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Topics - destroyor

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61
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.

62
General / Does recklessness works w/ bare fist?
« on: November 01, 2017, 10:22:49 pm »
As title.

63
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.

64
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%!

65
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.

66
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.

67
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?

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