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Messages - Bruno

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106
Builds / Re: Optimising a bleed build
« on: September 18, 2019, 07:36:09 am »
Imo, you got to go with Vile Weaponry, and Taste for Blood for a serious bleeding character. (That rules out SMG shrapnel bullets, as they do not work with Vile Weaponry.)

So, serrated knives, liberal use of bear traps, this means high dex melee build. Quick Tinkering is a must. Possibly Versatility and an Xbow with bleeding bolts? Also possibly a lightweight bladed metal armor? That requires high STR, but it is not bad to up the base knife damage for a bleed build, although you spend many ability points.

I vest into throwing skill and crowd control like throwing nets and flashbangs, to immobilize and incapacitate while the blood flows, perhaps.

107
I advice against setting your INT to 3 if you spend many of your total skill points on INT dependent skills.

In effect you will not be able to craft anything useful except trinkets, before late game.

Do yourself a favor and set INT to something like 7 if you want to craft useful stuff, like a decent gun or a powerful enegy shield. Then you can also take the Power Management feat.

There is a game before you get access to late game stuff as well. Let it be a good experience.
Also, there is no house to craft in, in Deep Caverns. There you are reliant on effective skill only.

108
Builds / Re: Hunter (Xbow/Poison/Traps/Stealth) build help for a new player
« on: September 13, 2019, 06:43:52 am »
Hi :)

For hacking/lockpicking, you generally dont need more than to have effective skill (in paranthesis) be at your level, for example, at lvl 6, you could have lockpicking like 32 (40). This saves points gained from synergy with mechanics and traps also.

For traps skill, higher skill means less chance for detection from enemies, and this is a good thing. Animals generally dont care and happily step in your traps, but high level humans with good perception/detection, will avoid and even disarm your traps. I'd put points here until effective skill around 70-100, then put more if enemies start avoiding your traps. Your feat Trap Expert also help here.

109
Builds / Re: General advice for a stealthy assassin build
« on: September 11, 2019, 08:23:21 pm »
As you have probably discovered, stealthy melee assassin is great for taking out lone or few targets silently, but struggles with groups, long range foes and heavily armored foes.

Traps are your best friend. Use them to eliminate patrolling enemies, and to set up the battlefield in stealth before you engage.

Against groups, you can set up a minefield or some beartraps (ideally both, bear traps first, then mines after, so they blow up those already stuck when another step on them). Then use noise, like a simple lvl1 grenade, to attract the group, while you hide out of sight. Kaboom, they blow up without knowing you are even there. Feels great. Then you mop up the rest with your knife.

Crawlers/Death Stalkers/Lurker Hunters are a major pain with a 3 CON assassin. You have good stealth but poor detection, so it is very possible to be ambushed by these stealthy bastards, and you dont have much in way of defense. My best advice is to use a low-low conservative shield up when exploring dark, silent places, and pray. Alot.


110
Builds / Re: Total newbie, want to make sledgehammer dude with psi debuffing
« on: September 11, 2019, 08:09:58 pm »
If I were you, I'd not take the Snooping feat, it will not help you.
It simply increase your Perception stat by +3 to find more secrets, but most secrets require decent PER to discover and you dump it (as you rightly should with this kind of character). Snooping is wasted unless you already have a bit of PER (7 or 8 base is the good spot for taking Snooping).

111
General / Re: Two-headed Mutant
« on: September 01, 2019, 05:30:11 pm »
20+ characters through Depot A. Hard+Oddity mode. Never seen the thing.

112
Builds / Re: What build should I try next?
« on: August 14, 2019, 02:13:11 pm »
And remember that crossbows are completely silent - perfect for taking out lone patrols and isolated targets. Use a stun bolt in round 1 to have more time to finish them off if necessary.

113
Builds / Re: What build should I try next?
« on: August 13, 2019, 05:47:17 pm »
Stealth give you the advantage of scouting the enemy undetected. You find out their numbers, positioning, patrols, equipment. Then you can devise a good plan to take them out on your own terms, selecting the right weapons, utilities, armor etc for the job, place traps, use a good position and get a deadly first strike. This is an awesome ability, that you pay for by being lightly armored.

When played well, planning combat from stealth means you have already won when starting combat. Sun Tzu would be proud. Feats like Blindsiding or Snipe just enhance the power of stealth even further.

Maybe it's my lack of experience showing, but that only seems to be true for the beginning round of combat. After you've broken stealth, you are a squishy sitting duck. Someone tosses a grenade and you are reloading the fight. It's why I'm usually reluctant to play low health low armor characters.
Oh it is true. After you break stealth, you are a squishy, unarmored grenade target. It is worthwhile to invest heavily into evasion, as it will help you evade AoE damage from the occational grenade, and save your bacon when stepping on the inevitable landmine. Decent health/Constitution is also a very good idea. The benefits of stealth is worth it.

114
Builds / Re: What build should I try next?
« on: August 13, 2019, 08:58:46 am »
Stealth give you the advantage of scouting the enemy undetected. You find out their numbers, positioning, patrols, equipment. Then you can devise a good plan to take them out on your own terms, selecting the right weapons, utilities, armor etc for the job, place traps, use a good position and get a deadly first strike. This is an awesome ability, that you pay for by being lightly armored.

When played well, planning combat from stealth means you have already won when starting combat. Sun Tzu would be proud. Feats like Blindsiding or Snipe just enhance the power of stealth even further.

115
General / Re: No more regeneration @ 85% + HP?
« on: July 25, 2019, 10:58:05 am »
Natural health regeneration was always 86% and above, as far as I can recall, which is about 3 years back.

116
Builds / Re: Machetes and You!
« on: July 24, 2019, 08:03:10 pm »
I also find Flurry underwhelming, so be warned.

In theory, on paper, flurry looks nice. If you can chain hit 2-3 flurrys without missing, everything is awesome.

But in reality, it gets worse. Thing is that the most dangerous enemies are hardest to hit, and sometimes you simply miss the first attack. Then you are stuck in melee range, and it is not always possible to run away.

If you try to limit save/reload to a minimum, perhaps try other feats than flurry.

117
General / Re: How to deal with heavy armor as a crossbowman?
« on: June 30, 2019, 10:56:21 am »
How do you guys deal with the poor accuracy?

Standing still and firing is okay, but you usually need to move around out of sight or you are toast, and then accuracy drops badly. I once tried to use a crossbow. Never again.

118
I blame the fact that I was in a car accident earlier today
I hope you are okay, and that nobody got hurt. Those accidents are not fun.

119
General / Re: Expedition alpha testing
« on: June 21, 2019, 10:07:36 am »
Hi, perhaps I could help a little. This is me:

-40 years old, from Norway, mechanical bulding engineer, wife, 2 small kids, little spare time (if you got kids, you know what I mean)
-played rpgs, tbs, adventure-style games for 30 years. PC games (also pen&paper before computers were invented :) )
-600ish hours in Underrail according ot Steam. Have restarted at least 50 times, never finished. (yeah, I admit it)
-I like good beer, science, women (just looking...), my kids, skiing, boating and of course my passion: PC games

As said above, I have limited time, but Underrail is one of the best games I have ever played, so I'd like to contribute if I can. If you dont need help with testing, that is fine too.

120
It just adds flat damage to your hit.  If anything, it helps you overcome the threshold.
Oh! For some reason I thought it rolled as an additional line/source of damage. No idea why I thought that upon re-reading the feat itself.
It should be good for the fist weapon build i'm planning then, thanks.
Expertise is good for fist weapons. Doubly so because it applies separately to spiked gloves, giving a bit more damage.

However, for some reason, Expertise do not apply to spiked armor.

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