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Messages - Bruno

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211
General / Re: feedback about my last build
« on: November 14, 2017, 08:44:08 am »
I gave it another thought, and realising acib blob pistol would trigger Deadly Snares (and corrode armor), came to an even thinner spread build:
http://underrail.info.tm/build/?AwGloJgVhBmEAcdkEYIhaA7BtiBsGsM4YIALKafiiAJzoMhbyzxMqzqifdmRxW5OEnLpy8ckiiEaIfPCwwshBLUyE0CIA

Attributes:
Str:  3
Dex: 7->8      @lvl12 (9 with Eel sandwich)
Agi:  3
Con: 3
Per:  10->12  @lvl4,8
Will: 8->10    @lvl16,20
Int:  6->7      @lvl24

Feats:
1:   Opportunist
1:   Marksman
2:   Tranquility
4:   Thermodynamicity
6:   Premeditation
8:   Special Tactics
10: Ambush
12: Fatal throw
14: Critical Power
16: Deadly Snares
18: Elemental Bolts
20: Locus of Control
22: Quick Tinkering
24: Bowyer

Offensive all-in, CC machine. Reliable flashbangs (tranquilising bolt if few enemies) and incendiary grenades (or incendiary bolts) for Special Tactics and Ambush respectively. Quick tinkering for melees or for placing mines near the crowd then throw some fireworks. Having 3 sources now (Ambush with good Stealth gear, acid pistols and traps), it should be more realistic to assume I'll be critically hitting quite often.

12 Per instead of 16 however, but CC & Ambush should solve the precision issue. Fatal Throw for that neat execution + 3 AP so that you can shoot 3 times with a 17AP cyclon. No Psychokynesis  since shock bolts should do the job for less AP.

I won't craft Spirit Poison but saved ~40 skill points, much needed elsewhere. No lockpicking/hacking/evasion (tailoring/electronics could be removed but I feel like they are overall better options). I should still be able to try the cool guns, just for fun. A SMG wouldn't be that bad for situations where acid pistol is not needed due to the other 2 sources.

Any thoughts about it?  :)


-Would you pick Pyromaniac instead of Thermodynamicity?
-Is Thermodynamicity AP reduction applied before Tranquility (e.g. Cryostasis for free) or the other way around (Cryostasis for 2 AP)?


And btw I don't know if I should wait for the expansion or the patch prior to it... :-\
I think you are too weak in defense.
Sure you have many options when going first, but your initiative is poor, your health is very poor and no evasion or armor.

I predict that you will have to save and reload a lot, when you get surprised, get an unlucky initiative roll, step on a mine, get a grenade thrown at you, screw up your movement etc...

With such a character you need to be ok with seeing the death screen a lot.

212
General / Re: Kneecap crits are always awesome
« on: November 09, 2017, 01:15:58 pm »
Does Kneecap Shot work with the Ambush! feat for guaranteed criticals?

213
Bugs / Re: Game hangs up whenever I kill something!
« on: November 06, 2017, 05:16:21 am »
Sanger, that sounds right, because this has not happened before, and this is the first time I connected a set of bluetooth earplugs to the computer, and then turned them off while playing,  changing sound device back to the pc speakers.

This is a strange bug, but probably reproduceable, I will test it out a bit more.

214
Bugs / Game hangs up whenever I kill something!
« on: November 05, 2017, 07:42:10 pm »
Ok, this is pretty bad.

Current version of the game, a completely normal game (no mods, no other programs, pure vanilla). Normal difficulty, oddity.

Lvl 8, I walk out of SGS, towards GSM, to clean out some loose ends.

Whenever I kill one of the local rathounds, hourglass appears, and game stops.
I reload several times, try different rathounds, the same thing happens.
If I instead go down to the underpassages and kill a stalker, hourglass appears, game stops.

It seems like I can not kill anything without crashing the game.
What in the world is going on??
(I can access the menu, save/load etc fine, but not take actions in the game)


Edit:
I exit the game and start it up again from desktop, and then it is ok. Phew.
But I wonder what causes this hangup.

215
Bugs / Re: Initiating dialogue with GSM Raider Leader crash the game
« on: November 05, 2017, 01:27:20 pm »
No, I simply did the "normal" thing, killed the two raiders with the old man, talked about the raiders, sneaked up to the turret, hacked it so the 3 raiders in the halls got shot, cleaned up the level, and went into the main hall to fight the leader and his two friends.
Current version of course.

Not the first time it has happened as I said, so there has to be some kind of bug that is not fixed after all.

216
Bugs / Initiating dialogue with GSM Raider Leader crash the game
« on: November 05, 2017, 10:21:01 am »
As the title says.

I walk into the final room on GSM lvl 3 with the hostages and raiders.

Talk to the leader, who says something like "I dont know who this punk is who crash our party, waste him"

Only there is no wasting going on, because the dialogue window never ends, only the hourglass icon waiting, waiting, spinning....

Quite annoying having to redo much of GSM after the last autosave.

This is not the first time it happens either.

217
Well, one Telekinetic Punch, with 12+ Willpower, Force User feat, Telekinetic Proxy active, Psionic Mania, Neural Overclocking...

Say you are Level 12, with the above checked and only 3 strength, you are looking at one 100% guaranteed hit, for about 700 mechanical damage on average. And it only gets better with subsequent levels.

That is not so bad, for going the Psychosis route. Perhaps a bit boring, if you do it in every single combat =S

218
General / Re: feedback about my last build
« on: November 01, 2017, 01:55:09 pm »
Hmmm... maybe an SMG coupled with an Xbow is not such a crazy idea as it sounds. The Xbow is a ranged sniper weapon, and the SMG is move and shoot, in the enemys face, perfect backup weapon. They complement each other well, but skills and feats will be scarce.

219
General / Re: feedback about my last build
« on: October 17, 2017, 05:38:36 am »
Consider that for weapon base abilities, even going from 10 to 16 increases your weapon damage only by 20% at level 25 (skill modifier from 242% to 290%) or the other way around, going from 16 to 10 lowers damage by 16%. That difference alone is not worth whopping 6 base points. But:
- Strength also gets you weapon-specific melee damage bonus (12%-60%) on top of that.
- Dexterity gives 18% light weapon AP cost reduction and 6% melee critical chance. Also precision for throwing.
- Perception increases precision. This might not be very useful with psi on the side, as you have many ways to nullify enemy evasion. It also increases detection, but at 10 per it's already good enough.
- Will is different. Instead of skill damage bonus, each psi ability has its own scaling similar to crafting components. Most psi abilities arguably scale better than any of the above stuff, while some don't scale at all.

The problem is not with damage but with accuracy. 10 ability might work for some build but it's just detrimental for others.
Depends on fighting style I think. If you like stealth/ambush, or high initiative and/or mobile smg burst attacks, where you get into the enemys face before firing, 10 PER should be more than enough.

For ranged sharpshooter/Xbow shooting, a couple more points in PER would not hurt. Still 16 is overkill, stat points are too useful for everything, not only offense.

220
General / Re: Acid Cyclopean Eye
« on: October 13, 2017, 03:04:56 pm »
The two-head mutant seems heavily randomized but also always spawning where other mutants are, I also had something happen once where the mutant had spawned on the map, but vanished after I exited (wanted to leave combat to patch up) and returned, I only got him because I remembered he was supposed to be there and reloaded the save. So if you aren't careful you might "erase" the mutant by leaving the map before finding and getting him.
If he/she/it can vanish then it can also appear, right?
So just hang around mutants in stealth mode, and enter and exit the area until you find him.

Problem solved.

221
General / Re: Requesting crossbow build from Wildan
« on: October 12, 2017, 06:30:58 am »
That is a pretty good build Fenix, but you are very weak against melee enemies without Quick Tinkering, with mostly stealth-gear and only decent-good initiative.

You got to know what you are doing with 3 con, no dodge, no armor and 25 initiative, sooner or later you will be caught out of stealth...

222
General / Re: The Future of UnderRail and it's main storyline
« on: October 07, 2017, 05:29:39 am »
Don't tell me the hype for Expedition has burned out already!
Kind of hard to keep the interest after waiting for a long time with little news.
There are such an abundanoe of digital pasttimes today, that a developer team has to be active with communiaction if they wish to keep an active community.

(The guys from Paradox are a good example. Always buggy games on release, but daily feedback to the community, and weekly dev diarys. The players keep the faith and await the updates with anticipation.)

223
General / Re: Do the ambush feat work with various utility attacks?
« on: September 21, 2017, 01:18:33 pm »
Thank you both, good to know it works with special Xbow bolts. Guess I'll have to make a character and test damaging utilities.

Can anybody confirm if ambush affects chemical pistols? (It seems like it should, but the ammo is unconventional.)

224
General / Re: Chemical/energy pistols
« on: September 09, 2017, 01:43:33 pm »
If you perform an Aimed shot with the electro pistol (or a Psionic Mania enhanced electrokinesis), do all the "bounces" critically hit, or only the first hit?

225
Development Log / Re: Dev Log #54: Specialization and Veteran Level Changes
« on: September 07, 2017, 06:06:13 pm »
On a side of bit offtopic, this game is one of the best rpg i played in decades(and i played hundreds of them)and i'm really amazed by the quality of love the devs have put on this. I felt the need to make an account to just say that, because it is so rare to see games nowadays that is a work of love over money first.

I would like to emphasize this.
As life goes on, one have less time for games, I have always liked RPGs and turn-based strategy. Now I am 38 years with wife, kids and serious job, but I find time for this gem, because it is damn good.

I really take my hat off for the developer(s).

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