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Messages - TheAverageGortsby

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211
General / Re: Anyway to cheat to fix my build?
« on: January 21, 2020, 05:30:11 pm »
You'd need to use CheatEngine.  There's no console command for that sort of thing.  CheatEngine isn't terribly difficult to learn, but if you're low-level, it'll actually be quicker to just restart the game.

Don't you have a save from before you levelled up?  An autosave, perhaps?

212
General / Re: Padding
« on: January 21, 2020, 05:28:46 pm »
Whatever you need. They're fairly self-explanatory.  Soft padding is probably your choice for stealth sets, or for limiting armor penalty in boots/helmets.  High density padding is maybe helpful in the mid-game for getting your DR up high enough to be really really tanky, but very high quality metal more or less makes that a moot point, and the benefit is tiny anyway.  Insulated padding in leather armor now makes you immune to freezing, which is situationally helpful.  Galvanic is probably my padding of choice when I don't need extra stealth, just because electrical resistance isn't terribly common.

213
General / Re: Grey army base
« on: January 11, 2020, 07:34:40 pm »
No physical exit. Alas, you've boxed yourself into a corner and are going to have to reload.

214
Bugs / Re: Autosave and autosave (previous) put me in the same spot.
« on: January 06, 2020, 11:07:33 pm »
Nope, you're pretty much screwed.

The only way that can really happen though is if you enter an area, die, reload not your last save but the previous, then enter the zone again.  The game doesn't write the same data onto two autosave slots; that has to be bad luck or bad planning on the part of the player - and, why yes, I have done exactly that in the past, how did you know? :P

Get in the habit of saving smarter.  If you're going to go to a dangerous place, put a manual save right before you head to it. Then, quicksave after a bit, and finally quicksave again when the zone is relatively safe.  Getting in the f5/f9 habit can really save you some heartache.

215
General / Re: Metathermics feels weak
« on: January 02, 2020, 07:18:59 pm »
Perhaps its not the Metathermics I don't like but rather taking all 4 disciplines that's giving me issues.

How should I use the other Metathermics abilities? Like the Shield and the Shard Barrier?
If you're playing full psi, there's no real point in going more than 75 points into Thought Control, so you can save a bunch of points that way.  Also, unless you really want to use Precognition - and it has its uses, and it's not bad, but it's certainly not for everyone - you can safely stop investing in Temporal Manipulation at 55 points if you need those points for somewhere else.  Your Uni-Psi headband and Psi Beetle tac vest coupled with your extremely high Will stat will bring your effective TC skills up over the 200 mark, which is all you'll need to reliably defeat Resolve checks.  So I'd say a typical "four school" psi build should realistically be a "two and two halfs school" build, which does free up a bunch of points.

Cryo Shield lasts a good while, so it's great additional insurance against quick melee attacks that you might not see coming.  It's very handy in the Underpassages, as the stealthed Lurkers there generally use knives which do little damage per attack for many attacks. It's also nice in dark scary screen where you might find Crawlers all up on you before you can react.  A full set of Cryo Shield shards will generally allow even a 3 Con character to easily survive a full turn of surprise attacks from a Crawler, a knife-wielding Lurker, or even a Death Stalker.

If by Shield you mean Cryostasis, it's a five-turn incapacitate. That should be easy to figure out.

216
Bugs / Re: Crawlers too difficult to detect
« on: January 01, 2020, 09:52:21 pm »
So it does indeed seem lucky hits with molotovs, flares, psi abilities, outlasting the crawler's alpha strike/s or managing to bump into them before/after are the intended ways of handling them. Doable but tiresome, eh.
I'm trying to remove the topic but for the life of me I don't know where is the "Remove Topic" link advertised.
Luck not required. If you're psi, then you should have Locus of Control, so you can ignore the stun.  If you pay close attention to your environment, then most times you can see signs that Crawlers are about, and so you can make some noise, manually start turn-based mode, and hide behind a Force Field while they bunch up at the edge of your force field. When the field drops, you'll go first, and should probably at least see the faint shadows of where they're at so you'll know what you hit.  If you deprive them of their first strike ability, they're really easy.  If you're not playing a psi character with enough Will to get LoC, then you can make Bullhead to ignore the stun, or perhaps you'd have enough Con to get Thick Skull so you can't be stunned.  If you've got Quick Tinkering you may be able to lay a small bear trap perimeter with a gap in it, then go out into the map you're exploring and try to pull via noise. Run back to your perimeter and fill it in with a QT drop then just wait outside melee reach for the Crawlers to entrap themselves.  If none of that is an option, then throw on some Antithermic gear of some sort and just drop molotovs at your own feet.  Crawlers won't willingly walk into fire while they're stealthed, so the bright illumination of the lake of flame you're standing in should make it easy to see them as they wait right at the edge of the fire.

Remove Topic should be at the very bottom left of the page.

217
Builds / Re: First time player, how could I improve this PSI build?
« on: January 01, 2020, 01:55:30 am »
I would suggest you take a look at this psi guide: https://underrail.com/forums/index.php?topic=4149.0

Essentially, at level 1 as you've got there, I'd recommend not going into crafting yet and instead picking up Persuasion and Mercantile, because there are a surprisingly large number of very very early-game Persuade/Mercantile options that will give you significant benefits.  I also don't find Conditioning to be worth taking on any build, but especially not psi.  Psi will give you the tools you need to just not get hit, so don't worry about mitigating damage; worry about not taking any in the first place.  That said, Conditioning isn't worthless, it's just worse than you think it is, because of how the damage reduction from Conditioning applies.

218
General / Re: Metathermics feels weak
« on: January 01, 2020, 01:37:33 am »
What am I missing about Metathermics? I often find myself in positions where I'm faced with the choice to spend PSI points on a Metathermics ability or something else and I often wind up getting more mileage out of the other ability. To be honest when going pure PSI I feel like I have TOO many options.
Metathermics is probably going to be your most efficient bread-and-butter type damage against most organic targets.  You're really going to want Pyromaniac and Thermodynamicity for it, though. Pyromaniac is going to give you group crowd-control via fear in that pre-level 14 zone where you can't just winbutton LoC+Enrage and end turn until it's time to loot.  It'll also give you a devastating opener in the form of Psionic Mania + Cryo Orb if you've gone Psychosis; that opener leaves bleed debuffs which won't disappear when you follow up the Cryo Orb with a Pyrokinesis, overwriting Chill (a weak debuff) with Burning (probably the strongest debuff in the game if the target also fears burning).  Cryokinesis is a cheap, very-long-range puller that also inflicts Chill which means it's your ideal kiting ability against heavy-damage melee types, or an excellent addition to psi slow when facing enemies with out-of-control high move points.  The fire avatar ability will both let you cheese stealth melee enemies (Crawlers especially, which do not willingly run into the flames while stealthed and instead wait outside them long enough for you to find them and kill them at no risk to yourself) and also generally disregard fire in all forms, meaning you can safely molotov yourself and also trivially cheese Industrial Bots.  If you just hate the idea of challenge at all, then you can just beat almost every fight in the entire game (only four come to mind in the entire game that are highly resistant to this) by just making some noise, manually starting combat, hiding behind a four-turn force field, then popping out and triggering a ThermoD explosion to destroy entire groups in an instant.

If you don't want to cheese ThermoD, and are playing on DOMINATING where you can't always (but can usually) wipe the entire map with just a cryo orb + fireball combo, then Thermodynamicity will let you output horrifying amounts of damage by alternating hot and cold.  This isn't a whole lot of help early on because psi costs are your limiting factor, but later on in the game it's action points that restrict you, not psi points, so being able to dump eight or ten abilities in a turn will be a huge help.

Now, of course, you don't need to do any of that. I'm not trying to convince you to like Metathermics, or even use it at all. I just want to point out that if you feel like it's weak, that's because you're not using it well, yet.

219
Bugs / Re: Easy difficulty mercantile infinite money loop
« on: December 31, 2019, 02:28:11 am »
It's not only intentional, it's a counterbalance for all the crafting shenanigans.  Used to be that if you wanted infinite money, you needed to be able to craft, but that isn't a restriction that makes any sense.  If you want to be able to get infinite money, you can do that almost no matter what your build is.

You can still trivially get infinite money by crafting, of course (except on DOMINATING). Crafting + Mercantile essentially == Mugging, since you can walk up with nothing, buy a merchants components, craft them into gear on the spot, and sell them back at such a profit that you walk away with all their money, ammo, drugs, whatever. Buy chem pistol parts from Fixer and sell them back to him; buy tac vest/riot gear/metal armor/SMG/AR/sniper rifle parts from the weapons&armor vendors and sell them back to them; buy organs from the animal parts vendors and schlep them over to the nearest doctor - then buy up their ampoules and syringes, turn the organs into chemicals and those into drugs, and sell them.

Still not ridiculous enough for you? Take the Disassemble feat, carry looted unmodded high-value gear like sniper rifle/AR/SMG/Tacvest/RG/metal armor to the vendors, buy a couple mod components, disassemble the damaged gear on the spot, add the components, and reassemble the item. Presto, now it's repaired and much much more valuable than it would have been otherwise. Even with the 75% value hit, as long as you have a little patience, you can afford absolutely every lavish option in the game if you've got Mercantile, good crafting (at a minimum, Tailoring and Mechanics), and Disassemble.

220
General / Re: Metathermics feels weak
« on: December 31, 2019, 02:11:29 am »
I concede maybe I'm just not using it right.
Yup, that's pretty much it, right there.

221
General / Re: Can't apply for gauntlet
« on: December 18, 2019, 10:03:59 pm »
Did you talk to the guy arranging the fights? I'm not 100% sure that's a requirement, but something in the back of my head is telling me that you're supposed to talk to him first before going to try to sign up.

222
Suggestions / Re: Saving should be disabled in the under-passages
« on: December 14, 2019, 06:49:31 am »
You could just disable autosaves, and choose not to save manually.  A big part of the reason the graveyard stands out as special is because of that unique mechanic - I think the game atmosphere would suffer if that mechanic were overused, especially for such a relatively ordinary part of the game world.

223
General / Re: Is Mercantile Worth It?
« on: December 10, 2019, 10:31:15 am »
(As a side note, I have never seen any hard evidence that special merchandise is in fact of higher quality than normal goods, other than HEAVY confirmation bias. Anyone got proof of this? AFAIK It just increases your chance of finding something useful.)
I would suggest that since any individual is a decidedly finite set, even if it is so that Mercantile does not unlock higher-quality merchandise (and I truly believe that it does - across dozens of characters and hundreds and hundreds of hours, I've never seen base inventories match the quality of expanded inventories though as you say that could just be chance and observer bias) then just having more opportunities to get the better stuff does, for all practical purposes, mean that Mercantile unlocks higher quality loot.  It's not reasonable to assume infinite restocks, so even if all it does is triple your chances, that takes you from single standard deviation territory into the narrow far margins.  For a single play-through, rather than considering raw mathematical probabilities, that does in fact mean higher quality gear is unlocked.
 
That said, it sure would be nice to hear from someone who knows for sure. epeli? Styg? Mac? Phryg? Wanna come drop some knowledge bombs on us? Pretty please?   ;D

224
General / Re: Is Mercantile Worth It?
« on: December 10, 2019, 05:34:35 am »
Mercantile is so good that it should be a core skill, if you are going to be doing serious crafting.  If you just want to dabble, or make some grenades and maybe cook some drugs, then Mercantile isn't necessary at all.  But if you intend to craft weapons or armor or shield emitters or stuff like that, to use throughout the game, then yes; you need Mercantile. Preferably you need enough that you can buff up to 105 effective skill to unlock the best tier of equipment from the hardest check in-game, but even 80 effective is enough to make a very large difference in what components are available for purchase.

225
Builds / Re: An Average Explanation of Outstanding Psi Builds
« on: December 07, 2019, 05:18:05 am »
5 Agi doesn't make any sense. You free up another point and get Sprint. 4 or 5 in any stat is usually not a great choice - 5 Str being the most obvious exception, with 5 Int for Expose Weakness trailing slightly.  The reason I said Interloper isn't much use is that all it does is speed you up slightly in stealth - which you don't need if you're wearing tabis and Infused Hopper Leather since you're already zooming around - and gives you a few movement points; but with both Sprint and psi haste, you've already got tons of MP when you need them.  The real benefit of Interloper - the ability to spend less time very close to enemies where they detect you faster - is lost on ranged builds if they're played properly.

Your TM cycle also seems woefully suboptimal. For organics, you'd want to lead with TK Punch for the damage and stun, while also saving psi points compared to Cryostasis; after that, with a heavily damaged enemy, it's much more efficient to just use Cryokinesis or Pyrokinetic Stream for the kill.  For robots, Electrokinesis or later on the electro trap are much better than Cryostasis for the stun effect, and much more efficient if you can get two or more robots at once.  Then you can use your Premeditation on another stack of TD - why would you ever set up a cycle to just use 6 stacks? Even against Burrower Warriors, probably the toughest enemy you'll face pre-Depot, you don't want to use 6-stacks of TD - you're better off using an Electrokinesis stun and applying Pyrokinesis/Pyrokinetic Stream to get some extra DoT damage to tick on it while you're hunkered down behind a force field.

I assure you I don't underestimate TM as a damage outputting school =)  I lobbied to get it nerfed in fact back in Beta because it was so overwhelmingly powerful.  Play around a bit with Entropic Recurrence; even as it is now, it's a much better damage source than TD, even with Continuum Ripple (unless you're playing single-school TM, in which case, no; TD takes the cake).

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