thanks section. Please tell me if you don't want your post/name/whatever on the FAQ and I'll remove them.

Run out of steam towards the end so I'm sure there are lot of grammatical errors and weird sentence structure and my rambling just goes on and on and on ... critique/feedback/comment/correction are welcome.

72
General / Highest hacking required *spoiler*
« on: January 16, 2017, 08:17:28 am »
According to the wiki you can reboot IRIS w/ effective hacking skill of 130. However I remember (pre-experimental patch) you need 130 BASE hacking skill for the reboot?

Would anyone confirm if you can do the reboot w/ 130 effective hacking skill? And if Huxkey affect this as well?

Pages: 1 ... 3 4 [5]