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Messages - Bruno

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136
General / Re: Milk
« on: January 30, 2019, 07:24:27 pm »
Okay then we need a new feat: Pig Milker

If you have empty bottles in your inventory, you can milk a pig that has been stunned or incapacitated. Alternatively, you can sneak up on a pig in stealth and use the pickpocket skill to milk it.

137
General / Milk
« on: January 30, 2019, 10:29:03 am »
There is a new food: Bacon and Cheese sandwich. Yumm!

But where do they get the milk to make cheese from?

138
General / Re: "GMS gate w/o power" implemented?
« on: January 18, 2019, 04:12:31 pm »
You click on the electronic lock outside the gate, you get the message in red letters : "No Power".

Noone knows what lies within...

139
Builds / Re: I hate this build (why low INT is bad)
« on: January 16, 2019, 01:46:36 pm »
Yeah, look at thise skill points. 500 of 850 or so in INT skills and 3 INT, that is very wasteful. If I was playing essentially a crafting build, I'd make sure to be fairly intelligent.

140
Builds / Re: is this a good pistol/smg build?
« on: January 03, 2019, 05:34:59 pm »
Do you mind sharing what general tactics you use, and other useful feats?
Trying to make a gunslinger work myself, with excellent initiative. I am pretty fragile, so struggle with surviving explotions and psi damage, and having enough damage output. Do you get good mileage out of the execute feat?

Maxed stealth (stealth gear except for crit goggles) and traps (+trappers belt/jack knife).  Nets/caltrops/grenades.  Feats are:  Paranoia, Gunslinger (had max initiative at 1st level; only failed once against another gunslinger), Interloper, Opportunist, Expertise, Quick Tinkering, Blitz, Ambush, Execute, Grenadier (im at 16th right now).  I've barely made use of ambush; I'm not using incendiaries much so far, just flares and that barely ever works.  Execute is even rarer because I don't use flashbangs much yet, don't have a tazer, and only occasionally bust out the crawler knives.  It's honestly not so much a gunslinger build as a stealth/traps/utilities build; I mainly use the pistols to mop up or deal good damage to a bear-trapped enemy (and a significant initiative boost).  10 agility + interloper + stealth gear means I never have problems sneaking around, even without custom gear.  But even when I'm surprised, I do well because of initiative, speed, dodge/evasion, and accuracy (LS pistols, usually 95% even at a distance).  Lots of options makes a difference too. 

Basically the trick is to never let your enemies get to attack you; you move around a corner, shoot them, then move away. 

S3/D10/A10/C3/P8(++++++)/W3/I3.  Max throw/guns/dodge/evasion/stealth/lock/hax/traps, until about 60 points in locks then I started pumping bio with those points.
Thanks a lot!
Very much like my build, though I prefer Pack Rathound to carry more junk, I mean equipment. Also Traps Expert to keep Traps skill at synergy level, and not experience the 10 second disarm time.
Good that you are doing well without crafted gear.

I will try to play a less powerful variant of this character, that sacrifice 3 points of AGI and put 2 points in CON and 1 point in INT. Also drop Dodge and sone Throw/Traps/Bio, and take Persuation+Mercantile instead. I hope it will work decently.

141
Builds / Re: is this a good pistol/smg build?
« on: January 02, 2019, 08:10:37 pm »
SS drug requires 130 effective biology, and you won't have the crafting benches for that.

With 10 Per, like paul says, you'll only have 203 which will often be lower (on top of distance/darkness penalties if any).  With 15 dex, you may as well dump per to 3 and boost dex to 16 and melee to 135 skill and take versatility, which would give you 170 effective guns.  You'd still need however much guns skill for feats prerequisites.  You could use stuff like dirty kick/taser/flashbang/nets (with throwing)/bear traps (quick tinkering) or even incapacitation with cheap shots or pneumatic gloves, in order to bring your enemies dodge/evasion to 0 and giving you 95% chance to hit virtually regardless of your actual skill. 

I'm playing a no-crafting gunslinger on dominating in the new update and I'm level 16 and doing very good, a lot better than I expected.  I barely have any gun feats (gunslinger, expertise, execute).  I have 10 dex and started with 8 per which will end up at 14.  I use a 5mm at 10 AP and a .44 at 24 AP. 

Anyway, I think leaving dex at 10 and maxing per is generally the better option, then focus on crit chance (goggles, infused rathound leather, focus stim).
Do you mind sharing what general tactics you use, and other useful feats?
Trying to make a gunslinger work myself, with excellent initiative. I am pretty fragile, so struggle with surviving explotions and psi damage, and having enough damage output. Do you get good mileage out of the execute feat?

142
Builds / Re: Skills for Chem/Bio Crossbow Build?
« on: December 30, 2018, 12:28:21 pm »
- If you're going to play normal, 90 effective traps is enough. If you want some DOMINATING experience, have it 120.

- Most ranged build are okay with 0 dodge, plus all NVG and some headband have serious 1/4 penalty to it. Meanwhile, 110 effective steath is far away from "high', especially in Lv20 combat scenes. You can just combine high-end stealth leather armor (50 bonus) + balaclava (15 bonus) + Cloaker (45 bonus) to get extra 110, if you dump balaclava/leather armor you can still use powerful cloakers for 60+ bonus, with extremely high electronic it could be very easy for you. But, with stealth lower than 200, sensitive enemy like Lunatics, spiders, would found you out in seconds even 5~10 tiles away (Depends on difficulty). There's also bonus damage for Snipe through increasing your stealth. Not to mention you'll suffer strong penalty from Creeping Dread/The Eye of Tchort in DC.
Also 5 CON and 5 AGI is strange, you didn't pick any feat which related to this certain stat score. My suggestion is tweak to 3 CON and 8 AGI (7+1 at Lv8), pick Evasive Maneuver in early game instead of Kneecap Shot/Power Management. Eat Jumping Bean before you activate it. Additionally, 7 INT for Bowyer is enough, you can take 15 PER for reliable Crossbows skill, otherwise you'll found it very hard to actually hit those nasty tchortlings while some strange thing weakening you in all trades.

- As a xbower you are already starved for utility slots, at least 3 mandatory slots (shock for stun, incendiary for extra CC chance, taser for melee range defense) so Throwing is not good. If you have trouble with CC, invest 45 telekinesis and 25 metathermics for imprint/cryostasis. Seeker googles is not a good choice because you always critically hit those trapped foes with deadly snares. Smart ones affect both skill attack and special bolts.

- With 110 chem skill you can make powerful MKIII blobtrap for practical battle and high-end chemgun for money, it's still okay (tho I think it's better to have both mediocre Tailoring/Chemistry). But 110 bio doesn't make any sense, you can only create Regen Mixture with crafting bonus (you can't use it while in DC), but SS drug? Pass. IMO it might be better to boost your bio skill to 130 effective after entering DC around Lv18~20, before that, 80 for bullhead is enough for most part of Underrail.

My personal tweak:




P.S. Cut Merchantile to 50 if you want something much better, and get Huxkey.
I believe smart goggles do not affect special bolt attacks (or other "utilities")?

This is an interesting build, but taking psi powers with 3 con is rather risky. One shot or a grenade hit point blank and you are toast.

143
Great!
Finally much-needed adjustment of formerly too powerful Burst fire and Quick Tinkering. Now we can see the hit chance of throwing nets, that is good.

Versatility seems very interesting, but skill gains from Versatility will likely not enable option to take other feats?
(Like if you got 100 skill in Xbow, you get 60 skill in guns/melee, but you cant take any nice guns/melee feats w/o investing hard points?)
So the usefulness is perhaps limited, we shall see.

Merry Christmas and a happy new year to all!

144
General / Re: Tips and Tricks to help people with Dominating Difficulty
« on: November 07, 2018, 01:00:27 pm »
Tasers are sometimes resisted, can you somehow rely on them? I have died from desperate (failed) taser attempts.

Very general starting info, from Hard difficulty, but hopefully useful on Dominating also:

-Raid the fridge in SGS right at the beginning for some helpful food.
-On oddity mode: kill Cave Hoppers until you get the 2xp Dragon Tail oddity.
-A Kevlar balaclava is easy to make and very useful early especially in GMS.

145
General / Re: Use for low quality items
« on: November 07, 2018, 12:46:04 pm »
I guess you want to hunt for low quality tungsten steel plates if you want to make AP-bullets without going too high in crafting.

146
Bugs / Newly added hard mode enemies not behaving right
« on: October 30, 2018, 12:01:58 pm »
Good day

There is a group of lunatics residing between SGS and the GMS compound, they live behind a partly fenced off area of the map. There are three lunatics on normal, and five on hard mode.

As they are deadly for low level characters, I used traps and the noise from a grenade to lure them out without getting into combat. Normally such NPCs come to investigate the noise, and then return to what ever they did.

The new NPCs here behave differently, they just stay where they end up, instead of returning to their base.

It looks like the newly added NPCs are not assigned to have a "home" or "default" position, like the others.

147
General / Re: Assault rifles precision: am i missing something?
« on: October 30, 2018, 09:40:41 am »
Thanks, i know that i can add scopes but they do not offset the decrease of precision due to the continuous increase in required skill: atm, with 10 perc and a <50ql rifle, maxed skill at 11th level, i often have from 30 to 50% chance to hit a target inside optimal range.
This sounds like a lighting problem.

Try using a flare/torch/Molotov/other light source on your target, or some NVGs. I prefer NVGs, but they have some stiff drawbacks, depending on your build.

Alternatively, if your target is well lit and you still have trouble hitting them, it's possible your perception is too low.

Finally, if you have a 10+ PER build and NVGs and you're still at 50% CTH with maxed skills, try playing on something less than DOMINATING. Dominating is completely unbalanced with enemy stat/skill scaling...

This I agree with 100%.

If you plan on using ranged weapons in dark caves and unlit locations in Underrail, you will find that a pair of night vision goggles makes a great difference. Especially if you want to use burst fire for anything but point blank range.

148
I play a character very much like this now.
Assassin/saboteur with knife, critical boosting feats, various throwing utilities and various traps.

I only craft armor and some drugs (focus stims). There are not enough skillpoints for everything, and I wanted both persuation+mercantile and decent dogdge+evasion.

So far I do not miss crafting weapons. The +5% critical chance would have been nice but you can't have everything. Instead I have Fancy Footwork and Blitz/Adrenaline, for more chances to hit and crit.

I could not play this w/o Pack Rathound, I carry all kinds of different utilities to be ready for anything. Paranoia, 10 Agi, 10+ Dex means you win initiative when stealth is unavailable.

Both starved for feats and skills, but very fun and powerful build.

149
General / Re: Expedition alpha testing
« on: September 09, 2018, 08:48:30 am »
I could play, if you want to.
I'd test out normal gameplay, break various mechanics to the best of my abilities, check balance, hunt bugs.
If you dont need me, that is fine too. I am certain I can find some balance to bust in the finished version as well.

150
General / Re: Salesman: what exactly does it do?
« on: September 07, 2018, 08:40:09 am »
If you had to choose between Salesman, Pack Rathound and Trap Expert, all QoL feats, who would you take?

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