Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - TheAverageGortsby

Pages: 1 ... 27 28 [29] 30 31 ... 50
421
Builds / Re: Please help with shotgun build
« on: July 19, 2019, 01:30:06 am »
I'll only speak to the armor question; I'll let the better gun build players weigh in on the build.  Shotguns benefit *hugely* from proper field placement, so you're really going to want mobility. Even with the 30MP from Sprint, you're going to want more movement points pretty frequently.  I'd avoid going full tin can if you really intend to be shotgun only.  OTOH, if you can find it in you to drop one of those feats and slip in Armor Sloping, you can build a very low armor penalty Super Steel suit, though for that you'd have to pull a few points from Hacking, Persuasion, and a bunch from Throwing (why so many, btw?) and drop them into Tailoring.

422
Builds / Re: What will be your first build in Expedition and why?
« on: July 19, 2019, 12:34:54 am »
Hopefully, all new enemies are not psy 100% resistant :D
There is no psi resistance in UnderRail, anywhere. The closest you get is damage type reduction (so if your enemy has an aluminized armor suit, your fire abilities will be less effective) and Fortitude/Resolve for resisting extra effects.  There is no psi resist stat anywhere.

423
Builds / Re: What will be your first build in Expedition and why?
« on: July 18, 2019, 04:02:41 am »
So your killer build goes high DEX. I was thinking high STR. Obviously there's pluses to both--is there a strong reason you prefer high DEX?

Is it easy to get swords going from the beginning of the game? I thought it might take a while before you could get rolling with them. (Another playthrough where I'm hoping for an early TiChrome bar.)
He's got Trigger Happy, so I have to assume it's the high initiative. That looks like 36 base initiative right there. Makes it a near-certainty that even if you walk around a corner unprepared and enemies see you, you're going to get to act first.

You should be able to buy a sword almost immediately, in SGS, and their damage-to-AP ratio is so good that you can do fine with them even before you get a single feat, in the earliest parts of the game - rathounds and the easier Lurkers, and such.  And Blaine pretty regularly has TiChrome even before returning the drill parts, so if you do the Eels questline ASAP you might find one or maybe even more TiChrome bars before you have to hit the Depot.

424
What exactly at this point prevents you from just taking a 10AP-or-less attack, leaving the zone, coming back, taking another 10AP-or-less attack, leaving again, etc, etc?
The same thing that prevents psi from only ever using a pull to FF, Premed ThermoD, Proxy + TK Punch, (cryokinesis, pyrokinesis if needed to mop up).  The same thing that prevents trap users from doing anything but traps x infinity, ambush snipe, aimed shot.  At some point cheesing the mechanics stops being rewarding and you go back to trying to have fun playing the game.

425
Builds / Re: Start a new run for the extension : Psy build help
« on: July 18, 2019, 12:13:32 am »
I could ignore dodge/evasion and put more on Intimidation or Persuasion...
Don't go any deeper into Persuasion than about 110 effective. As a matter of fact, if you're willing to micromanage your gear, then you wouldn't even need to go higher than about 87 effective.  But since you've said several times you don't want to min/max, there's no point in making you micromanage the tiny details.

Similarly, if you invest in Intimidation, you can get by with about 50 effective skill - the highest threshold you probably need to hit is around 100 and there's a lot of gear that can help out with Intimidation.

Both Intimidation and Persuasion have very large potential effects from a story perspective, but they aren't as obvious as the "soft" skills in Fallout were.  Still, if you really want to see all the game has to offer, you're going to need a fair bit of Persuasion, and a little bit of Intimidation as well.

426
Suggestions / Re: New Psi School - PARABIOSIS
« on: July 17, 2019, 11:58:12 pm »
Good lord, talk about Psi Master Race.

"You know what the problem with psi is? It's so weak that it just isn't competitive with other builds. Maybe if we gave it free healing, build-in NVGs except with no drawbacks, guaranteed saves, enormous skill boosts, and all the benefits of specialty ammo, psi might finally come into its own.  Also, what the heck, let's give it a top-end skill that breaks every combat resource scarcity mechanic in UnderRail."

427
Builds / Re: Start a new run for the extension : Psy build help
« on: July 17, 2019, 10:48:09 pm »
With this new build, I won't be able to find any hidden passage with secret oddity items. I'm just afraid it may be tough to progress that way... What do you think?
With Expedition - which you've said is what you're building this character for - there are enough buffs that you'll be able to find most secrets even with 3 Perception.

Since the character builder now shows Expedition content for everyone, let me just suggest a different character build for you.  It's still very stealthy since you seem to want that, but now it's a much better psi build and has enormous crafting potential.  With this build (which I've used without stealth a couple times in the alpha testing of Expedition, and can guarantee is a solid build) you will have no trouble bringing enough power and possibility to every single encounter to beat it.  Sure, you may die a few times, but you might with any build - this build has enough tools in its toolbox that once you learn from your mistakes, you'll be able to try different approaches until you get one right.  And after a very short time, you'll stop making mistakes because you'll know exactly what your character can do - which will be a lot.

suggested build: http://underrail.info.tm/build/?HgMDAwYDEAoAHgAAAAB4UF8AAEZQHjxGS8KgwqA8MgBBUCQrPxQqLmQ9IcKIwoffvw

You can see there are 2 stat points, 75 skill points, and six feats unallocated.  That should be plenty of room for you to slip in other things for your character to do.  If you've really got your heart set on Grenadier, you could pull one point out of Will and still get the 6 Dex you need.  But in my experience, a good psi build doesn't need anything else; it certainly doesn't need *improved* anything else, like Grenadier or Quick Tinkering.  But if you really want those things, you can still run 14 Will and get them both.

428
Builds / Re: Start a new run for the extension : Psy build help
« on: July 17, 2019, 05:29:28 am »
Apparently, it seems better to take 2 schools instead of 3 for psy builds. I think I may dropped methatermics... seems to be the less exciting.
What do you think?
Why in the world would you think that?  What could possibly make you think that?  If you invest in two schools of psi, and have good stats to back them up, then you've already made a character that is best for psi.  At that point, picking up the third school - even if only at about half value - is just the best idea you can have.

I know you said you don't want a min/maxed build so I'm not going to suggest any bare minimum threshold cuts, but... 80 dodge/evasion isn't going to be reliable defense; either go all the way, or pull all the points out.  20 points in metathermics is nonsensical; you can't pick up anything other than the basic cryokinesis with that score (unlike the *effect* of the psi ability, *learning* the psi ability is entirely determined by base score, not effective score) and you'll be doing no damage with it, so may as well leave meta at 0. Except that Metathermics is your bread-and-butter damage dealer school; if you're relying on Psychokinesis to crank out your damage, you're going to find yourself out of psi very quickly in almost every fight.  And that's a ridiculous amount of Throwing for a build that isn't apparently using Three Pointer.  And tbh, Three Pointer isn't good enough to be the only reason to go that deep into throwing.

You'd be much better off with a build more like this: http://underrail.info.tm/build/?FAMHCAMDDgcAHgAAKG5QaUYAAAAAAABaS25uAAAAYSQrPxQqFmQjZ0FmIQ

That has no changes to your stats or feats, only to your skills.

429
Builds / Re: Start a new run for the extension : Psy build help
« on: July 16, 2019, 07:55:55 pm »
I'm just hesitating to start in Oddity or Classic Mod.

The thing is, like I said, if I don't have any dodge/evasion, how can I resist to enemy attacks? Killing them in one shot won't always work I guess, right? :D
Either one is fine. If you haven't tried Oddity, you really should. You might like it more than Clasic, you might like it less, but if you haven't tried it, you should.

Melee troops aren't going to be able to get to you to attack you.  You can put obstacles in their way, stun them, mind control them, set them on fire from a distance.  And of course you still have access to grenades and whatever traps your skill lets you use.  So then it's just a matter of ranged.  As a low-Str psi user, you're probably wearing a tac vest, so you don't have to worry about SMGs at all, and don't need to worry much about pistols and ARs.  That just leaves crossbows and sniper rifles. You stun or kill them first, and everything else is just cleanup.

430
Builds / Re: Start a new run for the extension : Psy build help
« on: July 16, 2019, 02:21:38 am »
Based on your advice, my level 20 could look like this?
http://underrail.info.tm/build/?FAMHCAMDDgcAPAAAbm5kUFAAAAAAAABQZGQ8AAAAYSQrPxQqFmQjZ0FmIQ

I just have one last question: with a build like this (or any build with low perception), do you think it's ok to play in classic mod?
You don't need Dodge/Evasion as psi.  If you dump those you can free up an awful lot of points, and you should do that.  Since you're stealthy, you won't have any trouble getting positioning.  And once you have positioning, as psi, you have everything.

I really disagree with several of Quidam's suggestions but I'm sure that it makes for a very viable build for normal difficulty.  If you do dump dodge and evasion, you can max out your psi disciplines (75/110/110 at level 20) and that'll really help your ability to take things down quickly.  If you take things down quickly they can't kill you back; and so you don't need dodge and evasion. It's a nice, self-reinforcing loop.

I'd suggest Mental Subversion and Psychostatic Electricity aren't really great for a tranquility psi build.  The debuff from MS stacks slowly enough that it won't have much effect by the time you've killed whoever you stacked it on; and as tranq you're more about doing several things to set up a combination effect, rather than landing big crits.  I's say pick up Pyromaniac (because setting living things on fire is really excellent crowd control) and Thermodynamicity, instead; or, if you really like MS and PE for your character concept, maybe slip them in at the end of character development. Pyromaniac, in particular, will save your life a bunch of times between level 10 and level 25.

431
Suggestions / Re: Intimidation - Rework
« on: July 16, 2019, 02:11:45 am »
Now, Intimidation is not really usefull
It knocks enemies out of stealth even if you can't see them.  That's a big deal when dealing with Lurkers and Crawlers.

432
Suggestions / Re: Dissambling
« on: July 16, 2019, 02:10:23 am »
This is an old topic, but the problem with this feat is still here...that it's useless. Yes you can get some rare add-ons, but it's not worth the feat point for minor convenience.
It's much better than that.

First, when you disassemble and reassemble something, it's fixed.  That means its value, if you're selling it, can jump by potentially a huge amount.
Second, when you disassemble something like, say, a 5mm Hawker with a XM, you can put that on a .44 or a 8.6 Steel Cat and drastically increase the value of that XM.  Since the best-selling items have an increasing value multiplier based on the number of attached mods, going from a cheap crappy frame with 1 mod to an expensive frame with 2 mods is a huge deal.
Third, many of the items that you're really interested in don't have a quality value and don't suffer from the 10% hit.
Fourth, there may be a way to mitigate that 10% on the way.

Disassemble is the one feat that can most significantly increase the amount of money in the game.  If you're playing on the easier difficulty levels, that doesn't matter to you, but on Hard or DOMINATING, the economy is tweaked so that there's not infinite money any more.  Since there are, at a minimum, three big money sinks in the game, it can be quite nice to be able to afford all the optional stuff.  So, in effect, Disassemble makes opportunities available that a player otherwise wouldn't have.  That's a big impact for a single feat.

The feat most certainly isn't dead; it's merely specialized.  That's just fine.

433
General / Re: Is Expedition Compatible with Old Saves?
« on: July 12, 2019, 02:09:45 pm »
Old saves are compatible. Ignore what TheAverageGortsby wrote.
ಠ_ಠ  But what I said was he didn't need to start over. Version updating is just common best-practice. Y u so angery, epeli?  ;D

434
General / Re: Is Expedition Compatible with Old Saves?
« on: July 12, 2019, 12:44:40 pm »
Well, if your old save was from the same base game version as Expedition uses, you're probably OK.  The Expedition content itself is "add-in" to the game, so you don't need to start a new character.  I'd probably go ahead, were I you, and make sure your game is using the most up to date version, save under that version, and then download/install Expedition.  Just in case, you know?  But, short version is, you don't need to start a new game.

435
Bugs / Re: Incoherent Yell use
« on: July 10, 2019, 01:59:44 am »
Any chance they're looking for you?  Like they know someone's there but they don't have a clear idea of exactly where you are, maybe because you're stealthed?  Yell is an excellent way to kick enemies out of stealth.  Is there any chance that's what they're doing?

Pages: 1 ... 27 28 [29] 30 31 ... 50