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Messages - TheAverageGortsby

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106
Builds / Re: Noob questions: Building an "Inventor"/"Engineer"
« on: June 11, 2020, 12:32:42 am »
I've played two of those to compare side by side.  Both were 16 INT builds (because obviously I wasn't trying to make things easy for myself) and both played fine on DOMINATING.  The first one was a metal armor stealth sledgehammer build (with Body Weight Training and Nimble coupled with specialized Armor Sloping so I could stealth while wearing Super Steel armor) and the other was a 3 Will 4x70 "full psi" build.  So, to answer your questions:
1&2) Perfectly viable, though what you start with for combat options will make or break your build.  I'd roll it as either a high Will, high Int psi character (1), a low Will psi character (3) or a moderate Perception tin can AR (4 early, 2 later) or  High Technicalities Versatility energy pistol user (6 early on, 3 later).
3) Make sure you get Disassemble, and pick feats to support whatever your main combat technique will be, as much as your stats allow.  I'd also pick up Salesman if you've got a free feat slot, and depending on how silly you want to be, maybe max out Mercantile
4) depends on your difficulty level. On Hard and lower, all you really need to do is make a few merchant runs with high Mercantile to unlock top-tier inventories, buying whatever you want and crafting on the spot to resell your lower quality merchant fodder.  While you're doing that, you'll eventually find that 160, 170 quality stuff and tuck it away to make your end-game stuff.  On DOMINATING you have to be a tiny bit more careful because you don't have infinite money, so you want to only spend what you have to.  You want highest possible quality armor, weapon, energy shield, and cloaking device. Anything else will be fine with whatever you've got laying around.

Of course, you could just play one of the full psi builds I recommended in my guide.  They're 10 Int, by my recommendation, and can easily get enough crafting skill points to make everything in the entire game.  And since you're psi, it sort of sticks to the inventor theme since even when you have to fight, you kill things with your mind =)

107
Builds / Re: Psi Sniper/Shotgun - Traps vs Metathermics
« on: June 10, 2020, 06:15:53 pm »
I'd pull 20 points each out of Hacking and Chemistry, 5 out of Temporal Manipulation, and either leave Tailoring as it is (if you plan to use leather armor primarily) or take 10 points out of there (if you plan to wear medium armor primarily).  Then I'd probably add 20 points to Lockpicking for more loots, and dump the rest into Metathermics.  You want the "strongest" choice for a psi sniper, you should be making use of ThermoD.  Sure, you've got grenades but when they're all on cooldown it's nice to have another AoE at your disposal, especially if you aren't carrying burst-capable sidearms.

108
Suggestions / Re: Add a "shopping list" + merchant tweaks
« on: June 07, 2020, 01:23:54 am »
You must be the guy who posted on reddit as SlySychoGamer.  Same complaints, same posting style.

Look, your posts there were the result of not understanding the game, and not playing effectively.  Basically, you're still bad at UnderRail.  UnderRail isn't made so that you pick it up and get everything right, first try.  There's learning, and optimizing, and replaying.  You're still posting the same stuff.  You're not playing effectively, and asking that rather than learn how to play well, the game be made easier for you.  That's...unlikely.  Styg hasn't been historically all that interested in streamlining the game so hard that choice falls to the wayside.  You can choose to merchant run, and then be rich.  You can choose to mostly ignore loot, and just take quest rewards and useful world loot, and still get by just fine.  Choice and consequence, even in inventory management.

Please take the time to learn the tips and tricks suggested by the veteran players, here.  Your complaints are a bit silly, since they're fixable just by playing smarter.

109
Builds / Re: Help with High Caliber Gunslinger Build on Normal
« on: June 04, 2020, 06:11:18 am »
I think I'll keep mechanics where it is to begin with, since I want to keep the option to make my own gun open. I don't know how that .44 will hold up late game.
If points start to get tight, know that even if you take 30 out of Mechanics, you'll still be able to make any quality gun in the game as long as you take it home for the crafting bench bonus.  You really only need to clear the (0.8*q) threshold for the frame, becuase unlike leather armor or metal armor or energy shields or such, guns don't have "increase total skill requirements" slots, and the only optional enhancement that adds any significant secondary requirement for a pistol is the smart module, but you've already got tons of electronics for a shield emitter.

You only need to hit those thresholds long enough to craft the item.  So when you're optimizing in epeli's character builder, make sure to tick the "housing bonus" box, and also add the +2 Int buff if you plan to be able to use Hypercerebrix.  If you want to get razor-thin margins, also select the Under Pie food for that buff, too.  No sense having 180 effective skill in Mechanics if the highest threshold you'll ever see is (0.8*160) = 128.

If you pulled your skills down here, you'd still be able to craft any pistol you want, any tac vest with any cloth, any grenade you want including plasmas and EMPs, any shield generator you want, and you'd still have all these extra points for Traps or whatever.
http://underrail.info/build/?HgUHBgMQAwbCoDIAAMKgwqAAUFAAAFVpVS1fAAAAAAAAABcBORY6WyYRTjEzS0YowrXCpHfipZQF4qe-Ct-_

edit: build link modified for new character builder URL

110
Builds / Re: Help with High Caliber Gunslinger Build on Normal
« on: June 04, 2020, 01:28:42 am »
Well, you can take 40 points out of Tailoring (because you're not using leather armor)  and Mechanics (because you're not crafting your own guns), and 15 out of Electronics.  You can also take up to 25 out of Hacking, since with all those points you just freed up from your overinvestments in crafting, you can easily get enough Biology to cook Hypercerebrix and thus gain the +2 Int.

Then, if you're feeling extra min/max-ish, you can take another 5 out of each of your crafting skills since you'll have the +2 Int in addition to the housing crafting bonus.

Now you can get Stealth, Pickpicketing, Traps...whatever.  Room to grow.

111
Bugs / Re: EMP drain equipment in stasis?
« on: May 27, 2020, 03:46:03 am »
Okay, what about siphoners draining your blood, not dealing any damage to you, but getting health from it?
Isn't that just a bug with Siphoners?  No matter what prevents their damage, be it shields or armor, they still heal up when siphoning.

or at least they did last time I checked, which has admittedly been a while

112
Suggestions / Re: Huxkey
« on: May 26, 2020, 08:24:16 pm »
If you bind it to a hotkey it's much less tedious.  Personally I like the shift-row for world manipulation, so I usually do stealth on shift-1, lockpick on shift-2, haxxor on shift-3, omnitool on shift-4, huxkey on shift-5 and shift-6, advanced picks on shift-7.  Then it's just one quick key press to interact with the tool of my choice.

It's like binding the robot control device in the battery plant.  If you just go ahead and put it on one of your hotbar spots, it makes things much more efficient.

113
Builds / Re: Is this Build good for Hard/Dominating
« on: May 26, 2020, 11:07:04 am »
It's good enough to succeed if played well, but it's a terrible build.  You're massively overinvested in several skills, you have 4s in several stats that don't even have associated skills in your build, you're running a 13 Will pure psi build with only 1.5 psi schools, and you don't even have Premeditation.

It's a hot mess.  It's just really, really bad.  But psi is very powerful and the game isn't all that hard once you learn what to do, so, yeah.  You could certainly make that work on Hard, and if you played very well, or savescummed mightily, you could clear DOMINATING, too.

114
General / Re: GoG Connect?
« on: May 23, 2020, 10:16:29 pm »
Go here: https://www.gog.com/connect

Connect your Steam account.

Question answered.

115
General / Re: Sniper sidearm (why pistols are underrated)
« on: May 23, 2020, 10:13:57 pm »
The only thing keeping me away from considering this skill is the hunt for ingredients. How hard is to collect the items necessary for a Regenerative Mixture or a Hypercerebrix? Are they easy to gather?
Hypercerebrix is super easy.  It's just mushroom juice.  Cave Ear mushrooms, Red Dream mushrooms, and Glitterspore mushrooms.  Throw 'em in a juicer. Bam! Smrt.

Regen mixture is a good deal rarer.  Aside from the Walking Fish and the blood, you're mostly going to have to get the ingredients in DC.  But given that you probably aren't going to get the blueprint until you get to Hollow Earth, that's less terrible than it could be.

116
General / Re: Sniper sidearm (why pistols are underrated)
« on: May 23, 2020, 08:54:01 pm »
I stopped on 80 Biology for that and Bullheads. Latter seemed useful too with no particularly special ingredients. What is beyond that is unknown to me. Can those drugs be beneficial to a sniper to validate the investment?
Well, Super Soldier Drug is amazing, but that requires you get to 130 effective.  100 will get you Super Health Hypos, which are quite nice, and 115 will get you Regenerative Mixture, which (it's been a while, so if it changed I apologize) I believe is not on the same cooldown timer as your health hypos, which is a big deal on DOMINATING with the lengthy cooldowns and reduced healing.  Since you only rarely craft, I find it helpful to assume at least Hypercerebrix (I'd always carry a few doses into DC with me if I had Biology) so you could even pull 10 (12 if you also assume Under Pie) points back out of Biology and still buff up to 130 for crafting on the move, outside of the housing bonus.  If you go to 78 real points, that's 115 effective meaning you only need to Hypercerebrix up to craft Super Soldier.

Still, you should be able to get two doses of Super Soldier Drug, and a couple Super Health Hypos, as drops or purchaseables.  If you want to stop at 80 effective, you do get most of the benefit of Biology.

117
General / Re: Sniper sidearm (why pistols are underrated)
« on: May 23, 2020, 07:29:14 pm »
This may just be the absurd min/maxer in me, but since you've already got tailoring and mechanics I don't see why you wouldn't make a set of infused pig leather boots - even just the cheapest crappiest ones possible - for the +30 carry and bring a set of Heartbreaker boots when you go down the elevator.  You're presumably bringing a Tactful Jacket since you're planning on Hypno Goggles, so there's +55 effective Persuasion.  Since in the early game you never need more than 45 effective, you can get your early threshold easily and then pretty much save the rest of your points.  You're gonna be lugging a bunch of crap into the DC anyway; I'd rather have more Bio so I can get better drugs.

118
General / Re: Sniper sidearm (why pistols are underrated)
« on: May 22, 2020, 06:57:40 pm »
Now we reached 50%. That's kinda decent. But is it enough? THAT is what I just can't really tell
For snipers, no.  The thing with sniper rifles is that you don't fire a whole lot of shots, so you need as much determinism as possible.  A sniper rifle shot is a big investment, so you really don't want it to be an even coin flip.  Sure, it doesn't matter for easy fights but you don't need to worry about much for easy fights, right?

For ARs, SMGs, and arguably shotguns, yes.  You fire so many rounds per turn that you're in the mathematical average almost every turn so 50% is enough that you can just sort of curve your damage expectations and you'll generally be pretty close as long as you know how to stddev.

A good stash of drugs can make all the difference, though. If you want to get your crit chance up by wearing armor that improves your offense, you can balance that more or less by using Morphine, Aegis, and/or whatever else you need for the fight at hand.  Focus Stim will always be very useful; Bullhead may well save you a time or two, as well.  And the higher the game difficulty, the more you'll cherish whatever doses of Super Health Hypo and Regenerative Mixture you can get your hands on.

119
Builds / Re: Creating a psy using marksmen
« on: May 22, 2020, 03:01:35 am »
Focus on psi is exclusive to all other combat disciplines except perhaps throwing which requires relatively small investment compared to guns/xbow/melee, because the stats that make psi good provide no benefit to guns, and vice versa.  If you truly mean to focus on psi, then you won't have enough stat points to get good also at shooting.  If you want to use psi, your guns will be disappointingly poor and you'll stop using them, making your build a waste.  If you want to use guns, you can still use psi quite effectively, but I wouldn't call it a focus on psi.  It'd be a focus on guns with strong psi support.

If you want to do this, you'll need to use ARs, sniper rifles, or shotguns.  You simply won't be able to spare the points to get enough Dexterity to use SMGs or energy/chem/gunpowder pistols.

So, now you should be able to plan well enough that you can go look through the existing guides on the forum here and find some good ideas.  As long as you're not playing on DOMINATING, you can make do with 12 Will + 6 Intelligence for psi and 10 Perception + 5/6 Strength for ARs/shotguns.

There are plenty of hybrid build guides on the forums to get you rolling.

120
Bugs / Re: Traveling Merchant can spawn with TNT in inventory
« on: May 21, 2020, 08:48:47 pm »
As usual, thank you both.  I apologize for finding these stupid edge cases   :D

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