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Messages - destroyor

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61
General / Re: Question re:Locus of Control
« on: January 03, 2021, 12:28:55 am »
Hmm, I'll add testing this on my to do list.

62
General / Re: underrail.info
« on: January 01, 2021, 04:46:47 pm »
Got the following message when trying to reach the site:

Quote
Temporary server error. Maintenance is underway on free hosting, please check your site again in 24 hours. Sorry for the inconvenience.

Given the importance of the build tool epeli I think you should talk to Styg about integrating your site with stygiansoftware.com for a more secure and reliable web hosting.


63
Builds / Re: Another Stumped N00b Thread
« on: December 31, 2020, 07:21:55 pm »
How to enjoy the game if you are a somewhat new player:

-Do NOT play on difficulty above normal. This is the most important thing.

-Do not listen too much to guides. Most are made by half-crazy guys like me who have 2000+ hours in the game, and play in strange ways.

-Set your Constitution score to a decent level. Not 3. (Many guides tell you to do this.)

-To detect traps, have either:
A a decent perception score
B a decent traps skill

-For Depot A, craft or buy or find either a mutated dog or siphoner leather armor. They reist acid damage from the mutants. For robots/turrets, a tactical vest is good to use.

-Stealth is indeed great for exploring, if you use light armor. If you prefer heavy armor and tankiness, you can neglect stealth.

-You do NOT need to plan out your character in every detail!!
This is only true for maniacs like me who play on hard mode or worse. Have a rough idea of what you need and take it from there, and take advice with a healthy dose of scepticism.

Agree and disagree with the above:
-Do NOT play on difficulty above normal. This is the most important thing.  <- absolutely correct, Underrail easy difficulty is what's usually considered Normal/Medium for other games.

-Do not listen too much to guides. Most are made by half-crazy guys like me who have 2000+ hours in the game, and play in strange ways. <- nothing wrong with playing blind. However the learning curve is actually pretty steep and could be overwhelming for a new player: no respec; need to understand how effective base abilities, skills and feats interact w/ each other; class specific good and bad feats (prime example: how would a new player even knows Perfect Scattering is garbage?); good (not even optimal) gear setup; armor penalty, resistance and damage reduction, etc, etc. A guide will point you in the right direction and and allow a newbie to ignore irrelevant aspects of the game related to a build. I will admit most guides are made by half-crazy guys, play in strange ways and yes, I'm one of them.

-Set your Constitution score to a decent level. Not 3. (Many guides tell you to do this.) <- strongly disagree, with the current most effective tactic available (META) being killing things as fast as possible generally the pro of having extra HP is not worth the reduction of damage output. Newbie with a high CON build will probably get CC to death and lacks the damage output to kill things as fast as possible.

-To detect traps, have either:
A a decent perception score
B a decent traps skill <- A good Motion Detection Goggles can allow you to have good detection score despite having low PER and zero traps skills.

-For Depot A, craft or buy or find either a mutated dog or siphoner leather armor. They reist acid damage from the mutants. For robots/turrets, a tactical vest is good to use. <- good advice

-Stealth is indeed great for exploring, if you use light armor. If you prefer heavy armor and tankiness, you can neglect stealth. <- even a tanky, low AGI char can be stealthy if you use a stealth armor set.

-You do NOT need to plan out your character in every detail!!
This is only true for maniacs like me who play on hard mode or worse. Have a rough idea of what you need and take it from there, and take advice with a healthy dose of scepticism. <- while true, a pre-made/recommended build will allow a newbie to ignore the char building part of the game while learning how Underrail plays - what works and what doesn't, general tactic, game mechanics, and gain foreknowledge for subsequent plays. The learning curve is significantly lower even when the player abandon the pre-made build half way throu the game and decided to play his/her own build. If you are starting everything blind it's very likely the player will be frustrated, overwhelmed by information overload, overly relying on cheese (caltrops, grenades, bear trap just to name a few) due to playing an unoptimized/bad build or even abandon the game.
<- Agree about taking advice with a healthy dose scepticism <- very true, please take my advices above w/ barrel of salt.

Some very general tips:
- Current Underrail meta strongly reward offense over defense. You want to kill everything as fast as possible. When presented w/ a choice between offense and defense, always go for offense. You want to hit as hard as possible while using minimal amount of resources, whether it's action point, movement point, ammo and what have you.
- The game is designed to have the odds stack against you. It's always a fight of many vs. you, all alone. To avoid dying, you want to scout any new area under stealth to learn enemies' type, positions, their patrol route and area layout. Most creatures cannot open door and you can attack rathound unmolested behind a closed fence. There's usually some sort of cover that will allow you to dodge enemies' line of sight, so use this to your advantage by ending your turn hiding behind walls/corner/rocks/etc. Running far, far way is another viable option - range enemies will now have decreased precision due to them being outside their weapons' optimal range; melee enemies can't hit you unless they are within melee range.
- Darkness range penalty: range precision takes a huge hit when attacking a target sitting in darkness. You can take advantage of this by ending your turn sitting in darkness. You can check yours and npc's darkness level by observing their portrait. If you are using range attack, make sure to use night vision goggles and/or have source of light such as fire near your targets.
- prep the battlefield, a few well-place bear traps and/or caltrops can significantly alter the flow of battle. There are three levels of fire burning on the ground, level 1 (incendiary grenade), level 2 (magnesium grenade) and level 3 (Napalm grenade). Enemies will usually attempt to go throu level 1 fire in order to attack you but are generally reluctant to walk pass level 2+ fire on the ground.
- learn how noise attracts enemies: use this to misdirect enemies to stealth pass them, or lead them into your traps/kill zone prep w/ caltrops, gas grenades and bear traps. You need to understand what weapons/attacks are silent, make low level of noise and stuff that are LOUD and act accordingly.
- Having a bad/unoptimized build can end up making combat a lot harder unnecessarily, make sure you are getting the most out of your class, try to maximize your damage output w/ your weapons, feats, skills, combat ulitities and traps. You can be soft-locked by playing a bad build.
- Split up your enemies and take them out in individual small groups. On maps with large amount of enemies, if possible, always try to take them out in small groups instead of fighting them all in one giant fight. Learning and understanding the noise system, NPC AI (how they will always try to disarm discovered traps and gas grenade within sight) behavior are viable assets.
- Understand NPC types: strengths and weaknesses will allow you to prioritized your attacks: your priorities are usually, in order starting from most dangerous to harmless: Psi > Sniper/Crossbow > Grenadier >  Range > melee with exceptions here and there depending on your build and gear. You'll eventually learn this from experience and start hating on specific types of enemies ... *cough Death Stalker *cough
- Use crowd control: bear traps, caltrops (especially crawler caltrops), incendiary (fire on the ground area denial), toxic gas, flashbang, tasers, throwing nets, stun, acidic entanglement, etc. If you can CC an enemy standing right at the doorway and you are sitting inside a room you are completely safe. You can also use fire on the ground (fire everywhere except a one tile wide clear path) to control NPC behavior and make them take the long way around to you instead of a direct short path to attack you. Toxic gas grenade is worth a special mention as it's exceptionally effective in increasing your damage against organic targets
- Lastly, you don't need "cheese" to beat the game. sheepherder for example already posted lots of dominating viable build with the self imposed restrictions on not using grenades, traps, caltrops and any weapons that doesn't fit the theme of his build. However this is only possible when you completely understand how Underrail works, which, by definition, is out of reach for a new player. For me personally, I don't mind "cheese" as the odds are always stack against you and there's nothing wrong using tools available. However using too much cheese is a pretty unfun experience and I try to play by using damage grenade as an opener and than use class specific weapons/attacks to finish up fights while using flashbang, bear traps, caltrops sparingly, YMMV.

64
I think your different perspective is due to you not using grenade.

For me the extra AP from PTC is use for grenade -> for example my alpha strike at late game usually looks like this:
Take focus stim
manually start combat
PTC
Premed + manic + cryo orb = 0 AP
High Tier grenade = 15 AP
2 Cryokinesis = 50 AP
At this point I have 5 AP left and psi is completely drain, wearing doctor's pouch = 2AP psi booster for psi refill
If something is seriously wrong adrenaline shot + Stasis

If hiding behind cover the next turn will open with LTI for immediate use of high tier damage grenade again
Flashbang if still fight against large group (unlikely)
Cryokinesis mop up

So as you can see I have no problem whatsoever playing w/ any school combined w/ TM psi school when playing SI psychosis psi.

65
I've played a dual/Tri psi school Psychosis build and the additional psi cost is only tough early game (stock up on Psi Beetle Brain Soup) but manageable. It worked fine once you have the proper gear (rush craft a psi beetle tact vest asap) and feats (Psycho-neural Flexibility - One psi school is ignored when determining the multi-school innervation psi cost penalty, available at level 10 and Advanced Psi Empathy).

You're right, my mistake re: psi headband: I would use Thought Control Modulator, Proximal Neuroscopic Filter + Stable Neural Amp. End result = TC skill +34, TC crit chance +19%, TC critical damage bonus +96%.

66
General / Re: Killing robots as TC + MT psi
« on: December 28, 2020, 06:13:55 pm »
Unfortunately yes, EMP mine + grenade + plasma for robots except Naga (HE on Naga) are your best bet. You can get some additional damage by using crit cryo-orb for a bit of mechanical damage (crit cryo-orb can one shot most robots except Industrial bot and Naga).

Or you could invest skill points on Psychokinesis and swap school against robot, but that's a pretty hefty skill point investment so you'll be starve for skill point somewhere else.

Or you could invest just enough base Psychokinesis for Electrokinesis (if you max out at least one other psi school I think you'll have roughly 160 effective Psychokinesis) and use Electrokinesis damage boosting psi headband.

Or just stealth past them.

67
Bugs / Re: The humanoid/human thing
« on: December 28, 2020, 06:07:34 pm »
Just want to tag along as the following item descriptions should be corrected as well, right now it's misleading people into thinking they would work on psi as well:

https://stygiansoftware.com/forums/index.php?topic=5868.msg30946#msg30946

The following armor and item descriptions need some changes:

Death's Grin
Equip: Critical chance increased by 2%

to:
Equip: Critical chance increases by 2% for weapons and unarmed attacks


Infused Rathound Leather Armor
to:
Critical chance increased by x% for weapons and unarmed attacks


Core Chips
to:
Use: When consumed increases weapon and unarmed critical hit chance by 2%.


Hardcore Chips
to:
Use: When consumed increases weapon and unarmed critical hit chance by 5%,


As a side note - it would be great if you can update all the character graphic models for all the base game infused leather armors too. The inventory icon for infused Rathound/cave hopper leather armor should stay the same as their respective default icon regardless of fabric used to make them stand out in your inventory.

68
I wanted to make NO specialist and had two options: Psychosis+SI or Tranquility. Psychosis would have less consistent damage output due to 65% crit chance, with spikes in damage whenever Mania and/or LoC came off CD. Psychosis would also not use Høddurform, as the +40% critical damage bonus from the other staff is better than the +25% from Høddurform. It would, eventually, have a bigger damage output than the Tranquility version, but would also lack the mobility and abilities from TM, such as LTI or Stasis.
Tranquility on the other hand, has a more even damage output, more mobility and can use Høddurform, which I really wanted to make use of. It also has a cool darkness effect.

Also, the damage bonuses from Filter, Cerebral Trauma and its spec and Høddurform are additive with each other  :'(

Disagree re: Psychosis + SI
- If you want even damage you just need to forgo the critical damage bonus from your psi headband, so use Thought Control Modulator, Magnifying Neuroscopic Filter: Neural Overload + Proximal Neuroscopic Filter. End result = TC skill + 34, NO damage + 46%, TC crit chance +19%
- Get 99% TC critical chance by:
5% = base
Psychosis + 15%, +10% w/ 10 specialization
30% from SI, + 5% w/ 5 specialization
Focus Stim = 15%
Psi headband, top quality at late game = 19%
Total = (5 + 15 + 10 + 30 + 5 + 15 + 19)% = 99% critical chance, meaning a consistently higher damage per NO compare to Tran build, you should be able to one shot everything mid ~ late game if you stack critical damage bonus gear + Trance. Don't need to spam NO as you can just silently one shot assassinate everything.
- "lack the mobility and abilities from TM, such as LTI or Stasis" - sure you won't have the AGI MP bonus but I don't see any reason why you couldn't do Psychosis dual psi school and still get LTI, PTC and Stasis.
- The insistence on not using various grenades, using Høddurform and other self imposed restriction is why I think there's a bit of meme flavor to your build. :)

Anyway once again good job on making another dominating viable build with distinct characteristic.

69
Lol you and your meme build. You probably would have to break your own self imposed restriction of not using grenade had you encounter the Siphoner-swallowed Calf random event as NO cannot damage this greedy Siphoner.

70
General / Re: enemies damage resistances ranking
« on: December 26, 2020, 08:35:53 pm »
Well Metal armor have some build-in energy resist but I think you are right about no energy immune. At least, I couldn't think of any.

You do have a very good point on Bio tho ... it definitely occupy a special place outside of the normal resistance ranking. Thanks!

71
Builds / Re: Assault Rifle / Thought Control hybrid
« on: December 26, 2020, 05:44:06 pm »
Well even with my suggestion you would be able to reach 7 int. The question would be if you want LoC at 14 or not.

The current meta is to kill everything as fast as possible. LoC + maniac + Neural Overload is a one shot AOE will a long cooldown whereas Commando should proc every turn. At level 14 your AR out-damage LoC NO so I still think Commando is more important - so no change to the current build/feat order.

72
General / Question re:Locus of Control
« on: December 25, 2020, 10:05:40 pm »
Lot of questions from me today, guess I'm being a problem child on Christmas ...

Anyway, Locus of Control description states: gain immunity to ... mind control for 3 turns. Does this means you are immune to all Thought Control abilities including Neural Overload and Bilocation?

73
General / enemies damage resistances ranking
« on: December 25, 2020, 07:09:23 am »
So we have the following types of damage resistances: Mechanical, Cold, Electricity, Acid, Energy and Bio.

Based on my own experience I would say enemies' resistances, starting from the least commonly resist to most commonly resist are:

Energy
Electricity
Acid
Cold
Bio
Heat
Mechanical

Would you agree or disagree with this ranking? Doing a write up right now for my FAQ so I'm very interested in hearing your comments and thoughts.

74
General / Question regarding the Noise system
« on: December 25, 2020, 03:33:13 am »
I'm just wondering if the noise article on the wiki is complete/up to date:
https://stygiansoftware.com/wiki/index.php?title=Noise

Specifically - "shoot Electrobolt" = 15, "other - electroshock" = 3, so does this mean the shooter will emit 15 noise center at him/her and the point of impact (if hit) will generate 3 noise?
Taser/Nail bomb/chemhaze grenade/vanishing powder grenade = completely silent at 0 noise?
It also seems to be missing traps trigger from the list - ex: EMP mine noise level when triggered = noise?
The game also play a noise when activating a cloaking device/shield. Is this just for flavor or would there be some low level noise?

Under "other - backup yell" = 20, so this is the NPC hollering for help? How far would 20 noise translate in an open map with no wall? a radius of 10 tiles? 20 tiles?

Would Force Field act as a wall to completely block npc's hollering for help?

Lastly, at 100 noise level does this means TNT explosion will alert the entire map regardless of walls and other obstacles?

75
Builds / Re: The Fastest Hammer in the South - Hammer ninja glass cannon
« on: December 19, 2020, 02:43:50 am »
Research on PTC debuff chance already been done and available on the wiki:
https://stygiansoftware.com/wiki/index.php?title=Psycho-temporal_Contraction

Effective skill - Reversion Probability (%)
55 - 60
65 - 58
80 - 54
120 - 43
160 - 32
166 - 30

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