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Messages - destroyor

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361
General / Re: Help with high making CON build?
« on: August 15, 2017, 10:36:26 pm »
I agree w/ MirddinEmris you should get at least 6 AGI for sprint or 7 for hit and run as you will need those MP to get into melee range; 5 INT for expose weakness is essential as well.

Alternatively you can go the unusual route and try my throwing build. Critical demolition expert w/ throwing knives finisher using quad plated super-steel armor and I finished a hard classic game w/ it.

362
General / Re: IRIS hacking check
« on: August 15, 2017, 03:15:55 am »
You need 130 effective/modified hacking (without any tool bonus) to reboot IRIS.

363
Thanks, looks like I need to stop my test chars right before entering DC.

364
*snip

Allowing of the further skill scaling beyond the 25th level, however, requires us to provide some use for such high skill levels, particularly in crafting. To address this, the end-game areas and stores will have some of its loot/stock scaled up if the Expedition DLC is installed, particularly when it comes to crafting components.

*snip

So will existing saves have their loot/stock reset as well or will this only applies to new saves?

365
Poor energy pistols, electroshock weapons and Power Management :(
I'm perfectly aware enemies using EMP grenades would also hurt energy weapon users. It would hurt all builds that rely on electronic gear.

As a matter of fact I think it wouldn't be that bad for energy pistols compared to other electronic gadgets. If your pistol gets drained you just need to spend 10 AP to start shooting again, not a big deal. If your shield is drained, you are left defenseless for the entire fight. If your night vision goggles are drained, you are effectively suffering a huge precision penalty for the entire fight. If your taser gets drained, you lose a reliable way to stun for the entire fight. So on and so on.

As for Power Managment, you could still get use out of it. You can use lower quality cores for gadgets that don't necessarily need to have high capacity, that way your shield/energy pistol can have more capacity while total stays the same, it's a cool concept. I'm usually aiming to have around 200 total capacity on my ranged builds- 60 for goggles, 20 for taser and around 120 for energy shield. It's pretty hard to reach 120 capacity until DC without Power Mangement.

*snip


Problem is energy users usually have a CON of 3, one EMP vs PM(shield + dual energy weapons + goggles + Regen vest + taser) = a world of hurt. Perhaps we can get an anti-EMP utility with a super high electronic requirement?

366
General / Re: underrail.info.tm
« on: August 05, 2017, 10:07:09 pm »
Nice, thanks epeli.

Re: steam guide - I actually have a list of stuff I should update in a txt file, but I'm too lazy to get off my fat ass right now; I'll add them to my list.  :P

That's a great update to the mutagen puzzle helper. It's actually surprisingly common to see someone unable to solve their puzzle because they copy their reagents wrong.

Keep up the good work.

367
General / Re: underrail.info.tm
« on: August 05, 2017, 09:23:13 pm »
epeli I have a feature request - I'm wondering if you could add in all the intimidation gears in the build tool? No rush or anything but it would be nice if you can add them in when you have some free time.
Thanks in advance.

368
General / Re: Doppelganger after death
« on: August 05, 2017, 02:20:47 pm »
I always thought Doppelgangers is a psi projection in your mind. When it hit you and deal damage it's really you hurting yourself. If this is the case it make sense it doesn't disappear even when the original caster died.

369
Suggestions / Re: On Tchort and An Alternative
« on: August 04, 2017, 03:39:38 am »
I like the idea of having an alternative to killing Tchort. However, I'm pretty sure Styg & Co. have plans for Six and Tanner so your alternative end game scenario wouldn't really work. I think the only remaining logical enemy would be Faceless, perhaps the end game boss battle would be fighting against one of their (super pimp-up) drill vehicle?

370
General / Re: Assassinate Olivia/Nicolas quest
« on: August 02, 2017, 04:16:35 am »
I remember passing Nicolas' intimidation check once and getting extra info - [spoiler]he's doing for the foundry insurance money payable to the family of any dead worker due to accident[/spoiler]. I don't remember the exact intimidation value but it must be high as this is the only time it worked out of 10+ char.

371
Development Log / Re: Dev Log #53: Expedition Gameplay Video
« on: July 14, 2017, 11:34:13 pm »
Well, numbers are possible to change, the idea was more to show off some stuff we did.

Yeah, I know, and I am very thankful that you guys are even willing to show us this stuff before it has gone through rigorous internal testing. :)

In retrospect, the +2 INT probably won't make much of a difference for players outside of crafting, as it only affects psi regen otherwise (excluding dialogue and feats because those are determined by base INT).

Crafters will probably get the biggest boon out of the drug, since it will increase the effective value of their crafting skills by 17.0% (8.5% for each bonus point, according to the Wiki) as long as base INT is 4 or higher. In combination with +2 INT Junkyard Surprise (another 17.0%) and the 15.0% crafting bonus of the player crafting benches, this allows for a cumulative effective skill increase of 49.0%. Feel free to check my math in case I screwed something up. ;)

Regardless, I don't expect it to really change the game all that much. I guess you guys should be happy that the only criticism I can produce is a weak one. :P

Keep up the good work! :)

The idea with Hypercerebrix is to replace the use of Junkyard surprise, so the intelligence bonus will be taken off from the latter.

I hope this change will apply to DLC owners only as it seems to punish players without DLC.

372
General / Re: Please explain Heavy Punch use to me
« on: June 27, 2017, 01:09:23 am »
If you use pneumatic gloves and have the combo feat that's the attack to use if the special hit (combo or pneumatic) triggers, if you manage to have both combo and pneumatic and use heavy punch in that attack you will get an insane damage spike  :)

This is the correct answer.

However, there are tons of other more useful feats so the opportunity cost of taking heavy punch is too great. I wouldn't recommend taking heavy punch for any build.

373
General / Re: Directions to Doctor's Pouch pls
« on: May 30, 2017, 10:12:39 pm »
One sure fire way to get it is to loot it from the Surgeon during the arena fights.

374
General / Re: Chemical Pistol feats questions
« on: May 22, 2017, 10:30:36 pm »
Didn't Styg said something about additional chemical pistol feats in the upcoming expansion to compensate for the Gunslinger nerf? I consider chemical pistol build as the second weakest build in Underrail (after throwing build) so I would wait for expansion if I'm you.

375
General / Re: "all weapons" include grenades?
« on: May 22, 2017, 10:27:39 pm »
The problem is in the final boss fight - Tchortling will constantly respawn and you can't leave.

The other problem is Tchort's insanely high mech resist and unlike melee build you don't have exposed weakness. This means a long drawn-out fight even if you use HE grenades.

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