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Messages - destroyor

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331
General / Re: Two questions
« on: November 16, 2017, 11:27:52 pm »
See here:
http://underrail.com/forums/index.php?topic=3080.msg16190#msg16190

No, weapons are the things that go into your weapon slots. Throwing knives and grenades are combat utilities.

I think Recklessness is the only remaining old tooltip that still refers to "all weapons" ambiguously.

Expertise
Your non-critical crossbow, melee and bullet-based firearm attacks deal additional mechanical damage equal to your level, up to maximum 25 bonus damage.

So no, I don't think expertise works w/ throwing knives.

Neurovisual Disruption (ND) is not very useful for pure psi. In theory it's pretty powerful for psi sniper/xbow/knive hybrid, just use premediation, ND and you can snipe/cut-throat another victim after you enter combat. However it's not practical because:
- it only works on one single target and if you are fighting multiple enemies others can still see you.
- Npc with flare in their inventory will use them. (you lose all remaining AP + MP after using ND so you are fuck)
- psi sniper/xbow/knife hybrid have low will so your effective thought control would be low. If you have high will your other abilities will suffer. If you really want to sniper (cool down 3 turns)/cut throat (cool down 6 turns) a second time a far better method would be flash bang to restealth.
- if there's only one single enemy remaining yeah you could do this cool finishing move but it's often not necessary

Of course you can use locus of control w/ ND for second snipe/cut-throat (requirement 10 WIL(!)) but that's just not an optimal use of your ability points. I suppose pure psi can use this combo to get out of sticky situation ... but why do this when you can locus + enrage?

332
General / Does recklessness works w/ bare fist?
« on: November 01, 2017, 10:22:49 pm »
As title.

333
Dodge and evasion bonus from tabi boots/boots
Their dodge and evasion bonus will not show up on your skill screen but will be listed in your combat status. It's a feature not a bug!

http://underrail.com/forums/index.php?topic=1658.msg15970#msg15970
http://underrail.com/forums/index.php?topic=3047.msg15964#msg15964

334
General / Re: feedback about my last build
« on: October 16, 2017, 10:08:37 pm »
Consider that for weapon base abilities, even going from 10 to 16 increases your weapon damage only by 20% at level 25 (skill modifier from 242% to 290%) or the other way around, going from 16 to 10 lowers damage by 16%. That difference alone is not worth whopping 6 base points. But:
- Strength also gets you weapon-specific melee damage bonus (12%-60%) on top of that.
- Dexterity gives 18% light weapon AP cost reduction and 6% melee critical chance. Also precision for throwing.
- Perception increases precision. This might not be very useful with psi on the side, as you have many ways to nullify enemy evasion. It also increases detection, but at 10 per it's already good enough.
- Will is different. Instead of skill damage bonus, each psi ability has its own scaling similar to crafting components. Most psi abilities arguably scale better than any of the above stuff, while some don't scale at all.

The problem is not with damage but with accuracy. 10 ability might work for some build but it's just detrimental for others.

335
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.

336
Bugs / Re: missing alt-click for crafting
« on: October 14, 2017, 03:29:01 pm »
Well you can Ctrl + click in the crafting screen.

337
General / Re: Acid Cyclopean Eye
« on: October 13, 2017, 10:57:31 pm »
I'm not sure how you can unlock Core City before you enter Deport-A...

Also, I think - maybe you need to plant explosive (gang wars) before you enter Deport-A?

Sorry guess I wasn't being clear - I didn't see Two-headed Mutant the first time I enter Depot A. I decided to try to hunt it down after I unlock Core City.

338
General / Re: Acid Cyclopean Eye
« on: October 13, 2017, 10:29:32 pm »
So it's back to a mystery on why it spawn then. I still think it would help to wipe out everything in order to reset the area spawn.

339
General / Re: Acid Cyclopean Eye
« on: October 13, 2017, 10:02:15 pm »
Holy... But how? I've been looking for him everywhere and couldn't find.
Can't really tell you, sorry.  I didn't do some specific "Summon Two-Headed Mutant" ritual or anything.  I went everywhere I could before going to Depot A, killed the lunatic groups and the lurkers, the burrowers in all three places, did all the pre-Depot quests for both Scrappers and Eels, killed off the scavengers (didn't have Doctor, anyway), did Abram's first two quests.  Then went through the Wormhole, explored all the areas with turrets and junkyard muties, and finally went into the Depot proper, where that mutant was hanging out with his other mutant friends.

Sorry.  Didn't even know it existed, which is why I was surprised enough to screenshot in the first place.  Don't know what made it show up.

Since I missed this oddity first time around I went hunting for the Two-headed Mutant and managed to locate him. I think there's actually a set of condition must be meet before he spawn, not sure which:

1) Do all of the above ("went everywhere I could before going to Depot A, killed the lunatic groups ...") and/or
2) At least level 12 <- your level playing oddity if you did EVERYTHING before entering Depot A

So, I unlocked Core City, did everything, level 13 and continuously wipe out everything in Depot A. The Two-headed Mutant spawn on the third time and I got my oddity. Yay!

340
Suggestions / Re: Infused rathound leather boots bonus
« on: October 10, 2017, 10:56:34 pm »
Great, can't wait for the nerf update so I can get wasted dominate!

341
Suggestions / Re: Infused rathound leather boots bonus
« on: October 09, 2017, 06:00:23 pm »
So would this be fix in the upcoming "giant update"? Because I'm thinking of doing a bare fist build based on this boot and/or infused ancient rathound leather boots.

342
General / Re: Chemical/energy pistols
« on: October 08, 2017, 04:07:27 pm »
Yes they do infinitely respawn around Core city in two places: train platform and cave S, W, W from electric shop on merchant level. For some reason in my plays Faceless at the cave have exceptionally poor drop so I farm the platform. The trick is to have high mobility, use adrenaline + morphine + gas + fire and slowly push them back towards the tunnelers. They'll either kill or severally injure themselves running through gas + fire. Retreat once adrenaline is down, rinse and repeat.

343
General / Re: Chemical/energy pistols
« on: October 08, 2017, 02:55:45 pm »
Any build can take on the Faceless at Core city by using morphine, gas and incendiary grenades; that's pretty much the only reliable way to farm Empty Infusion Tank + Faceless Mask Fragment oddity without turning Faceless hostile in DC.

344
General / Re: [Spoilers] I just managed to escape from . . .
« on: October 07, 2017, 08:54:44 pm »
So Six is hostile? Damn never thought of escaping to test this out. I'm very curious to know if this change his reaction in DC as well.

345
Suggestions / Re: Infused rathound leather boots bonus
« on: October 07, 2017, 04:26:53 am »
Infused pig leather boots are pretty useful (as a tool to carry more loot, not as your day to day gear), but that's it.

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