Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - destroyor

Pages: 1 ... 27 28 [29] 30
421
Some feedback for the beta patch:

NPC seems to react more to your accomplishment (Good job taking the outpost!) and more backstory (Kohlmeier's backstory), good work on the polish.

Rathound drop rate seems to be reduced? I used to be able to get tons of rathound leather and make money by selling repair kits but this is no longer viable. I think the rate should be increase a bit.

Mercantile is still a luxury skill. You need 25 to convince Blaine and 40 to convince Kevin. You only get a wider selection but the quality seems to increase only a little bit (slightly better armors and gun components). I think the quality should be increase to a noticeable difference. Skill points are scarce enough as it is and personally I don't think it's worth it (as it is right now).

Merchants should sell more quantity of graphite.

Foundry: reporting to the mayor about the mine creature - option 1. and option 2 should be combine or optional 2 should be reworded. Right now option 2 is just "and I even have a way to lure the creature.".

422
General / Re: New player I need help. This game seems unfair.
« on: January 04, 2017, 01:09:23 am »
Resource is *really* tight at the beginning for a gun user with the second quest (psi beetle fight) being the lowest point.

For a new player I would recommend pickpocketing. You only need 50 effective pickpocketing skill and you'll never run out of meds and ammo. Your skill screen should look something like: Pickpocketing 56 (50) - 56 is your base or "real" skill, and (50) is your effective skill. As a gun user I suggest you max gun (max this every level! Do not invest in a secondary weapon as you'll failed miserably if you do), mechanic, tailoring and pickpocketing (until you reach 50 effective skill for mechanic, tailoring and pickpocketing) every level.

Stealing everything - anything not bolted down to the floor is valuable loot. Loot is life. Life is loot.

Do you have aimed shot? This is a very useful gun skill you can get at the beginning.

You can shoot rathound through fences so try to position yourself behind a closed fence.

Use burst sparsely until you start fighting humanoid enemies (GMS). The recent (beta) patch seems to reduced rathound drop rate so you won't be able to make money off of them.

The two biggest drain of resources (early game) are ammo and repair kit. Don't sell melee (including shock) weapons as you can recycle them into valuable mechanical and electronic repair kits.

If you are still having difficulty post your current build and situation.

423
Suggestions / Re: Remove level cap.
« on: January 02, 2017, 04:06:51 am »
Another solution would be a soft level cap like Fallout 2.

There's no cap, but level 26 is close to impossible to reach (super high exp req'd).

I think a limited skill re-spec (once only, within 50~ish points) would greatly enhance the game. This would solve the "I found a super high quality component but my crafting skill is off by 10" problem.

424
General / Re: Build for first playthrough
« on: December 30, 2016, 05:19:23 am »
Yes you can use a single super steel plate metal armor w/ metal blade for bleeding for a sledgehammer build, but you are no longer a "tin can" (aiming for 95% mechanical resist and 96% energy resist).

425
General / Re: Build for first playthrough
« on: December 30, 2016, 12:54:11 am »
Thanks for all the replies, I didn't forgot about this thread, I'm reading all of it, it's just an enermous amount of informations and also I'm actively playing the game in all of my freetime, while I can( and totally enjoying it)!

destroyor: actually it was me, who asked for a sniper build for my first playtrough, so that's why all the recommendations. (However, I will probably do a tin can melee tank next,because I just love those metal armors :) )

I'm almost lvl15 on my sniper and doing Core city missions currently, thinking about getting into Free Drones or Foundry quests after that.

Glad you are enjoying the game. Unfortunately tin can melee is not viable because you need mobility to get into melee range. The only other metal armor build I finished the game with is a demolition expert w/ throwing knife finisher (no gun, no xbow, no melee, just throwing nades + knives).

426
General / Re: Build for first playthrough
« on: December 29, 2016, 04:07:05 am »
I still don't get how you can get one shot fighting protectorate in Core city. Is it a sniper round? Crit psi or what?

Even if you are at 4 STR you can pop adrenaline to bring it back to 6. Missing a 95% chance burst, point blank, optimistic? Really? I already provided options even if you missed (taser vs. lone knifer, grenade vs. multiple targets). If a tin can can't survive this what make you think a sniper will?

Sniper is *never ambushed*, controlled by a newbie, in the whole game, right.

Even if you ignore late game you still get tungsten in early/mid game.

To all future new players, read this, test things out, and make your own call. At this point I will agree to disagree.

427
General / Re: Build for first playthrough
« on: December 29, 2016, 02:03:21 am »
Wildan you are correct re Weaponsmith. I was thinking of Gun Nut but due to INT 6 it wont show up in the build tool and I mistakenly copied it onto excel in error. I will need to correct this. Thanks for the correction.

Expecting newbie to explore everywhere with detection google and/or under stealth seems a bit too optimistic. It is expected for a new player to make mistake here and there; hell, at least I did.

Lets talk worst case scenario vs. a stealth knifer ambush
Turn 1 Tin can will never win initiative roll, 0 dodge, crippling strike hits (minus 2 STR), with 10 con and metal armor there is just no way you can die on a first turn.

Turn 2 Now it is tin cans turn (STR 8 minus 2 = 6 STR), suffering a 15 AP armor penalty, but you still have perfect aim as 11AP assault rifle has STR requirement of 6. You should be able to take out the knifer with one single burst (remember you are at pointblank range). Now lets assume you have bad luck and the knifer survived. You can still use pop adrenaline (STR 8 minus 2(cripple) + 2(adrenaline) = 8 STR) and taser Or toss a frag grenade at your feet (metal armor ftw) Or toss incendiary at your feet. A tin can has a lot of outs here; chances are pretty damn slim to be crippled down to 1 STR.

Lets assume an extreme case where multiple melee enemies crippled a tin can down to 1 STR, you can still toss a flash bang at your feet (shaded metal helmet ftw) and escape. A sniper without shaded metal helmet can still do this, but no longer at 100% success rate. Grenade at your feet is a perfectly viable strategy for a tin can, not so with a sniper until he/she has high evasion (late game). A sniper ambushed or surrounded by knifer will have a harder time than a tin can, even with uncanny dodge.

For early/mid game tungsten metal armor (lower mechanical resist but higher threshold) is better than anti rifle vest. Tungsten metal armors high DT work wonders against lower level enemies dealing mechanical damage (with a low freq shield to bump damage below DT enemies cant even scratch you). Anti rifle vest wont save a sniper against melee attack so now you better hope uncanny dodge is good enough (seems fine with Wildans 135 dodge build, not so much with Wildans 58 dodge build).
The armor penalties for shaded super steel helmet, super steel armor (4 plates) and super steel boots (2 plates) are as follow
Without armor sloping 14% helmet, 95% armor, 16% boot
With armor sloping 9% helmet, 59% armor, 10% boot
A tin can without armor sloping will have 2MP just wearing armor + infused siphoner tabi and should expect 0 MP in practice.
A tin can with armor sloping will have 21 MP wearing helmet + armor + infused siphoner tabi (mechanical resist 80%/30 threshold). This is good enough for your average fight. You can always switch to a metal boot for a tough fight. A load out of google + quad super steel plate armor (71%/26) + infused tabi is not out of the question (27 MP).
This is why I consider armor sloping useful.

10 con + juggernaut + 75% resist and still getting one shot? Highly unlikely, show me.
10 con + juggernaut + partial set of super steel/full set of super steel vs. psi users and die in 2(!) turns? Again highly unlikely and vastly differ from my own experience playing on hard, show me.

Edit: would someone teach me how to have special characters (apostrophe, minus sign, etc) in my post?
Testing: - '

428
Development Log / Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
« on: December 29, 2016, 12:58:12 am »
I'm pump!

Ouch, it's official, chemical pistol is the second weakest class, with throwing knives being the weakest.

429
General / Re: Build for first playthrough
« on: December 28, 2016, 01:15:09 am »
I don't understand the reason behind a sniper build recommendation for a new player.

Be honest and think back, which build is more newbie friendly? A Sniper or a metal armored assault build (tin can)?

10 con = high fortitude = high chance to resist negative status effects
Metal helmet w/ shaded visor = immune to flashbang
Metal armor = high mechanical resistance and threshold (up to 95% for end game gears)
10 con + Juggernaut + metal armor set = good enough health to tank almost everything.
Assault rifle just mow down squad of enemies with ease, and is a perfect fit with grenades and/or taser. (11AP assault rifle burst = 33 AP + 15 AP grenade or 10 AP taser)

Uncanny dodge won't help when you are ambushed by a stealth knifer. On the other hand if you are wearing metal armor set you could pretty much ignore all enemies except psi users as bullets, knives, sledgehammers all deal mechanical damage.

on hard lvl even with 10 con you can be easily killed just due to the freeze from psi.

This is a non-issue for a tin can because he/she can just gun straight for the psi enemy and ignore everyone else. A sniper won't have that luxury.

You guys are just making a new player's game harder than it should be. A tin can is just more forgiving and newbie friendly. The two easiest builds for Underrail is tin can and stealth psi, but stealth psi loses out in one on one arena format battle.

430
General / Re: Build for first playthrough
« on: December 26, 2016, 05:32:04 am »
I would strongly recommend an assault rifle build for your first playthrough.

To be honest social skills isn't that great in Underrail, don't expect skill checks like Fallout, Fallout 2, or Fallout New Vegas. Persuasion is the most useful out of the three social skills.

The sniper build with 0 evasion and 10 agi for your first play ... you are going to have a bad time.

431
General / Re: Stealth character - SMG or Xbow?
« on: December 19, 2016, 04:10:44 am »
For my crossbow char Acid Blob Trap is the answer to bladelings.

432
Bugs / Re: acid hunters bug no info from big fish core
« on: December 18, 2016, 05:54:41 am »
What Lucifuga said.

If that failed your last option would be fighting a bunch of Ironheads for Bloody Mobile Computer.

Quote
Direct quote from wiki:
Acquiring this device and reading the recent memos is one way to learn about Cornell's involvement with The Cube. This is the only way to progress in the main questline if Buzzer didn't survive the faceless assault at Rail Crossing and the faceless near Foundry (or Hugo) died before their quest could be completed.

433
General / Re: First time player, need help preping for the Deen Caverens
« on: November 30, 2016, 11:24:22 am »
+1 re: double low freq shield

If you look at the burst article on the wiki you can see only muzzle brake works w/ burst; I don't think smart module affect burst.


Nope. Burst is effected by smart module.

I'm not 100% sure but I don't think the game consider burst a special attack. I think we need a direct answer from Styg.

434
General / Re: What build for hard mode?
« on: November 30, 2016, 03:16:37 am »
+1 the build is winnable but it would be VERY difficult.

There are some problems w/ your skill, for example: hacking 135 (125), 135 is actual skill and 125 is effective skill. With that out of the way here are some effective (not actual) skill thresholds (anything above would be a waste):

    Hacking 135
    Lockpicking 130
    Traps 95
    Chemistry 112
    Biology 130

Your mechanics, electronics and tailoring are too low. Decent crafted gears requirement usually start around 120~ish and top out around 160, 170~ish depending on component quality.

435
General / Re: First time player, need help preping for the Deen Caverens
« on: November 30, 2016, 03:05:15 am »
+1 re: double low freq shield

If you look at the burst article on the wiki you can see only muzzle brake works w/ burst; I don't think smart module affect burst.

Here are some items I would highly recommend you bring down to DC:
Infused Siphoner Leather Tabi Boots
Acid resist armor
Bio resist armor
all the W2C ammo you could carry
if possible, EMP MKIII grenades
Optional stealth gears: Padded infused Cave Hopper Leather Overcoat, Balaclava (black cloth), Ninja Tabi Boots, Cloaking Device

I also posted a long ass post re:AR build on the steam forum here.

Pages: 1 ... 27 28 [29] 30