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Messages - TheAverageGortsby

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181
General / Re: Psi beetle or psi crab carapace armour?
« on: March 16, 2020, 01:13:05 am »
If you get a good 90+ quality drop from a Goliath Azuridae, that's your end-game piece.  They go up a little higher, but 90-anything is good enough.  The 10% psi cost reduction is enough to outweigh the benefits of the psi crab.

Psi crab does give a lot of physical and electrical threshold, and a nice bit of fire threshold and resistance.  And since psi haste ignores armor penalty, you can move around OK.  But regen 2 is nothing, absolutely nothing, compared to 10% cost reduction.  The one real advantage psi crab offers is that with high quality kevlar cloth, you can basically become immune to enemy bullets except for sniper rifles.  You can get your bullet DT way over 100 with kevlar cloth and psi crab, meaning you can simply ignore firearms.  But as a psi character, you should have enough ways to completely avoid getting hit that you don't worry about reducing damage taken.

182
I have hard time deciding when to invest in crafting - around what level / progress you generally begin to craft gas granades, incendiary etc? I assume crafting pistol with crit thingy is pure late game correct?
Generally speaking, crafting should come last.  You should usually try to raise crafting only when you need it.  Incendiary and gas grenades have tiny requirements though and can be done fairly early.  Likewise, it can be very helpful to rush 25 or 50 effective skill in Tailoring and Mechanics just to be able to break some things down and make repair kits.  But aside from those early low thresholds, crafting should usually be the thing you invest in only when you have points to spare.

At the very least you should probably wait to craft your own pistol until after you've completed the Depot A quest.  No sense blowing all your money on expensive parts that will only be half or even a third of the quality you can get just a few hours of playtime later. 

183
At what level does this build really come online? - im atm level 9 going into depot A and I must say I'm getting horribly molested
OP does say it has some rough edges around Depot A.  That is, after all, generally the winnowing grounds for most builds.

You don't need to be doing the Depot at level 9.  Even if you're playing Oddity mode, you can absolutely get one more level before you need to deal with the depot proper.  If you're on Classic mode, level 12 isn't too much trouble and even level 13 is possible without any significant grinding.  I would encourage you to go pick up another level if you're having such a hard time.  And make sure, if you aren't doing this already, that you equip some sort of acid resistant armor, like Mutated Dog leather or Siphoner leather.  It makes a world of difference on those mutant  + dog maps.

184
Development Log / Re: Dev Log #65: Codename Infusion
« on: March 12, 2020, 11:42:55 pm »
I wonder what that screenshot could be though? Faceless City? Hmmm ...  ???
Lot of big fat pipes with pressure wheels on them, and heavy cabling bundled on the floor.  My guess is steam power generation either resulting in or incident to thermal regulation.  Those could maybe be copper radiator fins all along the walls, and if the blue light is somehow magically sterilizing the air pushed through those fans, Faceless City starts to sound pretty good, yeah.  That or just regular carbon scrubbing for Dis/Hexagon.  I'd like to think the Faceless with all their snazzy tech wouldn't be so slovenly as to let things moss over and get so disheveled.

185
Development Log / Re: Dev Log #65: Codename Infusion
« on: March 12, 2020, 02:26:41 pm »
- Adding a long-term resource to psi, especially for Infusion. Insanity bar was one idea he mentioned, but he's not necessary going with that.
UnderRail 2: Vampire Masquerade: Malkavian Sockhop confirmed!  Can't wait to have a conversation with a stop sign again!

186
Development Log / Re: Dev Log #65: Codename Infusion
« on: March 12, 2020, 12:42:39 am »
That looks a lot like it could have come out of Baldur's Gate 2 or Planescape: Torment, and I certainly mean that as a compliment. 

Looks great.  Keep up the good work, and thanks for continuing to support this excellent game!

187
Builds / Re: Relative noob looking for a crossbow/traps build
« on: March 10, 2020, 10:33:31 pm »
I found myself in a scenario where I needed a whole heaping pile of feats all at once
If that's the case, you can feel free to drop Sure Step and Trap Expert. They're strictly QoL with your skill point distribution and won't make any fight for you.  If Sure Step also gave you a chance to not trigger explosive mines, then maybe...but as it is, it's just a way to help make up for sloppy play resulting in certain edge cases.  If you're careful and attentive, you won't ever be in those edge cases.

188
Builds / Re: My best build for no death domination
« on: March 10, 2020, 12:30:10 pm »
3 Perception + Paranoia is enough to reliably detect Death Stalkers and Coil Spider webs on DOMINATING as long as you take your time.  Personally I prefer 5 Per but I've done a few ironman-style runs down the elevator now with 3 Per + Paranoia, and unlike OP don't use energy shields.   If OP is playing Classic XP mode, then they'll easily get to level 26 before meeting Death Stalkers or Coil Spiders.  If not, they may need to bounce around the Expedition content a bit and plan out a path to avoid the spiders.

189
Builds / Re: Relative noob looking for a crossbow/traps build
« on: March 08, 2020, 10:14:20 pm »
Sure, that build can work.  If you're willing to optimize a bit more, read on.  If not, that will get you through the game ok, so have fun.

I don't understand 4 Will.  Take that point and put it somewhere better.  You don't even have Persuasion or Intimidate to justify the point as "penalty avoidance."

You're way overinvested in Biology, Electronics, and Mechanics.  Most of the time you don't need those points, so really what matters is what you can buff up to, because mostly you'll be crafting in safe areas in "down time" rather than on the fly.  I'd pull back 60-70 points out of Mech and Elec, and - depending on if you want to be able to craft Super Soldier and use the highest tier poison or not - either 40 or 60 points from Bio.

You're 25 points overinvested in Hacking for even the highest possible check in the game while carrying no buffs.  I'd reclaim those points, too, and also pull 50 out of Lockpicking since you can pop every lock in the game with 80 real points and 7 Dex.  You probably don't need but half that Traps skill, too.  Certainly you don't need more than 100 real points.

Now you have 1 stat point and 255 to 315 skill points free.  The possibilities are endless.  I'd put 80 points into Tailoring and 40-50 into Chemistry because it's nice to be able to make your own traps and grenades, plus the armor you can craft will be much better than the stuff you can buy.

You should pick up Ambush.  With that much stealth, Ambush is going to be extremely powerful and valuable.  Take Sprint earlier.  It'll save your life, because you'll occasionally need to reposition abruptly during combat, as a bowman.

You can link to your builds in the build tool by pressing the "Link" button in the options heading, on the left side of the screen midway down, then just copying and pasting the URL that comes up in your browser address bar.

EDIT: Sorry, forgot to answer your throwing question.  Yes, you want some Throwing.  I might only put 50 points in with 7 Dex, rather than 80, but Throwing is what will determine the precision of your caltrops, grenades, and nets.  You're going to want to use all of the above, as a xbow.

SECOND EDIT: Numbers are hard and apparently I cannot read.  Changed recommendation for points recovered from Mech and Elec because I thought all 3 were at 140 in the OP.

190
Builds / Re: An Average Explanation of Outstanding Psi Builds
« on: March 07, 2020, 01:59:44 pm »
Also where to get that good goggles before deport a? Wont wearing goggles instead of a headband hurt psi character? Wont investing points into perception also hurt psi character? I will try to record a video for you. Is there any known bug, that may cause all my character to be unable to spot traps?
You can certainly loot or buy some +1 Perception goggles very early on.  If you are capable of crafting goggles, then you can make some Motion Detecting goggles (which are the kind you want, for finding traps), or you can perhaps loot them off some of the NPCs - I don't recall with total clarity, but between the Lunatics, the Trappers/Lurkers, the GMS raiders, and the Eels, you can kill off a great many human NPCs and get their loot.  I know some of them wear goggles, and I think I've looted Motion Detecting goggles from that group.

Why would investing in Perception hurt a psi character? 10 Will, 10 Int, and 6 Con still leaves you two free stat points at character creation.  And I don't think I've ever worn a psi headband before Depot A; they're just not powerful enough with those low-level components to make a meaningful difference.  Early on, I wear whatever I can find that might help me, and usually that means a +1 Per goggles on my character's head.

I don't think there's a known issue with detecting traps, no.  It's just how you're playing.  If you know you're rolling with a very low Perception score, you need to make choices that will cover for that weakness; Paranoia, goggles, trap busting, or just a willingness to eat the pain.

191
Builds / Re: An Average Explanation of Outstanding Psi Builds
« on: March 07, 2020, 11:52:12 am »
I ran a test on low perception char on normal difficulty- u can't spot a mine next to u even if u stand facing it for over 5 minutes. Not to mention that if u detonate a mine, then the whole area of enemies will come after u. Even if u survive the explosion-  u r dead.
Simply not true. Even on DOMINATING, a 3 Perception character with no Traps skill can spot mines everywhere with a good pair of goggles.  If you pick up the Paranoia feat it becomes even quicker, and in most places you then don't need goggles.  I like to play my psi characters with 5 Perception (it's where my extra points go, rather than more Con, once I've got the other stats I want) and Snooping so I can easily find secret areas.  Try it - try to free up two points for Perception.  It'll help with your trap detection frustration.

You do need to make a character that's good at surviving, but you don't need to metagame.  If you're getting blown up all the time, then that's good feedback on how your character design could use improvement.

192
Builds / Re: An Average Explanation of Outstanding Psi Builds
« on: March 07, 2020, 08:11:41 am »
Slow and cautious, if you've got low Perception and low trap detection. If it's really bothering you, then tailor yourself a suit of armor using Blast Cloth as soon as possible, but early on, even on DOMINATING, you'll be able to spy the traps before they kill you as long as you move carefully. If you aren't all done up in heavy metal armor and boots with high Con, then it pays to be cautious as you move through new areas.

If you're psi, you can always spam fireball to clear the way ahead of you, too.  Costs nothing but a few seconds to regen your psi pool.

193
General / Re: Characters with 200 psi
« on: March 04, 2020, 05:09:00 pm »
You can get your psi pool up to 155 with Meditation, Neurology, and Philosophy III, and your base regen up to 24 with 18 Will, 10 Int, and Mantra, so you can get as close as you could ever need, without cheating.  If you add in your various buffs, you can end up with regen near 30 as well as psi cost reduction exceeding 60%, so there's really no need to worry about what their numbers are - yours are better.

194
Suggestions / Re: Deep Caves & Final Battle re-design suggestions.
« on: March 03, 2020, 03:52:12 pm »
The question is, why is he still alive and well
I know there's no strong evidence to back this up, but my pet hypothesis about that is that Dude is not yet John Dyson, but will become him.  His picture as New Dude looked younger than his previous picture, so I like the idea that he further explores Temporal Manipulation and then somehow goes back over a century in time and becomes John Dyson, after the events of the game.

Plus it would in theory let the universe experience The Dude meeting himself, which...let's not deny the universe that majestic occurrence.

195
Builds / Re: *Beginner* Looking for a grenadier build
« on: February 28, 2020, 04:47:41 am »
Grenades are not a build  Grenades are an addition to a build.  If you attempt to play UnderRail exclusively or even majorly as a grenadier, then you are going to make the game more difficult for yourself (it would be ok on Easy, with the economy so forgiving that you'd always be able to afford to just buy a bunch more grenades).

A throwing-only build (grenades, nets, and knives) is probably the most difficult way to play UnderRail.  See if there's anything else about the game that interests you, and do that, then add in some throwing and some chemistry so you can make your own grenades.  There are a tremendous lot of build guides here; find one that appeals to you, and add grenades.

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