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Messages - TheAverageGortsby

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316
Builds / Re: An Average Explanation of Outstanding Psi Builds
« on: September 08, 2019, 02:27:24 am »
For a Psychosis build, what is the most optimal placement of Specialization points?

Neural Overclocking 10/10
Psychosis: Psi Cost 5/5

How about that? Any better ideas?
Forget the psi cost reduction. Go 2/2 into Premeditation cooldown reduction, 5/5 into Future Orientation, and 8/10 into Neural Overclocking.  You premeditate, wait ten seconds or so, then manually start combat.  You've got 2 turns left on the Premeditation cooldown; you use Premed on a powerful opener, LTI that turn, and Premed again in the following turn. There's nothing left at that point.

You'll have plenty of psi cost reduction from gear - and if you need it, psi beetle brain soup.  Don't waste spec points on it.  Psi boosters grow on trees mushrooms in UnderRail, anyway.

317
General / Re: Best Shield for PSI Dodge/Evasion-less build?
« on: September 07, 2019, 06:12:06 am »
Fenix isn't wrong, but I don't think he's covered all the right ways, either.  Psychosis plus stealth (why else would you be wearing ninja tabis?) is really good at alpha striking anything that's even a little bit squishy.  You can stun, incapacitate, enrage, or even slow melee types so you don't need to worry about them getting to you; you can alpha the crossbows so they just spend all their time dead; but what you can't always reliably kill are the really tanky ranged sorts (and they've pretty much always exclusively got ARs if they're ranged) and the off-in-some-corner-somewhere rifle snipers.  Both of those are high-speed projectiles, so if you tend to alpha soft targets first it could be to your advantage to go High/High.  Melee won't get to you, SMGs are no threat at all, and you just keep in mind each fight that if you see somebody with a crossbow, they gotta die the turn you come out of stealth.  Then you can LOS things so if there are others somewhere out in the fog of war they have to come running around a corner to get to you, where you've placed an Electrokinetic Imprint or something.

If you play a sloppy game, Low is a really good idea. But if you optimize your pre-combat placement and open with heavy killing shots (and that's what Psychosis is really all about) then you don't have to worry about anything on the low-speed side.

318
Builds / Re: Dominating Expedition Psi Build > Advice needed
« on: September 06, 2019, 05:00:33 am »
Can others share how 0 points in throwing work for them for Dominating?
Just fine.  Grenades have a miss radius of 2 tiles (so that whatever tile you target is always in the blast radius), so just make sure you aim to put them fairly far away, and you won't end up eating your own grenade.  Alternately, if it's an incendiary, it may not be such a bad thing to put a lake of fire around yourself, or situationally you can get good use out of flashbangs and EMPs like that; you can always drop a grenade with perfect accuracy onto an adjacent tile.

319
General / Re: Help to choose
« on: September 05, 2019, 06:24:23 am »
You should find a higher quality vest before using good super steel plates. Go join the institute and see if Efreitor Hannah has anything for you. If you went with Protectorate instead of Drones, visit Kevin a couple times.  They should be able to get you something better than 125.  If you've got good mercantile, they should have stuff over 160, but at the very least they should be able to get you into the 140s.  You won't need your best armor at first in the Institute, so save those good plates and scrounge up a better vest.

As to which type to use, I'd rather have Regenerative Vest for any build other than a Survival Instincts build (or, maybe, possibly, perhaps a Super Slam focused build, but that would be very niche), rather than a Sturdy Vest.  Regen Vest on the actual final boss fight is invaluable, unless you're so powerful that it's irrelevant anyway.

There's not enough electricity damage to justify using galvanic in your main suit.  You can get all the bio resist you need by carrying around a gas mask (or, if you've got Expedition, which it doesn't sound like you do, some of the expansion gear).

320
General / Re: Two-headed Mutant
« on: September 03, 2019, 12:31:49 am »
Is it spawning on the bggest Depot A map only? That one with growing mindshroom?
The first one with real mutants, yeah, where you've got the dead bodies strewn about, and the fenced in room with a corpse and a locker of loot, and a mindshroom growing right outside.  Right through the gate that that junkyard muties are gathered around a barrel next to.

321
Bugs / Re: Power management for regeneration vests
« on: August 24, 2019, 04:58:47 pm »
It has always been the case. It's not a bug, just a feature you don't like.

322
General / Re: Multiple Saves for different characters?
« on: August 23, 2019, 07:32:27 am »
The quicksaves and autosaves are installation-specific but you can obviously manually save in different slots for different characters.  If you absolutely couldn't live with auto- and quick- overwriting between characters, you'd need separate installation&save locations for each character you played.  That should work, if it's worth that much trouble.

323
Builds / Re: Is Psi Empathy worth it on a melee Machete person?
« on: August 22, 2019, 03:04:47 am »
Strongly disagree.

You and I have very different definition for perfect sense. There are dozens of different and better ways to change Quick Tinkering:

But no, let's nerf QT to the ground, makes perfect sense.
I've been giving you slack because I know English isn't your native language, but you're arguing against strawmen, destroyor.  Everything you said in your post is exactly what I said in mine, only you took a wall of text because you have no nuance.  You need to learn to read more carefully.  And your "sarcasm" isn't clever; especially when you fail to understand straightforward meaning, it's just childish.

324
Builds / Re: An Average Explanation of Outstanding Psi Builds
« on: August 21, 2019, 08:25:40 pm »
Any thoughts?
If you're just doing this for the Neural Overload lulz, then you'll get more effect from Neural Overload damage spec than you will from the Tranquility spec.  Of course the Tranquility spec will help with all your other abilities, but I can't help but think that for a typical combat scenario, your better bet still would be to drop five points out of Tranq spec, finish up Future Orientation spec (so your haste/slow/LTI are instant again), and put the last three in Neural Overload psi reduction spec so you peel off 25% of the targets max psi per cast.  Sure, you're only getting eight NOs per turn instead of nine, but you're getting more actions in per turn thanks to instant TM abilities.  Since you'll be spamming so many actions per turn, even with good psi cost reduction you'll need to guzzle psi boosters regularly, so it's good to have 4-6AP per turn not used on abilities.  That lets you really go nuts on the harder fights with double haste, hit Trance+Focus Stim, chain out your NOs, and guzzle a psi booster before tapping LTI and ending the turn.

All that said, Neural Overload is going to be hella disappointing when fighting mindless enemies.  It's why you should only play with TC as your primary nuke if you just want to do it for the keks

325
Builds / Re: Is Psi Empathy worth it on a melee Machete person?
« on: August 21, 2019, 03:34:37 pm »
But why then the recent change to yet again weaken quick tinkering (and therefore builds that use traps)? Doesn't make sense.
Well, "traps" isn't a build. I'm sure someone probably made a joke build that only used traps, but really, really edge cases round to zero.  Traps don't make a build, they augment an existing build.  Low-Will TM also isn't a build, it augments an existing build.  And low-Will TM plus Quick Tinkering and Future Orientation meant instant traps every turn.  That's why QT got nerfed - because there's no reason not to go into TM to LTI, and that was too much.  It's why LTI was nerfed, too, before release; it was too much.  Makes perfect sense.

326
Builds / Re: Is Psi Empathy worth it on a melee Machete person?
« on: August 21, 2019, 11:25:14 am »
To me it seems like temporal psi was designed with the dominating difficulty in mind, with the result that it's overpowered on lower difficulties.
It always seemed to me like it was an effort to bridge the power gap between psi builds and everything else.  The result of course was that full psi got nonlinearly even more powerful compared to other builds, but adding in Temporal Manipulation on a 3 Will build with only 60-70 points to spare does get you somewhere near the power of a pre-expansion tri-school psi build.

Probably it would have been better in the sense of general build balance to make Temporal Manipulation somehow something other than psi - sort of like in Tales of Maj'Eyal how there are mutually exclusive special ability sources, if TM had been somehow designed to not work well with the main three psi schools, then there might be be less whining from the "psi is too OP" crowd.  But what it really does, really well, is allow non-psi builds to exchange a little bit of health for a whole lot of power and utility.  You get a lot of increased build potential for very little cost in skill points, no cost in stat points, and a small cost in health points and vulnerability to psionic inhibition.

327
Builds / Re: Is Psi Empathy worth it on a melee Machete person?
« on: August 20, 2019, 05:44:55 pm »
I sort of experimented with taking Psi Empathy and JUST Temporal Manipulation with the Temporal Distortion, Limited Temporal Increment and Psycho-temporal Dilation skills from Ethan and frankly I couldn't figure out whether I should debuff a few times or just go slashing with machete. I used some Psi beetles to try it out. I was confused by a new set of abilities how to mesh them in with a Melee Sword. Also the lower health pool wasn't great.
Any advice for how and if I should integrate this skillset? I have been putting points into TM (only TM in that tree)
Just buff up. Psi haste and go. More attacks == more damage.  Got a few AP left over at the end of the turn? LTI.  Psi slow is situational - you'll know when you use it.  It'll be when someone with a giant hammer is trying to catch you as you run away screaming, waiting for the hypo cooldown to tick.

328
I did the arithmetic in another thread but it's already possible to one-turn-kill any enemy in the game that's susceptible to Implosion, regardless of mechanical resistance, if you can land an Expose Weakness.  That's probably powerful enough.  Besides, the TK Punch and Electrokinesis and Electrokinetic Imprint all benefit quite nicely from empowering.

https://underrail.com/forums/index.php?topic=4048.msg23485#msg23485

329
General / Re: Stuck at gray army
« on: August 18, 2019, 06:32:35 am »
The game should have created an autosave right before you went into the base.  If you're really truly stuck, can't stealth, can't persuade, can't fight, you may need to reload that save and come back in a few levels.

330
Builds / Re: Stealth SMG/Trap
« on: August 18, 2019, 12:42:04 am »
Start with 10 Dex, 10 Per. Put at least your first 4 stat points into Dex.  Make sure you get Spec Ops and Commando, and Quick Tinkering.  If you can find the points for it, you'll also want 7 Str for Full Auto.  That'll give you max burst with your SMGs.  You're going to want to be stealthy, but you can sneak *just fine* with 3 Agi.  If you don't want to go 6 Agi for Sprint, though, you might want to consider picking up Psi Empathy and Temporal Manipulation.  You'll be very squishy, but your bursts from stealth will be devastating.  You'll see other feats that you need, like Critical Power, Blindsiding, Ambush, and a couple others. Probably also should pick up Grenadier.

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