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Messages - Bruno

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241
General / Re: What to look for in weapons?
« on: May 16, 2017, 11:58:03 am »
I feel like having high initiative is really underrated.

This is so true. With ok dex and agi scores (wich you have), gunslinger, paranoia and always have your pistol in hand, you have excellent initiative that will save your day many many times, in situations as described above.

It does not help to be a stealth master when dialogue ends and you are put directly in combat, with mediocre initiative relying on a deadly first strike. High initiative will be your best friend.

This is less important for high armor/constitution grunts, but for a squishy glass cannon - you really really want to go first. Pistols with gunslinger are your best friend.

242
General / Re: Is my build doomed or should I keep playing it?
« on: May 10, 2017, 08:18:41 am »
Just one comment: if you are going to be stealth-based, you should at least consider the Interloper feat, and for this you need AGI 7.

Stealth is slow, so if you walk around in stealth a lot, the speed difference is a very welcome quality of life help.
15 MP after breaking stealth is also ok.

But if you dont mind walking slower, or dont want be in stealth all the time when in hostile territory, Interloper can be skipped.

I recommend you try it out once before you start up your new character, to test it out, to see the movement speed difference for yourself.

243
Development Log / Re: Dev Log #52: Jet Skis
« on: April 28, 2017, 08:48:39 am »
I'm not going to build in the speed hack into the game, but you can turn off Steam while you're playing if you're worried you'll get banned since it doesn't require it.

I can but this sucks.
Pillars of eternity does it. Press "D" for 2x speed.  I was hopping to see improvements in Expansions in this area. What is so wrong with speed acceleration within the game? Many of games had it no need to re-invent the wheel.

Changing game speed is not cool, as it also changes game balance in ways that is bad for gameplay and immersion.

Some examples:
-The Mercantile skill is greatly devalued if you can just fast forward until merchants restock/rebuy.
-Same with Salesman and any other feats that deal with the shop mechanic.
-Pack Rathound feat loses its value if you can super-sprint from A to B with your stuff.
-Same with the Strength statistic and strength boosting gear.
-Same with Agility and equipment that help with speed.
-As added consequense, slow builds becomes much better as speed is not an issue.
-Flowers, mushrooms, animals and other things that reappear after a while is suddenly unlimited as you zoom through time. Unlimited drugs for you.
-As you move faster, the world gets smaller. One of the cool things about Underrail is the sense of a large world.
-As you zoom from shop to shop selling your stuff and zooming through time, you get so much money that you buy everything, totally fucking game balance.
-And much more...


So to sum up, speed hack is pure cheating and probably fun if you are into that stuff, but completely alter the game in ways that make some builds more powerful than intended, and make certain game elements lose its value.
It has absolutely no place in the base game.

244
General / Re: Quick and dumb: do boots and armor DR/DT stack?
« on: March 29, 2017, 03:17:55 pm »
You can check the floating text next time you get hit by a weak attack and are wearing more than one piece of DT gear.

245
General / Re: Dude's vision
« on: March 11, 2017, 05:07:47 pm »
Uh, if I understand you correctly, you are asking why you heard a "secret area" sound just about the time you opened the door that you are standing in front of in the picture?

And you are confused, because there are no new secrets to see?

246
General / Special shop selection for Mercantile players?
« on: February 26, 2017, 08:14:13 am »
Good day!

Mercantile skill makes it so you will, at a few select merchants, get access to their "special selection", or, as it seems to be, the Good Stuff!

The question is: How good is this stuff?

-Is this unique equipment you can not buy anywhere else, or rather more of the same?
-Can you buy stuff of such high quality that it can justify skipping crafting?
-Do you on the top tier selection get to buy something really really awesome?

It would be cool if there was something sweet to justify Mercantile, and not just a trap for skill points.

247
General / Re: Please help suggest a nefarious poison-character? :)
« on: February 14, 2017, 12:32:26 pm »
Hey thanks!

I guess only trial and error will show if you need a very high throwing skill to hit with throwing knives contra grenade.

-But Hypertoxicity, does it work with Gas Grenades??

-And is there any way to see hit chance with a throwing net?

248
General / Re: Please help suggest a nefarious poison-character? :)
« on: February 13, 2017, 03:13:34 pm »
Ok, so I have thought about this some more, and will try a build with poisoned bear traps, poisined throwing knives, and a SMG for backup and to mop up. Stealth, evasion, running away and high Con for defense. Also stunning/tazing/netting/incapacitation options to let the poison do its job, rather than finishing the combat in one turn.
Tips are welcome.

Question: I only want throwing decently high, to not miss much with those knives ot nets. Also to throw some (crafted) flashbang grenades with good accuracy to incapacitate.
-How much to invest in this skill?

249
General / Re: Do smart bonus apply to burst fire?
« on: February 11, 2017, 11:58:56 am »
It is intentional.

Okay!

You may want to change the description of the Smart Lens used in Smart Goggles:
"This lens can interact with the targeting system to increase the efficiency on precision shots."

I would have never guessed that this equipment also affects rapid fire/point shot/burst attacks, as they are not precise (hence my original question).

(edit: same thing goes for Smart Module, for guns)

250
General / Do smart bonus apply to burst fire?
« on: February 11, 2017, 07:54:47 am »
Question as in title.

Description indicates smart bonus applies to presicion shots, wich seems logical, right? But plenty of forum dudes say it also works with burst fire, wich seems very weird to me.

So is it right? And if so will it be corrected?
Maybe a better question is what exactly trigger the bonus, aimed shots & snipe obviously, but what about opportunistic shots, execute, rapid fire, point shots (last two are hardy "presicion shots!)?


(It is like, if smart bonus works with both presicion and burst fire, rapid and point, then why on earth does it not work with a normal shot???)

251
General / Re: SMG/Grenadier Build - Leather/Evasion - Improvements
« on: February 10, 2017, 07:18:29 pm »
Hi

I play now with a similar build, only focused on traps & smg, instead of grenades & smg.
A couple of observations:

-Pack Rathound is very much needed. Lugging around stuff with 130 carry limit is just horrible. I'd take it on any character with low strength, as one of the first 4-5 picks.

-Interloper is so nice with a stealth focus. It's mainly about quality of life, you use stealth so much, that more speed is a godsend.

-And a 3rd quality of life thing: if using traps a lot, Traps Expert is mandatory. The time spent on arming disarming traps/mines is too much without. (If only using traps sporadically in combat, Quick Tinkering only is probably enough.)

-Stealth+Expertise+Spec Ops+a silenced 5mm smg is very cool for assasinating lone targets, without alerting others.

-Traps and mines are awesome, if a bit heavy.

(But one thing bother me about these smg-builds I see everywhere - so ultra high dexterity. Is it really necessary? Why boost a perfectly fine 7 or 8 dex up to 14-15?? For those 7 ability points, you can for example raise constitution all the way up from 3 to 10, and take conditioning or thick skull, and be like 400% more durable in combat. That has to be way better than *maybe* squeesing in one more burst fire shot and running out of ammo even faster...)

252
General / Please help suggest a nefarious poison-character? :)
« on: February 01, 2017, 08:01:04 pm »
Hello!

The Hypertoxicity perk, and the different poisons fascinates me. So I'd love to play a character built around the use of poisons! :)

Unfortunately, I am not seeing how to do this so easy, as poison seems to be kind of a special-case help tool rather than a primary attack.

So, perhaps some kind person can help suggest me a good poison build to craft and apply horrible afflictions upon my enemies?

253
General / Re: Can this build work? (Electrokinesis+SMG or other gun)
« on: December 14, 2016, 07:56:47 am »
Okay Fenix, thank you for your input.

The reason I wanted those psi-feats and the will was to use electrokinesis as the primary means of damage, and only use the smg to clean up.
You are probably right, that it is better to just use electrokinesis as a utility skill for stun and better criticals, and swap around will for dexterity... then the build becomes more like an SMG build with added psi-flair and worse hitpoints.

I do not know what would be best, to rely on electrokinesis, or gunfire as primary damage dealer :)

(And about the need for high dex with SMG, I dont know. Sure it is nice to burst-fire it one extra time per round, but to invest 10-12 ability points, just for this... it is quite insane! One could do so mush else with those points, and just leave dex at 3.)

254
General / Can this build work? (Electrokinesis+SMG or other gun)
« on: December 13, 2016, 10:46:28 pm »
Hello!

So I have thought about a character I wish to play, who can combine electric psionics with gunfire.
The idea is to basically use stealth, barbecue enemies with premadiated electrokinesis, and gun down any survivors with an SMG, like a glass cannon.

Stats:
Str   3   
Dex   3   
Agi   7   
Con   3   
Per   10   
Wil   8 to 14
Int   6   

Skills:
Guns
Stealth
Hacking
Lockpicking
Mechanics
Electronics
Tailoring
Psychokinesis
Persuation
+some adjustments of crafting skills, and only some in persuation, adding biology along the way, etc. But primarily the ones above.

Feats:
Expertise
Opportunist
Interloper
Psychosis
Premeditation
Spec Ops
Psionic Mania
Psychostatic Electricity
Commando
Neural Overclocking

Taken roughly in this order, with a couple to spare. Suggestions are welcome.

My thinking is this:
-stun from electrokinesis+opportunist will enable much damage from the gun
-premediated manic overclocked electrokinesis from stealth should be a nice, free opening of combat
-finishing off enemies with the commando SMG should give another, free burst, that I will need, with such low dex
-in emergency, cast force field and retreat. maybe take sprint, or hit & run too, or use a flashbang and get out

But I have not much experience, so I would love some input from veterans!
And, yeah, spreading out stats and feats like this is not maybe optimal. Really squishy, totally dependent on stealth, I dont know if that is doable, though I will play on normal difficulty.
Also, 3 dex is not really optimal for a light-guns build :), but I honestly cant find any spare stats, so better to just dump it and use something like a 7.62 caliber Jaguar maybe. I just want some kind of firepower to mop up after electric mayhem.

Thanks for answers.


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