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Messages - destroyor

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346
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%!

347
General / Re: Chemical/energy pistols
« on: October 04, 2017, 11:03:34 pm »
What about poison then? Or high mechanically resistant targets recieve no damage at all?

Aslo, I remeber I saw build on rutracker thread about Underrail, that was tremendously OP, it was mix of melee and throwing (before it was nerfed), that build could kill  6 enemies in one turn I think, or even more.

Well throwing knives have a base AP of 18 and you can bring this down to 11 AP with 17 DEX. Burrower Poison Throwing Knife deal 7 damage each turn for up to 5 turns. Stacks 5 times. Cave Ear Poison Throwing Knife can increases all biological damage taken by 50% and reduces perception by 5. Hypertoxicity increases damage done by poisons you apply by 100%.

So under ideal condition you deal one hit w/ cave ear + 5 hits w/ burrower, the max poison damage is 35 * 250% = 87.5 = 87 damage per turn, but you just used 66 AP against one high mech resist target and ... it's not very effective when your enemies have health from 200ish~600ish. You are better off quick tinkering a HE mine besides the target and then toss a high grade HE grenade.

Another problem w/ poison is robots are immune to poison - solution: EMP grenade MKIII.

Overall I think throwing build could use a buff helping the build dealing w/ high mech resist/DT targets, either a feat like expose weakness and/or explosive/plasma throwing knives that will bypass mech resist.

Fatal throw can refund 18 action points per kill without limit before ver. 1.0.1.8, now this can only happen once per turn so nothing OP here.

348
General / Re: Chemical/energy pistols
« on: October 04, 2017, 03:18:21 am »
all of them are good points that I cannot argue with, and as you said I highly value the cc and bypass nature and the damage type of chemical pistol, to the point where I do not consider the damage difference to put chemical pistol as vastly inferior or inferior in everyway compared to 0.44 and its positives and negatives, whether it's alright to buff chemical pistols or not I do not know, but I strongly think throwing knives should be buffed before the developer even touch chemical pistol (doing a throwing knives poison build right now) , all the points, either good or bad about chemical pistols are already made, so I rest my case unless someone has something new to add.

I won't even try to analyse throwing knives as my experience with them is laughably limited, but I would be inclined to agree that they are pretty crap (I've always thought of them mainly as a poison-delivery device for characters with Throwing, but I don't think that's the developer's intent). For chemical pistols, just doing something about the inability to benefit from stacked effects would make a huge difference to them. Some kind of AP cost mitigation would be good too, even just making them work with Gunslinger.

Actually throwing knives do alright (not good, not great, just passable) damage if you max DEX and throwing. The problem w/ them is that a throwing knives build lacks something like expose weakness, so is helpless against high Mech resist target. You can combine grenades + quick tinkering + traps to cover this weakness but it's not ideal.

349
General / Re: Chemical/energy pistols
« on: October 02, 2017, 11:03:15 pm »
You guys sure ambush works w/ grenades? The description said ranged weapon and off hand I don't remember nade criting with "Ambush!" sign in my game plays.

350
General / Re: The Future of UnderRail and it's main storyline
« on: October 01, 2017, 08:20:46 pm »
Well you got to remember there's a financial aspect to this as well. Expansion and DLC sales are usually determine by the sale number of the base game. A sequel can possibly draw in a new player base + existing fan base of the original. Like I said before if you like something please support the shit out of it or it'll die and disappear. If sale numbers are good I'm pretty sure we'll get more Underrail and/or other IP by Styg & Co.

351
General / Re: Super Slam feat question
« on: September 29, 2017, 10:58:27 pm »
Fenix stated he will reply on stealth. When you attack from stealth you have 0 MP, how are you going to next target without Sprint/Hit and Run?

352
General / Re: Super Slam feat question
« on: September 29, 2017, 02:24:42 am »
It's your game but objectively the 7 PER is a bad choice here. At 4 AGI, your dodge and evasion will fail often even if you max dodge and evasion, plus MP could be another problem as well.

353
General / Re: Super Slam feat question
« on: September 29, 2017, 01:07:08 am »
You can reach 20 STR by having 16 STR, wear Rathound Regalia +1, use adrenaline +2 and rathound BBQ +1.

354
Just wanted to show OP the thread because the title 100% completion, and he could probably touch base w/ Tygrende later on  as well.

355
1-2 Lowest effective pickpocketing to be useful is 50. If you are playing oddity mode and using pickpocketing as an alternative to lockpicking and/or hacking you'll probably want it to be around effective 100ish.

3. Not useful.

3. For evasion it should be max or nothing. You can take 0 damage from triggered mine if your evasion is high enough.

5. and 6. http://underrail.com/forums/index.php?topic=2426.msg13779#msg13779

356
General / Re: My first gunner build
« on: September 10, 2017, 01:16:28 am »
Don't get 9 STR, just use rathound BBQ if you want to use tungsten armor.

357
General / Re: Chemical/energy pistols
« on: September 09, 2017, 07:26:12 pm »
The damage of the remaining bounces are determine by your first hit, so aimed shot indirectly affects your bounces. However your bounces are not critical hits.

Electrokinesis works differently - each individual bounces can critically hit (sort of like how each bullet can individually crit in burst) based on your crit chance (your first electrokinesis hit doesn't affect the crit chance for your bounces).

358
General / Re: Chemical/energy pistols
« on: September 09, 2017, 03:55:26 am »
Energy Pistols take their time to work.
One of the good things about Energy Pistols is that they're like sniper rifles but with less range and no move and shoot penalty, they are really good for critical focused builds with Steadfast, Critical Power and Practical Physicist.
the strategy i used the most was just busting into places, stunning the toughest enemy with the Electroshock Pistol and killing it on the second attack with a Execute Crit of the Plasma Pistol.


They start to pick up when Core City and Foundry are available, this way you have more chances to get Circular Wave Amplifiers that turns the Plasma Pistol and Electroshock Pistol into crit dealing killing machines.
i had a good run with them, even managed to luck out and get a high level CWA later on that bumped my critical damage to over 600%.

Electroshock pistols have a stun chance of 50%, what do you do when it failed to stun?
The raw damage might be impressive, but it's very AP intensive to setup. A sniper/xbow might only do half of this damage (around 2k) but is actually much easier to use and infinitely more powerful/practical in every way. It is my opinion Styg see huge damage screenshot like this and over-nerfed pistol. It distorts the perception of the pistol class and causes people to over estimated the usefulness of pistols and energy weapons.

359
Suggestions / Re: List of improvements I'd like to see.
« on: September 03, 2017, 08:38:59 pm »
1. Psi enemies are suppose to be anti-heavy armor but because you usually kill them before they could do anything it give the illusion of no anti-heavy armor enemies. I think it would be far more effective and challenging to have new optional (keyword: optional) areas with special enemies setup, ex: huge groups of crawlers, PSI enemies protected by special barrier so no alpha strike (sort of like the rathound fight in Ratking's maze) and/or better AI for them.

2. Again I think instead of nerfing more EMP and hardier psi enemies would be the way to go. You can even have plot triggered EMP field taking out the player's shield. The key is to allow psi enemies surviving long enough to do damage.

3. Agree 100%. Right now uniques are more useful as a tool (huxkey, jackknife, boxing gloves, etc) than a weapon. The only exception right now is powerfist which is superior to any metal glove you can craft.

4. Agree w/ social skills but disagree w/ pickpocketing. You will never run out of med and ammo if you have an effective pickpocketing of 50.

5. Easier said than done as we already have people complaining the game is too hard and/or too unfair. There's also a financial aspect - I've seen people commenting they refunded the game on steam because it's too hard/unfair. I've also seen review saying you shouldn't buy Underrail due to the "disappointing" end game.

360
General / Re: Chemical/energy pistols
« on: September 01, 2017, 03:33:30 am »
Glad to see someone else independently reached the exact same conclusions as my own.

Btw, new stuff for chemical pistols has been implemented, so expect that in the next update.
http://underrail.com/forums/index.php?topic=2790.msg15782#msg15782
As you can see we can expect some sort of buff for chem pistols. Yes, I agree they are pretty bad right now.

I think energy weapons are weaker than conventional pistols with one exception: aimed shot w/ electric pistol. However I agree pistols as a whole is in a pretty bad place right now.

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