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Messages - destroyor

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16
Announcements / Re: Underrail: Heavy Duty DLC
« on: October 02, 2023, 12:06:04 am »
Heavy Duty will be a day 1 purchase for me of course.

I hope Styg is using this opportunity to test new infusion mechanic as well as experiment with better sound effect. I understand Underrail was started years ago and some of the sound effect are fine for what they are at the time. It just that the sound effect, especially for firearm, should be taken to the next level (more thump, i.e.: Sniper Rifle should give you a thunderous boom instead of sounding like a semi-auto rifle/airsoft gun).

17
Builds / Re: Fists and gloves vs Robots
« on: July 24, 2023, 10:54:48 pm »
You can craft shock combat gloves that deal extra electrical damage. Bare fist don't have the option. Both will need expose weakness against high tier robots like Naga and Industrial bot.

I would say all melee weapons have some sort of weakness. High DEX melee build can eliminate their weakness by taking Versatility feat (W2C ammo, acid chem pistol). Otherwise your options are the usual grenades, traps and caltrops.

18
Builds / Re: Unarmed Nimble Tin Can
« on: July 17, 2023, 01:19:36 am »
Just finished a classic dominating game w/ a modified version of OP's build:

https://underrail.info/build/?HgwMBwMDAwYAAADCoCjCmFBWMwAYfW0fX3UALQBGAABfK2EkJiATBsKoBxJFTzxCKsKpfBjinYwE4p-EAeKhkAPip4IC4ragBd-_

- As I suspected Force Emission is not needed nor, imho, optimal for bare fist build
- Build struggle hard during the early game, than became strong in most fights once you have bladed metal armor + 4AP punch + Tfb (+50% damage at max stack). However, this build is frustrating weak in fights against non-organic (robots - you are better off using shocked Tichrome sledgehammer + lifting belt) and on Jetski (you are better off using TiChrome Spear).
- Overall I would say any type of bare fist build is not for new players and should be treated as a gimmick/self-challenge build.

19
Builds / Re: Unarmed Nimble Tin Can
« on: June 08, 2023, 02:12:19 am »
Unarmed based crit chance = 5%
Focus Stim = 15%
Hardcore chips = 5%
Crit chance from 12 DEX = 7%

Total crit chance = 32%

@4AP per punch bone breaker proc chance is actually pretty good, especially against Boss mob on Dominating, same thing w/ Vile weaponry.

Lastly strongly agree this is really down to personal preference. I prefer to kill things as quickly as possible (drop dodge to 40 to put points in Bio, etc) as Underrail strongly rewards offence over defense. But increase defense w/ better armor + dodge/evasion + shield would work too.

20
Builds / Re: Unarmed Nimble Tin Can
« on: May 26, 2023, 09:35:23 pm »
Good job - a solid build - make me want to starting a new Underrail run.

Comments:

Lightning punches need armor penalty at or below 20% meaning it'll kick in at 19%, with Nimble that's 34%. With Armor Sloping and its spec 2/2 regen vest super steel armor with a Tichrome blade is sitting at 35%, which is just 1% over. I think it'll probably be better to take 1 or 2 spec points from Improved Unarmed Combat: Daze chance and put them to Lightning punches instead.

If you get Body Weight Training you can add 2 additional spikes for extra damage or 1 additional SS plate. On the other hand, if you skip this feat that'll free up a feat slot. I think skipping this feat would probably be the optimal choice, probably take blindsiding instead.

Not a fan of Yell and Brutality + Intimidation combo - I would replace them all with Sure Step + caltrops, freeing up lot of skill points; bonus: caltrops would work on non-organic too.

I think Daze and Wrestling debuff are overrated. If you take Wrestling you might as well just take Bone Breaker instead.

21
Good work.

I would suggest adding a section or two explaining individual psi abilities and different loadout recommendations vs various situations. I also think the quad school psychosis build is stretch just a bit too thin. It's 100% viable for sure but a two or three school (TM + any school combo) psychosis build would imho work much better allowing you to add lockpicking/hacking/persuasion/better crafting/whatever.

Again good job and it's always nice to see an active Underrail community.

22
Builds / Re: Max Int 0-crit LTI Electroshock Pistol Build (1-Turn Chump)
« on: October 30, 2022, 07:41:33 pm »
Inq's link:
https://underrail.info/build/?HgMKAwMKAw7CoF8AAAAAwqBLS0YARksUMksANwBGwpEAKCsmASlZAsKaWsKIS8KHMz8qwoXCtMK9woPCncKewq3ip74K4rGgBd-_
_______
Previous:
https://underrail.info/build/?HgMKAwMKAw7CoF8AAAAAwqBLS0YARksUMksAAABGwpEAKCsmASlZAsKaWsKIS8KHMz8qwoXCtMK9woPCncKewq3ip74K4rGgBd-_

OP, you need to re-adjust your build as you have 0 psycho above but you need 25 psycho for Force Field, 55 for Proxy, 30 for Telekinetic Grounding and 45 for Electrokinetic Imprint. However I must point out at 3 will and low Psycho, Force Field would be paper thin and of little help.
_______

With INT so high I think it would be better to invest in more chemistry for MKV grenade and that could be your main counter against Greater coil spider (I'm wondering how OP manage to clear dominating Greater coil spider horde with the build as is tho? Non-crit laser pistol shot with galaxy brain = ??? damage)

+AGI food and gear such as cave hopper streak, infused cave hopper leather armor, tabi will help with mobility and increase Ambush.

Overall seems like a solid build, good job beating dominating with your unique build OP. :)


23
Suggestions / Re: Make Hard and Dominating Harder (Spoilers)
« on: October 07, 2022, 08:14:10 pm »
Styg should look at Rimworld - game settings can be change individually with difficulty preset. I strongly hope this will be the case for Underrail two.

As for the original suggestions from Shoggoth - I would agree w/ Tytyger that most of them would kill build diversity if they are all hard and fast dom-specific. Also, incap is determined by Fortitude, not Resolve. I disagree w/ Shoggoth's suggested approach and would lean way more into randomizing encounter both in terms of enemies compositions, and trap locations. Some maps could even have destructible environment breaking and creating different choke points and cover blocking line of sight.

Anyway imho the ROI in updating Underrail further is just not there - everything I said here should be considered for Underrail two.

24
General / Re: Cryoliquid Blob Pistols outside of MT+Chem build?
« on: October 05, 2022, 11:15:20 pm »
Cryo pistol is best to stop things that are immune to immobilization like Greater Coil Spider, same w/ cryo chem trap. They are also decent in jetski battle. They are not your everyday workhorse but are suppose to be situation specific niche weapon.

25
Suggestions / Sharpening stone should show up under inventory Tools Tab
« on: September 29, 2022, 07:10:51 pm »
As title.

On a similar note you should check and see if the following items are showing up under Tools Tab too:
Protectorate Firearm Omnilube
Firecracker Cap
Contact-Activated Capacitative Sheet

26
Bugs / Re: Boarding Up Feat Bug
« on: September 12, 2022, 12:07:54 am »
Well, with Boarding Up and blocking mechanic being only so-so as best I don't think that's a bad thing. I think the best way is to change to the description instead of fixing the bug.

27
Suggestions / Re: Plasma beam targeting indicator
« on: May 23, 2022, 12:03:08 am »
If possible - yellow = first 2/3, red = last 1/3 range (full power).

28
Suggestions / Plasma beam targeting indicator
« on: May 22, 2022, 02:36:24 am »
Plasma beam should have a solid line of of red/yellow on the ground to help with aim, or at the very least have a "targeted" indicator pop up like ambush on every eligible target.

29
General / Re: Question re: Synesthetic Refocus
« on: February 27, 2022, 05:12:47 pm »
Thanks I'll check it out.

30
General / Question re: Synesthetic Refocus
« on: February 27, 2022, 01:18:33 am »
Anyone know how to obtain Synesthetic Refocus and if it's available every game or dependent on certain random event?

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