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Messages - destroyor

Pages: 1 ... 26 27 [28] 29 30
406
General / Re: Max required crafting skills for end-game loot?
« on: February 18, 2017, 05:53:28 am »
It really depends on your build and gear. Take a look at my steam guide, crafting section.

407
Suggestions / Re: Invisible Fishing Pole
« on: February 15, 2017, 05:00:16 am »
I second this suggestion. Fishing pole are very hard to see in dark area.

408
General / Re: Is this intended? (Spoilers)
« on: February 14, 2017, 04:51:49 am »
Or you can just bear trap every inch near the entrance before you activate the elevator.

409
General / Re: Nimble Psion build - looking for input and improvements
« on: February 04, 2017, 05:43:17 am »
His build will reach 32 mechanics with junkyard surprise INT+2 and workbenches crafting bonus. :)

This is an excellent build. I would change one single thing: take out Power Management and take Thermodynamicity. After invoking heat based psi ability you gain thermodynamicity which reduces the action point cost of your next cold based psi ability by 50% and vice versa. You will get the following:

7AP Cryokinesis
0AP Cryostasis (That's right, this is now a free action after a heat attack)
13AP Cryokinetic Orb

5AP Pyrokinetic Stream
13AP Pyrokinesis
5AP Thermodynamic Destabilization

With Blitz, adrenaline, premeditation and tranquility this will pump out crazy damage in one turn.

410
Thank you guys for the kind words, appreciate it! :)

hilf thanks for the corrections and psi advice, will incorporate them into the guide later.

sqeecoo - yeah I ran out of steam toward the end so I took the lazy way out on the character build section. I also suspect the upcoming veteran feats might fundamentally changed most, if not all, character class. I'll try to put in some work this weekend on character builds.

Er ... Altos, bro, super soldier drug does not increase wil nor int so it's not that useful for psi user. You could probably reduce effective biology to 80 for bullhead. Other than that, your build is totally viable. :D

411
I published a steam guide In-depth FAQ *contains spoilers* using publicly available information from Steam forum, official forum and the official wiki.

I linked a quite few posts from here so a shoutout to Wildan, hilf, GawainBS, Hazard, Altos, Kachajal. Special thanks and credits are given in the special thanks section. Please tell me if you don't want your post/name/whatever on the FAQ and I'll remove them.

Run out of steam towards the end so I'm sure there are lot of grammatical errors and weird sentence structure and my rambling just goes on and on and on ... critique/feedback/comment/correction are welcome.

412
General / Re: underrail.info.tm
« on: January 18, 2017, 01:59:23 am »
Completely forgot about synergies maximum - many thanks epeli.

413
General / Re: underrail.info.tm
« on: January 18, 2017, 01:42:30 am »
I see, but I thought level does not directly affect most character's stats. The only stats partially derived from level are health, fortitude, resolve and detection?

414
Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« on: January 18, 2017, 01:23:28 am »
Quote
where did you get those graphics mods? Looks pretty cool.
My own work epeli and far from being finished. Thanks for your nice word :)
[/quote]

Those graphics dominate! Any plans on a release in the future?

415
General / Re: underrail.info.tm
« on: January 18, 2017, 01:19:27 am »
Ok let's try the mega link again: link

Screenshot:


It's a discrepancy of 5 points ... not sure what's happening here.

416
General / Re: underrail.info.tm
« on: January 17, 2017, 11:48:08 pm »
I'm not sure it's the mad cow striking again but the build tool is off regarding skill point in my game.

This is my build and this is my save game.

According to the tool I should have 130 effective biology w/ 100 base bio, but this is not the case in my game. I only get 125 effective bio w/ 100 base bio?

417
General / Re: Sixth utility slot?
« on: January 17, 2017, 11:44:38 pm »
Speaking of utility is it possible to update the combat status menu to show the critical chance and bonus for utilities? I always wonder about the crit chance and bonus w/ throwing knives and grenades but could only guess at them.

418
General / Re: Highest hacking required *spoiler*
« on: January 17, 2017, 12:19:17 am »
After thinking a bit I think I'm wrong with 130 BASE hacking to reboot IRIS, must be mad cow. Anyway I think it's actually 130 effective hacking without the aid of any hacking tool.

419
General / Highest hacking required *spoiler*
« on: January 16, 2017, 08:17:28 am »
According to the wiki you can reboot IRIS w/ effective hacking skill of 130. However I remember (pre-experimental patch) you need 130 BASE hacking skill for the reboot?

Would anyone confirm if you can do the reboot w/ 130 effective hacking skill? And if Huxkey affect this as well?

420
General / Re: New player I need help. This game seems unfair.
« on: January 05, 2017, 01:14:36 am »
You can sell your loot in Junkyard (go to cave tunnel exit and docks, talk to Captain Svana). You can get more money by repairing guns and armors before selling them, quicksave before repair and quickload if it's not worth it.

---
Fighting tactics vs. psi beetle (from the wiki):
At lower levels (1-5) even a lone Azuridae can prove to be a strong adversary, and their powers multiply in groups via Psionic Synergy, to the extent of using new, more powerful abilities, such as being able to stun and chill the target. It's a good idea to try and separate them to weaken their power output first, before directly confronting them. The psionic capabilities of a single Azuridae are limited to Neural Overload.

Their tough carapaces provides some resistance against mechanical damage, but they expose a weak spot, their brains, whenever they use psionics.

When a player chooses to fight them it is recommended to use a close offensive, trying to force the Azuridae to fight with its pincers, as this form of attack is a lot weaker then their psionic powers.
---
- only attack a psi beetle with an opened carapace. Top: closed carapace; bottom: opened carapace
- hide behind wall and corner to lure them in, they will most likely waste all their MP and AP so they can't attack. Chances are pretty high they'll open their carapace as well.
- if you are fighting psi beetle in open space, don't attack a psi beetle with a closed carapace, walk toward it
- Incendiary/HE grenades are effective vs. psi beetle. Frag grenade also works on psi beetle w/ opened carapace

At GMS, don't fight robots if they are too hard for you. You can move inside the vent.

Resources won't be so tight after GMS. You will be facing the hardest part of the game after GMS, so allow me to pre-emptively answer to your question re: Junyard Depot A. I promise the game will be a breeze after Junkyard.

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