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Messages - destroyor

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241
Oh crap you are right. Your question wasn't stupid because I'm stupid - it did went to my inventory.  :-[

Please disregard this bug report and consider the matter resolved.

Thanks To_an!

242
As title.

243
General / Re: Crawlers / Death Stalkers
« on: March 24, 2018, 09:16:59 pm »
He's playing a hammer user so he doesn't have quick tinkering and likely wouldn't be carrying any bear trap. But yes, you are right bear traps are very effective vs. crawlers/death stalkers. Yell ... not so much due to the long cooldown.

244
General / Re: Crawlers / Death Stalkers
« on: March 24, 2018, 06:45:18 pm »
Yes you can use caltrops while being in combat. You can manually enter combat by pressing the "ENTER" key.

I'm not 100% sure but I don't think Death Stalkers are immune to taser. What probably happened was it "resisted" the stun (see http://www.underrail.com/wiki/index.php?title=Fortitude#Defense).

Again if you are not farming for their stinger running, if possible, is the best option. If you do want to take them on run to a corner, manually enter combat, set your surrounding on fire and leave a "safe" path, use caltrops for extra detection. Flashbang is your safest bet to bring them out of stealth; throwing net is pretty good if you have high effective throwing skill; taser should be use as a last resort. Note you might not have enough utilities slots so you might have to swapped or equipped during combat for 50AP.

245
General / Re: Crawlers / Death Stalkers
« on: March 24, 2018, 06:20:26 pm »
Which difficulty setting are you playing on?

In general you need incendiary grenades, caltrops (Crawlers are immune to poisons so use regular version) against Crawler/Death Stalkers. You will also need taser/flashbang/throwing net to bring their dodge down to zero if you are having trouble w/ accuracy. One strategy I like to use is to light everything on fire using incendiary grenades and leave a single "safe" path (one tile path that's not on fire, use wall to block the other side) in turn based mode. The crawlers/Death Stalkers will attempt to walk on the "safe" tiles so you can use mp to bump them out of stealth by walking back and forth on these "safe" tiles. You can watch your combat feed + caltrops on the ground and throw grenades/flares to bring them out of stealth.

Running away is also another option. They don't really drop anything good unless you are farming crawler stinger for meds.

Forgot to mention: you might want to consider crafting a TiChrome hammer and use tabi + lifting belt as this will allow you three attacks per turn without the use of adrenaline.

246
We need a dev to confirm this, but I don't think ThermoD can crit.

Re: Muzzled vs. compensated - sorry I'm wrong here as I wasn't really thinking about your specific case. With your effective gun skill so low I do agree w/ you compensated wins for your case.

edit: @SubterminalOptimization - didn't realize you can block the passage using Sower Tentacle wall. I'm wondering if I have your permission to add this tip and use your image in my Steam guide?

247






Interesting read, however I would like to point out some problems:

1.)
ThermD @ level 8 won't really help you out that much. I tested ThermD using my Psi Sniper and obtained the following:


Effective meta skill = 125
ThermD = 175% Health damage (50% heat/50% Mech)

hits Tchort for 689 damage (405 Heat 284 Mech)

Tchort evades 130 damage (65 Heat 65 Mech)

Tchort resists 931 damage (405 Heat 526 Mechanical)

Raw Damage:
Total = 689 + 130 + 931 = 1750
Heat = 405 + 65 + 405 = 875
Mech = 284 + 65 + 526 = 875

So some simple math will conclude Tchort will:
Evades = (130/1750)*100% = 7.43% damage
Heat resist = 405:405 = 50%
Mech resist = 284:526 = ~65%

At 3 WIL level 8 you are only going to have 44 effective Meta skill, meaning ThermD will do 94% Health damage, so with tentacle you will get 940 raw damage, or (217 Heat + 152 Mech) 369 damage after resists + evasion.

Honestly I just don't see how you can do enough damage as a 3 WIL level 8 Psi. Your Neural Overload, even when crit, does very little damage (10-11 base).
*see http://www.underrail.com/wiki/index.php?title=Neural_Overload

2.)
Muzzled vs. compensated.
Muzzled will always wins out due to the fact the two extra bullets can crit. However this brings us to the next point which is ...

3.)
Focus stim does not help you in mushroom forest as hostiles there are immune to crit.

Remember even if you blow up all four mutagen tanks Tchort will still regen health (at a slower rate). With your damage output so low per turn I just don't see how a level 8 psi can win. I'm also doubtful a level 9 AR can win due to your low effective gun skill and Tchort's relatively high evasion.

248
Site Feedback & Suggestions / Re: Can't see reply to message
« on: March 11, 2018, 04:40:45 pm »
Thanks epeli.

A suggestion - those should be the default setting.

249
Site Feedback & Suggestions / Re: Can't see reply to message
« on: March 10, 2018, 07:09:39 pm »
Didn't realize my original message got cut off ...

Anyway it should be:

So I replied to a message and the message in question now read:
You have forwarded or responded to this message.

However you can't see what you wrote at all. It's really hard to keep track of what you wrote.
I think your reply should show up just like in a regular thread and/or response sent to sent item (it's not there I checked).

Lastly yes this shouldn't be a priority but it would be nice to see this fixed if it's a simple fix.

250
Site Feedback & Suggestions / Can't see reply to message
« on: March 09, 2018, 05:14:35 am »
So I replied to a message and the message in question now read "

251
General / Re: Protectorate and Psionics
« on: March 04, 2018, 11:33:49 pm »
Yeah right now only Faceless gets the good stuff. If cybernetic implants are available to the player it would be cool to see faction specific implants in addition to the regular stuff.

252
General / Re: Protectorate and Psionics
« on: March 03, 2018, 04:25:19 am »
Actually I do see a reason for it - if there's no viable technological defense against mind reading it make sense the higher up wouldn't want a psi squad. Why risk having your underlings read your mind when the regular troops + chem squad already does the job? Lore wise it seems any regular Joe with the right gene could have the potential to be a psi user and it's very hard to contain and/or control that kind of power. High tech gears + training could be held tightly with power but not psi. In fact it's a bit strange how there isn't more anti-psi tech in Underrail (anti-psi field generator, psychic nullifier collar/straight jacket, mind reading resistant/immune helmet, etc).

I'm actually more surprise how there isn't any cyborg and/or biological augmentation since BioCorp already seems to done tons of research on them.

Edit: in most media mind readers are usually treated w/ contempt and/or suspicion. With the Lunatics wreaking havoc I can see the general Underrail population being very wary of psi users, a la X-men.

253
And now that we have removed cooldown for the hacking and lockpicking, could we remove the cooldown from the last crime - pick pocketing?

But how would that work tho?

254
How do you deal with ten Azuridae at Newton's? My Psi build couldn't throw enough nukes at them.

Also what's the most powerful build right now? I'm using SMGs with 16 Dex now but there's probably something even better.

Block off the area using doors and try to lure them in one at a time. Use throwing nets, bear traps, caltrops, and incendiary/HE grenades + your class' main damage skill to finish them off (some of them or all of the above depending on your build).

As for the most powerful build right now imho it's still stealth psychosis psi, see this thread: http://underrail.com/forums/index.php?topic=3264.0 . Assuming we are talking about dominating difficulty, couple changes are: energy pistol + chem pistol both rank up to the bottom of Good Tier; Unarmed builds dropped a tier due to infused leather nerf + dodge/evasion (more on this later); SMG are now weaker due to expertise nerf + npc (evasion) skill buff; the 30% NPC (weapons/dodge/evasion/etc) skill buff significantly reduce the effectiveness of dodge + evasion and I dare say dodge + evasion builds are no longer viable on dominating.

destroyor: Okay cool, I'm happy to hear confirmation on some points and I also feel as though I am more in your corner in terms of concerns (roadblocks).  Other comments here make me think that I've been really overestimating the complexity of beating the game at low level so at least I'm not crazy in thinking some of these things, even if doable, are at least not *obvious*.

First it was traps and now throwing, two things that I just automatically assumed could not possibly be effective in the final fight are heavily recommended in this thread.  Extremely interesting to me.  I have never run a character with more than Throwing 0.  I seem to have really misunderstood the effectiveness of these weapons?

In my mental simulation of a throwing/trap character vs. Tchort, I climb down the ladder, a tentacle pops up, and I instantly die.  If I highroll, I kill one tentacle and then die to the next 3.  Can you point out my misconception here?  It really sounds like I'm grossly misunderstanding how survivability for these builds works.  I am assuming Chemical Assault Unit armor...is there something that is better for this fight that I could have at level 4 or level 10?

I think I missed a roadblock - the mushroom forest heart chamber could be a problem due to those damn spore turrets. I don't know if a low level char (even if psi) could be make good enough to win this one.

The non-critical damage of grenades are based purely by its grade (no damage buff from throwing skills) so they are very effective if you rush crafting. Crawler caltrops are extremely useful and probably essential in stopping Tchortlings when facing Tchort. If you solved the mutagen puzzle and you are lucky the psi tentacle will be out of the game. If not, this is going to be a very difficult, if not impossible, battle. Shield + high CON + hp/regen gear + morphine + aegis will allow you to tank the damage from the rest of them. Quick tinker high grade HE mines + high grade HE nades every 2 turns to damage Tchort, crawler caltrops to stop Tchortlings.

Bear traps don't work on Tchort, but mines do. The way to kill him with traps only is to blow up the 4 tanks with TNT while in stealth first. Then you use Quick Tinkering to put an HE mine near the eye, run back to the saferoom, repeat until there's no more place left for mines to damage him, detonate the mines with a grenade, repeat until dead. You might need to put some bear traps to keep the tchortlings from interfering. If you do the mutagen puzzle (and the mind control tentacle is one of the killed) and find a decent energy shield you should be able to survive enough hits to heal up in the saferoom.

There are 4 main issues I see with this:

1. Stealth is essential. If high AGI+maxed stealth at level 4 and bonus stealth from gear/cloaking device are not enough to get past the detection threshold of tchortlings and the tentacles, I doubt this is possible. You would have to do the math before attempting this.

2. I did this with MK V mines, on a lvl 4 char you would be limited to bought MK III mines. That and the fact that Tchort has 1000 more HP means you would have to bring a lot more mines to DC, so carry weight might be an issue. High STR and/or Pack Rathound might be necessary.

3. That tremor damage Tchort deals to you through the entire fight, it gets bigger with time. Doing this with MK III mines will take a lot of time and a lvl 4 character won't have a lot of HP. It's going to be race.

4. Getting through Emporion might be even harder, considering the ungodly amounts of lunatics on DOMINATING there.

I'm not entirely sure if this is possible, but it might be. I could see it working.

I honestly don't think that'll work fighting Tchort. With the increase Tchortling spawn rate you'll eventually be boxed in somewhere before you blow up all 4 mutagen tanks. At level 4 on dominating I just don't see how you can get effective stealth high enough.

Emporiom could probably be cheese using toxic gas grenades.

255
I can see couple roadblocks on dominating for a low level char:
1) w/ the increase of NPC skills (dodge/evasion) you'll probably have a lot of difficulty w/ accuracy late game
2) The vastly increase debuff rate for Eye of Tchort + increase npc skill (detection) = extremely difficult, if not impossible, to avoid fighting Tchortlings in DC
3) Not doing enough damage to Tchort even if you solved mutagen puzzle

On the other hand you can beat the IRIS as long as you have quick tinkering, EMP/HE grenades and Grenadier so I don't see a problem w/ it.

As previously mentioned a tri-schooled Psi char is probably doable. An viable alternate low level char would probably be a throwing only char. You only need 69 chemistry for Frag/HE grenades MKIV which is possible at level 10 w/ 6 INT. This also bypass the problem w/ accuracy + not doing enough damage. Bear traps/throwing net reduce NPC evasion to zero; MKIV grenades + high grade mines pumping out damage. A very rough draft would be something like this: http://underrail.info.tm/build/?CgMHBgoDBwYAPAAAAAAAAAAAGQAAPAAAAAAAAAAACDljMBZfPg

Interesting concept OP, hope you'll report back here if you decided to do it.

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