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Messages - TheAverageGortsby

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301
Builds / Re: Whats wrong with my build? (guns/traps/stealth/temporal)
« on: September 13, 2019, 08:20:13 pm »
In a word: everything.

I know, that sucks to hear. You've got a generalist character, and as a consequence you're not good at anything.  UnderRail really, really rewards specialization.  Your Perception is so low that your Guns skill is poor; your Will is so low that your psi abilities aren't doing any damage; your Inttelligence is so low you can't get good crafting feats; your Dexterity is so low that your AP cost is too high for your SMGs.

If you can bear to do it, you should reroll a new character.  Stats are important in UnderRail, becuase they're the modifier for the skills you use.  You should almost never have an ability score of 5 - that's low, and you're not gonna succeed at anything with a 5 that you wouldn't succeed at with a 3 (your min req. for sniper rifles is one of the few, obvious, exceptions).  So if you're gonna have a low stat, dump it completely and pull those extra stat points back to put into stats that matter.  Your investment in Dodge and Evasion is so low that it's really just a waste of points you could be using elsewhere.  Your 15 points in melee is baffling unless you're working your way toward Dirty Kick, in which case ignore this sentence.  20 points in throwing doesn't make much of a difference.

Your feats are fine, though.  If you did a better job with your stats and skills, you'd be much much better off.

EDIT: Incidentally, if you *do* reroll, you may find that ARs work better as a backup weapon for snipers. You've already got some Strength for your sniper rifle; one more point and you're good with the ARs as well.   Plus,. ARs don't require an additional stat (Dex) like SMGs do, which means you have a whole lot more flexibility in your stat build to get a high Perception - and thus high damage per bullet for both types of gun - and still have enough points to pick up a useful feat or two.  I know it may not feel as good, the idea of toting a sniper rifle and a battle rifle compared to a rifle and a machine pistol at your hip, but to some extent, especially if the game is kicking you in the face, you need to be flexible with your build concept in favor of getting through the game without too much annoyance.

302
Builds / Re: Psy Hybrid upgrade.
« on: September 13, 2019, 08:11:29 pm »
You don't need to worry about your effective score if all you're using TM for is buffing yourself. None of the buffs except Precognition scale, and you're not going to have enough TM to ever really want to use Precog, anyway.  To learn abilities, you need base score; effective skill only modifies the effect of abilities which scale by skill.

Don't bother with CON. Your stats are a mess as it is, and you need to put points into Dexterity (and maybe Perception, depending on your difficulty - if you're on Normal or Easy, 8 Per is actually fine) so you can make use of the real power of SMGs - a whole crazy lot of bullets every turn.  The difference between 3 CON and 6 CON isn't significant enough to really change your play style - you need to be careful and you need not to tank.

You can probably stop putting points in Throwing already. At level 7 that's 45 points, and if you get 10+ Dex for the AP reduction on your SMGs, your effective Throwing will be high enough to be very reliable.  That'll free you up a little bit as you branch into TM psi.

Try to find 25 points for Psychokinesis. You're gonna love Force Field.

303
Builds / Re: New-ish player wants to discuss good builds for expedition
« on: September 13, 2019, 12:41:33 pm »
how the new psi type compares and shakes up psi builds.
Temporal Manipulation is very powerful, but it's almost completely a support school. So if your character is weak, adding TM won't necessarily suddenly make that character strong - it will help of course but what TM really does is help you use your other abilities more effectively.

Got a way to get good heavy hit in reliably? Entropic Recurrence will let you duplicate that hit, smearing the damage over time.  Got a good attack you can use often? Psychotemporal Contraction (psi haste) will give you more AP and MP so you can position yourself well and use your good attacks more often.  Limited Temporal Increment will reduce cooldowns, allowing you use those time-constrained abilities more frequently. 

Basically, the new TM school requires a little bit of thinking about how to fit it into your build, but once you've figured out how best to use its abilities, it is probably worth the health pool hit for any build.

304
Builds / Re: Good psi build
« on: September 13, 2019, 12:17:00 pm »
I'll ask Styg about pinning it, but at a guess, since there are no other guides stickied, it probably won't be.  It would either be a bit of work, figuring out which guides need stickied; or worse, it would just make a bunch of people upset that their favorite guide didn't get stickied.

305
Builds / Re: Good psi build
« on: September 13, 2019, 03:27:29 am »
Pretty much all your psi-related questions are answered here: https://underrail.com/forums/index.php?topic=4149.0

If there's anything missing, ask it there and I'll see it sooner and can get your answer faster.

306
General / Re: I just can't do stealth properly
« on: September 11, 2019, 04:13:31 am »
Well, stealth is never a requirement. You can absolutely stomp around the entire game shouting and banging the walls.  You'll have to fight more, and occasionally in less ideal situations, if you're never sneaky at all.  But you can absolutely just murderhobo through the game.

If you do want to do stealth, there are a few things to consider.  Some stuff has true sight, or machine sight - cameras, robots, and maybe one or two other special things, too.  This true/machine sight means that your stealth is useless.  You have to keep your distance so they don't notice you, or keep using LOS breaks like corridor turns.  Hiding in vents and behind closed doors is good juju, too.  Sometimes, you'll need to take out a mechanical enemy really quickly (notice how low the health is on those cameras?) then run to a good out-of-the-way place and hide until all the enemies come check out the poor exploded camera than get bored and go back to their patrols/loiter locations.  Then you can sneak by the living enemies.

High Agility will help but is not necessary for stealthy play.  The Interloper feat is very helpful but not necessary for stealthy play.  Tailoring and Electronics will help a lot, but they're not necessary.  What is necessary is a careful play style that understands that you're going to need to strike from the shadows and just maybe retreat right on back again, possibly several times in a row in some of the busier maps.

And of course, you can always just armor up and say forget about it, then shoot everyone in the face.  Ta-da! Role playing!

307
UnderRail rewards specialization. Guns require Perception; Psi requires Will.  You're not going to be able to invest heavily in both because you only have enough stat points to go heavy into one stat.  If you're playing on Normal difficulty, you should be fine, though.  Still, your metathermics won't be doing amazing damage, or else it will be and your shotgun won't be.  May also be tough to scrounge up enough stat points to have a good dose of Constitution, which means as a tank you'll be somewhat weaker than you hope.  Additionally, assuming you plan to have something like 12+ in your core combat stats, you're not going to have a lot of room left for INT so you'll need to plan on setting aside a bunch of points for crafting and hacking.  Fortunately you're planning on heavy armor so you shouldn't expect to go heavily into Dodge or Evasion, so your skill points won't be spread out too painfully.

It's not a great pairing. Metathermics needs all the points it can get to be in any way impressive.  Guns need all the skill points they can get to be in any way impressive.  Fortunately, Normal is fairly forgiving, and with your 250+ effective skill come end game, you should be fine.

The build concept is viable for Normal or Hard, and with some significant reloading or heavy use of traps, even DOMINATING.  It would be even better if you'd slip 25 points into Psychokinesis so you can pick up Force Field (since you're already a psi character), 35-75* points into Thought Control so you can get enough Neural Overload to handle doppelgangers (which are immune to mundane weapons), and maybe 50-60 points into Thought Control so you can enjoy the very potent psi haste.  See, all four psi schools need the same stat, and three of the most powerful feats in the entire game are psi, so if you're going in hard for one, it's difficult not to recommend you pick up at least enough of the others for Force User, Premeditation, *Locus of Control, and maybe Pyromaniac.  Those are all really fantastic feats and will be hugely helpful for your build concept.  However, that does also make you a quad-school psion, at which point the shotgun is only holding you back.

308
Builds / Re: New build for new player
« on: September 10, 2019, 01:52:23 am »
You're in the Builds section of the forum, bre. Go read some posts.

309
https://underrail.com/forums/index.php?topic=4149.0

I even say that a psi build will do exactly what you're asking about.

310
General / Re: Two-headed Mutant
« on: September 09, 2019, 04:14:56 am »
That strange.Becose saveccamming is work perfectly for me.I dont even need to spend much time to cheak this out.You see the problem is that eahter i or you is lieing.But as i said before i have the the save to prove my point.Could post it if needed.
Neither of you are lying.  However, you are wrong.  The spawn chances are as epeli says.  There are still a few ways that a player can savescum, though they're probably all either oversights or //TODO. 

Pro tip: if epeli tells you something about this game, it's true, no matter what you think.

311
Builds / Re: Help Getting Started (Noob)
« on: September 09, 2019, 03:06:48 am »
Do you know of any resources that show the max needed for certain skills like lockpicking, hacking, crafting, etc where more points won't help anymore?
I always recommend destroyor's excellent FAQ.  There's a section for skill thresholds.  https://steamcommunity.com/sharedfiles/filedetails/?id=843557165

312
Builds / Re: Help Getting Started (Noob)
« on: September 09, 2019, 01:18:09 am »
Oh so pure PSI is just the superior route from what you linked that's good to know and the lack of perception will not cause a lot of things to get closed off to me because It say it reveals secrets or is it mostly just loot? I also noticed you do not have any points in technology and lockpicking/hacking are those not as important as I thought in this game?
With Snooping (which I do recommend) you'll be able to find almost all the secrets in the game quite easily even with 3 Perception. Technically, you could even do it without, but that's razor-thin min/maxing and I try not to recommend that especially for new players.

I believe that if you read more closely you'll find that I specifically recommend going into Lockpicking and Hacking from level 1.  I just didn't fill them in because while they are extremely valuable, they aren't necessary, and I prefer to leave free points available so players can fidget around and design a build they want to play, rather than a cookie-cutter build that I want them to play.

Crafting skills, hacking, lockpicking - all of those get attention in my recommended build suggestions.  However, crafting can wait until level 12-14 or so; if you do hold off, that'll free up your skill points for more immediately helpful things, like better combat skills, and better world manipulation skills.

313
Builds / Re: Help Getting Started (Noob)
« on: September 09, 2019, 12:52:47 am »
I want either a PSI or PSI Hybrid build that can see most of the games content and maximize XP on oddity.
https://underrail.com/forums/index.php?topic=4149.0

314
General / Re: Best Shield for PSI Dodge/Evasion-less build?
« on: September 08, 2019, 10:57:22 pm »
In the expedition lands the corssbowmen seem to be every bit as good at hiding in the corner as snipers, because I've had my character shot at by enemies outside of his line of sight.
Like I said, low is good for sloppy game play. Not knowing where your enemies are is sloppy play, except for the relatively few situations where enemies spawn/walk in from areas that player can't get to before the enemies show up (like hidden crabs, for example, or the Spec Ops teams in the Grey Army base).

Truth be told I don't really know what else would be good, speed and MP are nice as well. What would you recommend? (I'm running 0 Stealth)
Infused pig leather striders, for just regular walking-around shoes. They're loud, but if you're not using stealth, it's no matter. Bonus CON, bonus carry capacity, no penalty to player-gets-crit chance, and high-quality springs give a lot of movement speed and movement points.

315
Suggestions / Re: New Feat: Gunsmith
« on: September 08, 2019, 03:52:13 am »
Without any kind of penalty it would so ridiculously overpowered that it would be a must-have feat for all gun builds, and would even further widen the already immense gap between craftable weapons and found weapons.  Doesn't matter if it would require 7 INT and 120 Mechanical, an additional slot at no penalty would be worth moving around points.  Too powerful by far.

EDIT: OTOH, if it only applied to gunpowder pistols...

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