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Messages - destroyor

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226
Suggestions / Re: Different Huszar
« on: October 20, 2018, 04:11:50 am »
people secretly use the Huszar in AR builds?

Doubtful. Huszar is in direct competition w/ Chimera and Huszar only wins in having a higher max damage and slightly higher (2%) critical chance. However, Huszar have a lower min damage, Burst precision: -5%, 30% less critical damage bonus (sitting at 100% making it unable to use critical power to further boost crit damage).

You can read my number crunching here:
https://steamcommunity.com/app/250520/discussions/0/1711816259058812447/#c1762481957302932812

The cost benefit analysis is clear, Huszar is the worst AR right now. Even if all your suggestions are implemented Huszar is still the worth AR. I don't know what to suggest but I agree Huszar does need a buff of ... something.

227
General / Re: The surface
« on: September 24, 2018, 11:08:12 pm »
Oh.. damn
Thanks !
Really appreciated
 :)

You... you do realize he's joking, right?

A woosh for me I guess ...

228
General / Re: The surface
« on: September 24, 2018, 10:45:07 pm »

If you've read Baxter's Ultima, I think something like the inter-dimensional space fungi that live in the interior of planets and have hive mind send a detachment in a meteor to colonize Earth. Those fellas caused Earth's Orbit to destabilize on impact and that produced severe weather changes, which resulted in agricultural disaster where plants were absorbing too much CO2 from the atmosphere and less and less minerals/vitamins from the soil because of slowed osmosis. In some regions the soil was rapidly ensalted because of the changed terrain and became downright inhospitable. Pockets of humans survived mostly because of forced adaptations of GMOs and a project was started to move the rest of the humans underground.

In the mean time the fungi were absorbing organic matter(it needs to be said that because of the chemisry of the Universe organic--that is carbon-based, life is statistically MOST likely) in order to increase their size and capacity, but in doing so they inadvertantly absorbed something else from the humans--self concious egoism. They became Tchort.

That's about the size of it.


Oh.. damn
Thanks !
Really appreciated
 :)

While it's certainly an interesting possibility, do note he's talking about the book Ultima, not the lore in game.

229
Suggestions / Re: Feat for single shot AR builds
« on: September 08, 2018, 09:58:43 pm »
I find ARs to be incredibly powerful as it is and don't know why they need buffed, but if you want to encourage a single-fire playstyle you could also consider adding a frame that's semi-auto only.

I agree, something semi-auto related would be the best solution - either some sort of attachment that rewards single shot and/or feat(s) locked to semi-auto AR.

I finished a hard game pre-ver 1.0.3.x w/ a single shot crit AR build using Smart Rapid 8.6mm Hornet (so every single shot = 10 AP). It's ... ok, not weak by any means by not amazing either. Burst AR build is just so much more powerful.

However, I think the attention would be better spend on improving throwing-only, knife, and firearm-only pistol builds. Single shot AR build should be at a lower priority.

230
General / Re: Beginner, looking for a Psi/Sniper Build
« on: July 24, 2018, 01:13:33 am »
Psi Sniper hybrid is one of the most powerful class in the game. OP you are correct the lack of defensive skills and three psi school are detrimental.

I cleared version 1.0.2 hard w/ the following psi sniper build:
http://underrail.info.tm/build/?AwGloJgVhGDYQHYQGYQEYFoelMXhhHoRq4yGECcAHBuqInTVRsBEQCwzlGHogODQR2iosdTh05ooAqLPhpEyqEA

You might raise your eyebrow at 3 WIL, but hear me out:
At 3 WIL, thought control psi skills are now a gamble. Late game enemies will resist your thought control when you need it the most, so thought skill = 0
You need 25 Psychokinesis for Force field, 30 for Electrokinesis, and 45 Electrokinetic Imprint. You don't care about the damage output from these abilities as you will use them for crowd control. 3 WIL = perfectly fine.
At max level, max Metathermics and 3 WIL, Thermodynamic destabilization (ThermD) = 189% of target's HP <- this is good enough, therefore you don't need to pump WIL.

ThermD is the bread and butter for this build. Snipe kill straggler from stealth, premediation ThermD the enemy w/ the highest hp near the center of the group; aimed shot kill ThermD enemy -> BOOM -> if need, adrenaline, toss a high grade frag grenade -> most of the time battle over.

If you want to try out my psi sniper build, please keep in mind version 1.0.3 changed junkyard surprise so it no longer offer +2 INT buff. You will need to adjust crafting skills accordingly.

You can find skill check thresholds and crafting skill requirements from my faq:
https://steamcommunity.com/sharedfiles/filedetails/?id=843557165

I heard you can also do a thought control sniper hybrid. I can't comment on that build as I don't have any personal experience w/ it.

231
As title, playing on dominating and the rathounds killed the GMS sentry early on. I can't get into GMS once I receive the GMS expedition quest due to the gate blocking the entrance.

232
General / Re: [DOMINATING!] Layout changes in DC ?
« on: June 16, 2018, 04:18:00 am »
You can quickly verify if there's been any layout changes in DC by comparing your game to these maps:
https://steamcommunity.com/sharedfiles/filedetails/?id=591392036

233
Suggestions / Re: A bunch of stuff
« on: May 30, 2018, 11:28:51 pm »
I think QT is fine the way it's, especially with the new dominating difficulty.

I get that it's bad when a game power-creep (new skill/gear introduce by update/DLC/expansion) but it's also bad when you over-nerf things. With the ver 1.03.x update we already see tons of nerfs:

Expertise - now 5mm SMG are useless on higher difficulty.
Infused leather nerf - this really hurts DEX brawler/psi monk due to the leather quality drop from Q19x to Q13x for fists. Tabi and leather armor provide less dodge/evasion bonus, combine with the global 30% NPC skill increase means dodge/evasion builds are no longer effective at dominating difficulty.
Powerfist stat reduced - metal fist build are already quite weak and they are now even weaker.
Infused siphoner tabi boots - dodge/evasion builds take another hit as you can no longer be immune to immobilization.
Reduced the ranged weapon precision reduction from low light slightly - seems good for players at first, but it actually reduces your chance to evade by standing in low light - yet ANOTHER hit to dodge/evasion build.
AP cost to retreat - making farming Faceless oddities that much harder.
Three-Pointer crit chance will now scale by throwing skill instead from dexterity - this is actually a nerf. High crit chance previously enjoyed by high DEX builds are now gone.

Instead of reducing player power I like to see more harder optional area and/or enemies.

234
General / Re: Crawlers / Death Stalkers
« on: May 13, 2018, 07:00:04 pm »
They attck not immediately. You retreat, use antidote, then just walk yo bump into them on a turn or next whe you should be stunned.

Sorry mate but I'll believe it when I see it. When you are playing a 3 con char on Dominating you are close to death when you get hit by a DS. Depending on your gear, taking an antidote while being Hyperallergenic could be suicide. "Just walk yo bump into them" when facing multiple DS on top of all that seems off.

235
General / Re: Crawlers / Death Stalkers
« on: May 12, 2018, 11:00:20 pm »
Dunno.
I did recently Protectorate Warehouse mission - 3-4 DS, 3 Con, no problem.
I even didn't use Uncanny Dodge in some cases.
You just need to intuitively wait-move to bump into DS after he bite you.
Then tazer, incapacitate or stun.
At least for melee.

Do you have a more detail explanation on "intuitively wait-move to bump in DX after he bite you?". It would be even better if you have a gameplay video.
Right now fight 3-4 DS, 3 con, dominating is a toss up for me. It would be amazing if what you said could be reproduce reliably.

236
Suggestions / Re: Ideas (or hopes) for future expansions
« on: May 01, 2018, 01:00:23 am »
You know those lights in Core City where it looks like day - all artificial as everything is underground. There are zero natural sunlight in Underrail.

237
General / Re: Crawlers / Death Stalkers
« on: April 30, 2018, 12:19:45 am »
- Heavy armor and evasion/dodge are polar opposites and both are equally viable when taking into account the builds they can support. (Avoidance is weaker than heavy armor, but comes with higher mobility/stealth/initiative potential to lessen the need for tanking.)

Evasion/dodge might be equally viable w/ Heavy armor on hard but this is simply not true on Dominating. I tested this extensively myself and I'm sorry to say the 30% global skill buff heavily penalizes Evasion/dodge build. When playing normally, your evasion/dodge will always lag behind npc weapon skills even if you max them every level. If you look at the return on investment of these 270 (135 for each) skill points they are simply not worth it.

238
Development Log / Re: Dev Log #57: The Rig
« on: April 14, 2018, 12:02:01 am »
I wonder if there will be a scrapper mission to take over The Rig?

239
No no no, surely it won't be something so crude. It'll probably be more like:

Iris: must protect father.
You: but you can't
Iris: ...

Critical error, primary OS offline, loading OS backup. Threat reassessment completed - probabilities of stopping intruder. 0%

System override per omega directive.

Iris offline
Skynet bootup ... successful
Terminator squadron: ready
Grievous reporting for duty.
Ultron operational status: ready
Sentinels operational status: ready
Remote connection to Unicron: communication hand shake successful, target acquired.
Anti-EMP field engaged.

Starting threat reassessment ... completed. probabilities of stopping intruder. 100%

240
And just like that, squadrons of deadly robots mysteriously materialize in the expansion and on the critical path of the base game for the next update. :)

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