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Messages - destroyor

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391
General / Re: Can burst crit?
« on: April 01, 2017, 04:28:49 pm »
Yes, which is why focus stim is godly.

392
General / Re: Is pure PSI Caster viable?
« on: March 19, 2017, 01:13:15 am »
How do you kill hordes of robots with a pure PSI build?

I usually have very high electronics (to craft high quality shield) for my pure PSI char so I just use EMP grenade MKIII + high grade HE grenades. If that's not possible I guess you can try Electrokinetic imprint + Electrokinesis.

That needs throwing... I wondered how would you face robots with pure psionics (no grenades, no mines, no stealth...)

Is that possible at all?

When it's 1 vs 1 of course it's possible. However when you are fighting against group of high mech DT robots with no grenades, no mines, no stealth it's just very slow and painful. You can use doorway, CC abilities and Electrokinesis for a slow (waiting for psi booster cooldown and psi regen) victory Or just use nades w/ 0 throwing for a much easier fight. I mean, at the very least consider using EMP grenades MKIII after you depleted your shield as a three turn AOE robot stun is a game changer.

393
General / Re: Is pure PSI Caster viable?
« on: March 18, 2017, 04:11:09 pm »
How do you kill hordes of robots with a pure PSI build?

I usually have very high electronics (to craft high quality shield) for my pure PSI char so I just use EMP grenade MKIII + high grade HE grenades. If that's not possible I guess you can try Electrokinetic imprint + Electrokinesis.

394
General / Re: Help with raising carry weight?
« on: March 18, 2017, 04:05:44 pm »
Follow the instruction from
The Guide to playing Underrail optimally!, 4. I want to loot everything. and I mean EVERYTHING
. However, the included cheat engine table link is down. I uploaded the cheat engine table to MEGA and you can download it here.

I have a very small section on cheat engine in my In-depth FAQ as well.

395
General / Re: Requesting Crossbow Build
« on: March 17, 2017, 02:45:50 am »
With Psi being so strong I think pretty much any Psi build would be viable on a normal oddity run.

Low hp is not really a problem for a psi due to the numerous CC options.

Psi point drain can be solve by muffled headband + Psi Beetle carapace tactical vest.

I think stealth in your build is too low. I know you want a nice effective 90 dodge for uncanny dodge but it won't be 90 after armor penalty anyway so I'll leave base dodge at 40. With your build being so starve for skill point I would bump base lockpicking down to 105 and use eel sandwich for DEX + 1 bonus to pick high grade locks. Lastly, I would reduce base persuasion down to 53 as you can use Tchortist Noble Robe/Junkyard surprise. Persuasion is a nice fit due to high WIL but you can skip it and pump them to stealth.

With base Psychokinesis at 45 you lost Implosion, so my personal preference would be forgo Pack Rathound for Cerebral trauma to make the final fight easier. However this is entirely optional as you can just do an extra quest to make up for it.

I think Cryogenic Induction and Hypothermia is very useful as you will be using Cryokinesis a lot. Some people might skip them and opt for more utility like Force Users and/or Power Management.

396
General / Re: underrail.info.tm
« on: March 17, 2017, 01:58:51 am »
Looks like URL shortener is the way to go. Thanks epeli.

397
General / Re: underrail.info.tm
« on: March 16, 2017, 11:04:05 pm »
Hey epeli,

I talked to Steam Support and got an answer back re: problem w/ build tool link re-direct incorrectly in Steam guide, looks like they can't really do anything and it (the re-direct) will stay as is.

Right now Steam re-direct will mess up if any link containing "+" symbol - you can see this in action here, Character build part I, Guns - SMG, proof1 and proof2 (or just Ctrl + F: proof).

I might re-work the character build section once the expansion is out and I wondering if it's possible for the build tool to generate all link without the "+" symbol?

Thanks in advance.

398
General / Re: Requesting Crossbow Build
« on: March 16, 2017, 12:18:29 am »
Hmm, question for you guys:
I never get the usefulness of Interloper, why take this when you can take Sprint which will give 30MP on demand, for 2 turns and at a lower requirement?

399
General / Re: Requesting Crossbow Build
« on: March 15, 2017, 11:22:17 pm »
Copy and paste from my steam comment:
Hey Firestalker your xbow build is solid - but I just want to point out couple things:
Highest lockpicking check is 130 and jackknife is very light and provides +7 lockpicking and traps.
Highest container hacking is 135 but it's only for one single container. I would set effective hacking to 130 and use junkyard surprise if you *must* open it.
You need 95 effective traps to arm HE mine MKV but you rarely use them because of its high chem crafting requirement, plus 99% of the time a bear trap is the better choice. 115 effective traps will allow you to recover HE mine MKV, but they are super rare and you don't use them much anyway.
In addition to stopping melee enemy, kneecap shot is a special attack so you get a 22 ~ 41% damage boost from smart goggle, the damage is pretty damn good when use with a Super Zephyr.
Concussive shots is a passive feat that would apply to every shot so it's good, shame there's just no room for it.
Regenerative mixture and Supersoldier drug are awesome - just use junkyard surprise to boost bio to 130.

I did some testing on Skinner. If you are using infused siphoner leather armor and tabi boots (and you should), you will get an extra:
4%/1 mechanical
6%/1 heat
6%/1 acid
6 movement point
21 dodge (after 25% penalty from smart googles) 15 dodge
21 evasion

So yeah it's fine to skip Skinner and take something else.

This is how I would build my xbow char. I did fine playing xbow on hard without uncanny dodge, so one option would be reduce dodge to zero (and pump those points to traps/chem), skip uncanny dodge and take concussive shot/kneecap shot instead.
For everything else, Wildan's xbow thread is still very relevant, especially the part about a fast xbow and a slow, heavy hitting xbow.

400
General / Re: Assault Rifle builds and Crippled
« on: March 14, 2017, 07:55:42 pm »
You main problem is that you are not using a fast (firing at or below 11 AP per shot) assault rifle (AR). You can see a list of fast AR here, AP cost table.

I'm assuming you are wearing metal armor (STR 8 requirement) with 8 STR AR build, and using high caliber AR which fire at 12AP+ per shot. When you are crippled you no longer meet the STR requirement of your metal armor so you suffer a 15AP penalty (you now get 35 AP per turn). You can still burst with a fast AR (11AP * 300% = 33AP), not so w/ higher caliber AR. Remember AR have a strength requirement; Precision is decreased by roughly 10% for each point of strength below the requirement. Fast AR has a strength requirement of 6 so accuracy is not an issue in the initial round.

As mentioned in the above post you can use adrenaline shot (+2 STR +20AP for 3 turns). Another option would be a taser (you don't care about the damage as you only need the stun, so use a low quality electroshock generator).

If you can't craft a fast AR at this time you can use the following strategy: taser your enemy, this will reduce their evasion to zero (very important as evasion reduce AOE damage). Since you have 10 CON and wearing metal armor, toss the highest level frag grenade you have at your feet (optional: and scream "Self destruct!!! It's super effective!") - this should kill them outright or severely damage them.

Flashbang to incapacitates any remaining enemies and finish them off next turn.

Your secondary problem is that you need a better metal armor set with higher mechanical damage threshold. If you have a high enough mechanical damage threshold you won't get cripple by a zero damage strike. Early game you should hunt for high quality steel/tungsten plates and craft high mechanical DT armor set. You can take a look at this table and get a rough idea on what to expect for a quad plated metal armor set. You should also use a double low freq shield as this will reduce melee damage. If you are lucky, the damage reduction might be enough to bump the incoming damage below mechanical damage threshold.

Funny thing is that there was a similar discussion awhile ago here.

Edit: forgot to mention - a slow and heavy hitting AR is not useless. Similar to SMG, you can wield a fast AR on one hand and a slow, heavy hitting (9mm/Steyr-Auch) AR on the other and fire the slow AR w/ the free burst from Commando.

401
General / Re: underrail.info.tm
« on: March 12, 2017, 12:22:04 am »
Having some trouble linking build url to steam guide - testing link, please ignore for now.

SMG build with some mistakes, hard game cleared

Revised SMG build

New player/Oddity player friendly version

Edit: there's nothing wrong with the build tool but can't get the direct link to work on steam guide. Fuck it I'll just link this post.
Edit2: Finally realized what's happening - steam don't like "+" and "-" in a link and the "Notice: you are leaving steam" re-direct mess up any link w/ + and - ... no way around this issue as [noparse] doesn't work. I'm afraid all future build on my steam guide will be re-directed to this post. -_-

402
If I'm you I would restart - gun + melee + psi is just a bad combo. The char is viable as a psi but it won't be a good one.

Shameless plug: My in-depth FAQ if you want some pointers.

403
Suggestions / Re: Shops and crafting
« on: March 11, 2017, 12:29:23 am »
I actually would like to see high quality component as quest reward.

Ideally it should be for mid ~ late game. Another perfect spot for this would be the end game area, if you ally w/ a certain faction they should offer you a high quality component of your choice instead of the meh ammo and meds.

404
Development Log / Re: Dev Log #51: New Weapon Types
« on: March 04, 2017, 12:10:32 am »
I think it's too early at this point to make any judgement on the new weapons. We'll see if they are any good once the related feats are out.

I get that if the new weapons are too powerful you'll get power creep, but if they are no good there's no point in using any of them. This is a very hard and fine line and it'll be interesting to see what Styg is going to do.

405
General / Re: Special shop selection for Mercantile players?
« on: February 26, 2017, 11:03:36 pm »
You get a wider selection without any notable increase in component quality. You don't get to buy any special or unique equipment.


No, special selection does not justify skipping crafting.

No, as far as I know you don't get to buy anything unique or special.

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