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Messages - TheAverageGortsby

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271
Bugs / Re: No machete blueprint
« on: October 05, 2019, 11:05:26 am »
You can always get the blueprint from Kendrick, in Junkyard, or Fredd, in Camp Hathor.  It's a knife of sorts, so you should have been looking to hunter-type vendors.

272
Builds / Re: An Average Explanation of Outstanding Psi Builds
« on: October 01, 2019, 10:44:54 pm »
Can snooping help me with the mines/traps
No. As the feat describes, it only helps you clear Perception thresholds for finding secrets in the game.  If you need additional trap detection, the most effective ways to go, from most to least effective, are:

Wear motion detecting goggles (a significant % of your raw detection score is added to your trap detection score)
Increase your Perception with buffs
Take the Paranoia feat
increase your Traps skill
(edit: though it should be obvious, I was wrong not to include this other option: just level up some.  Your detection also increases with character level)

I've seen a bunch of people talking about how you should put one point per level into Traps to make sure you can detect mines, but that's nonsense.  You can see for yourself either on the wiki or in the Builder tool that such a tiny increase in Traps has almost no effect on your trap detection.  So if you're going to use the Traps skill to increase your safety against mines, be prepared to sink a bunch of skill points, in order to have a noticeable effect.

273
General / Re: How to get "Meet Azif"? (Spoilers)
« on: September 30, 2019, 08:33:24 pm »
Okay there are few less obvious steps that people often fail.

Lenox Pierce : Do not confront Morde yourself, not ask him about anything for that matter. Best is to skip him completely so you do not make a misstep. You do not need his insignia.
You can confront Mordre no problem.  You even get the chance to let him walk away before you reveal he was the killer, and that still allows you the best outcome state.  All you really need to do is make sure you have all the evidence and make a rock-solid case.

274
Suggestions / Re: Feat to reduce armor penalty cap
« on: September 29, 2019, 06:50:51 pm »
That's really exactly what Sprint - and the new psi haste, for that matter - is for.  The bonus movepoints from that feat - and that psi ability - are not affected by armor penalty so that's the reliable way to get movement points on a high-armorpenalty character.  You can get Sprint for the fairly low cost of 6 Agi and no other prerequisites; you can get psi haste for the also fairly low cost of 55 skill points plus the psi health penalty (which really isn't all that big a deal).  The psi haste also gives bonus action points, and if you pick up the feat, it's quite the monster of an ability.

275
Suggestions / Re: Mechanical pistols improvement
« on: September 29, 2019, 02:06:01 am »
Or give pistols chance to counterattack.
Full gun kata! Give pistols a bonus to dodge since clearly they're best at melee range ;)
https://youtu.be/LqQJOr4Rx5k?t=13

276
Builds / Re: Should my CON, STR and WIL build use Psionics?
« on: September 28, 2019, 09:05:21 pm »
I am currently working on my second build so i am fairly new to the game. I wanted to play as a kind of melee/rifle user that focuses on mid to close range combat. Can you give me any tips on which weapons i should use, where i should put my stats and if i should use psionics?
You won't have enough stat points to have three stats be good enough to carry you through the game.  You can get enormous benefit from psi with only 3 Will and 80 skill points.  As long as you don't mind the health pool reduction (and it's not really all that bad) then sure, go ahead and play around with psi.  Put 55 real points into Temporal Manipulation and 25 real points into Psychokinesis.  That'll get you psi haste, psi slow, the cooldown reduction ability, and the force field.  That's a huge set of additional capability to be toting around.  Sure, you won't be landing any hits of any significance with your psi, but what you'll be able to do is use psi to make your rifle and melee all the more deadly.  Plus, very early on when it's difficult to afford ammo, even your weak Temporal Distortion will be enough to get you zero-cost kills on stuff, and it'll let you handle turrets without blowing through your ammo reserves.

If you've still got skill points to spare in your build, you could get additional use with further investment, but 80 points gets you some really huge advantages.

277
It's not optimized, and I know it's not optimized, it's supposed to exploit all of the mechanics I find fun first, but is there anything glaring I'll regret not taking/investing too much in?
Learning psi requires base skill, not effective.  There's no sense at all in going 73 into Temporal Manipulation; and with 3 Will, no sense going deeper than 73, either.  Stick with 70 if you plan to use Stasis, otherwise 55 will be fine.

Don't know what the plan is with Evasion, but with only 4 Agi, you're not going to qualify for any useful feats.  I would pay more attention to reducing the ability of enemies to make attacks, rather than try to put points into avoiding their attacks.

This is how I'd do it if I were in your place.
No Premeditation on a high-Int psi-capable build?

278
Bugs / Re: Minor bug with grenade crafting
« on: September 23, 2019, 07:44:56 am »
That was mentioned before a while ago, and Styg chimed in on it.  He could have changed his mind, of course, but at the time he seemed uninterested in altering the effect of component order.  You want to make things the harder way, it'll be harder to make them =)

279
Builds / Re: An Average Explanation of Outstanding Psi Builds
« on: September 23, 2019, 07:39:27 am »
I wanted to ask if there are any changes you would recommend with regards to the aforementioned build?
I wouldn't play that build in Expedition.  You've got psi haste, so you don't really need Blitz; you've got Precognition if you go deep into TM so you don't need Dodge/Evasion or the associated feats and thus the Agility; you've got higher quality components than Wildan could have gotten back in early 2016 and you've got more need for crafting in general so you don't need to invest in stealth, which leads to the next point; Junkyard Surprise no longer can give +2 INT like it could back when Wildan wrote that post so you're going to either have to wait a lot longer to craft stuff (you won't get Hypercerebrix nearly as early as you can get JyS) or else you're going to need to go deeper in INT - which is what you should probably do.

I'd recommend the builds I recommended in this guide, rather than that one.  It's very, very, very out of date.  My recommended builds are designed so players can see the most that Expedition has to offer.  I'm certain you could do just fine with that build as Wildan suggested it  years ago, but you'll do even better with a build designed around how the game is today.

280
Builds / Re: SMG / Unarmed build for Dominating (need a little help)
« on: September 21, 2019, 01:27:25 am »
The only thing that jumps out is that you've overinvesteed in Pickpocketing a good bit.  You can pull 30 points back and you'll be good to get everything you need; you could pull up to 55 points back and still be over 50 effective, which is more or less what you want for stealing a bunch of ammo and oddities.

281
General / Re: What actually is/are the Gray Army?
« on: September 19, 2019, 03:08:19 pm »
Spoiler-free version: they're just a curiosity piece.  You get some idea about that part of the game world if you join the Free Drones and talk to Kokoshka (sp?), but prior to Expedition there was no actual interaction with anything from that part of the world.  The Grey Army is just a glance into that part of the game world.

282
General / Re: Combining a Kevlar Balaclava with a Tactical Vest.
« on: September 17, 2019, 07:39:52 am »
The percentage isn't stackable but the DR/DT is.  So your vest gives +200%, your balaclava gives +200%.  If you vest is nominally 10 and your balaclava is nominally 2, then against bullets you get (10 x 3) + (2 x 3) for a total threshold of 36.

283
Builds / Re: Help me fix this Psi build (Level 12)
« on: September 16, 2019, 06:27:43 pm »
You'll be fine.  Put the rest of your stat points into Will if you want your psi to really shine.

Align your build as closely as you can with my recommendation in my psi guide.  Make sure you get Locus of Control at level 14. 

https://underrail.com/forums/index.php?topic=4149.0

284
Builds / Re: Psi Machete, Thoughts?
« on: September 16, 2019, 12:33:03 pm »
I feel Sprint would help me even more tha Fancy Footwork
Personally, I always get a lot more use out of Sprint than Fancy Footwork for my melee characters.  However, for lightly armored builds that are good at quickly killing targets and having enough AP left over to go kill more, Fancy Footwork certainly has its uses.  If you open a fight against a group with a well-placed grenade, FF may let you zip all around the battlefield finishing off the injured, like some sort of wire-fu action sequence  ;D

285
Builds / Re: An Average Explanation of Outstanding Psi Builds
« on: September 16, 2019, 12:29:57 pm »
Just a query, you start with 15 mercantile but then it shows zero in your level 4 and 8 builds etc....do I have to start over already....?
Hm. Shouldn't.  I just went back and double-checked those links again and the character progression links all appear to me to keep the Mercantile investment.  I did drop Thought Control in the level 4 links, because I wanted to show that if you needed those points for something else, you can get through the first 4 levels no trouble without investment into TC or TM.

Anyway, to answer your question, no of course you don't need to restart.  Taking Mercantile and Persuasion early on was so that you could take advantage of the nice freebies in SGS, but if for whatever reason you didn't invest in them, that's no problem.  What matters most is that you survive the first 4-6 levels.  They can be tough, especially for new players who are learning the game.  As long as you're investing in skills that you expect to use for the whole game, it isn't extremely important what order you invest in.  My suggestions are only that - suggestions for one good way to try to keep your stats (edit: I meant skills) high enough to have as many options as possible at all stages of the game.  It's really up to you to modify things as you like.  You shouldn't take my builds as ironclad, do-this-or-fail guides.  UnderRail is so full of options and second chances that it would be a shame not to explore your charcater build as you see fit.

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