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 ... 34 35 [36] 37 38 ... 50
526
General / Re: Post your experiences with the new Dominating difficulty!
« on: October 09, 2018, 04:07:26 pm »
I didn't take Salesman on purpose because my understanding was that it doubles the number of items that merchants buy at 100 skill - so instead of 2 firearms they'd buy 4, but it didn't mention if their funds go up as well and I often can't sell more than 2 or 3 items to a single merchant anyway. Two weapons worth ~7k and the merchant is 400 charons down already. Did I misunderstand how the feat works?
Well, Salesman's greatest use is that it makes all those *other* merchants viable sources of charons.  You're right that weapons merchants are easy to pull money off of, but when you're in Foundry and the guy next to Kevin is willing to buy 12 of those Advanced repair kits? Suddenly you can get all his money *too* and maybe one or two nice components as well.  Fixer, in Junkyard, when he's buying 5 chem pistols at a time?  You can buy out his entire stock. Heck, you can show up with no chem pistols, buy up his stock, craft on the spot, sell them back to him, and still walk away with all his drugs and money.  Salesman isn't really about making the weapons merchants better sources of income, it's about making everyone else just as good as the weapons merchants.

527
General / Re: Post your experiences with the new Dominating difficulty!
« on: October 09, 2018, 02:25:51 pm »
1) Dominating is so much fun that I don't think I'll be able to go back to Hard.
2) Mercantile is god-tier skill. Holy shit.

If you have a template for a stealth AR build I'd LOVE to see it as well, because I'm really tempted to start a parallel run. Crafting with Mercantile is so much fun that I literally don't mind playing the game again lol.
1) I agree. I would only play below Dominating if I needed to test something out. It's too fun a difficulty.
2) You think that's amazing, pair it with Salesman. You'll be hard-pressed to ever play a build without it once you try one or two merchant runs with 100+ Mercantile and Salesman on top.

How are you liking Hypothermia? I never actually used it because I didn't imagine up very many scenarios where it was helpful.  Are you finding it helpful?

As I recall, I restarted twice on my AR, but ended up with something like this: http://underrail.info.tm/build/?GQcHBQcKAwfChx4AAB5kRkEyADxkZCc0WgAAAAAAVCRTUBYwRU4VSSY7SktV
That's the bare minimum on every crafting skill to make what you need, with house crafting bonus: quad-plated super steel armor; top-quality energy shield & cloaking device; incendiary rounds; bullhead; and top-quality carrier vest in your armor, plus good-quality infused cave hopper leather armor with soft padding and black cloth for your stealth set.  The hacking and lockpicking are obviously optional but I'd have a fit if I had to pass up all that potential loot. If you don't mind, you can claw back a good number of points there.

The build has some real drawbacks, because it tries to do a bunch of things.  You *must* always keep the Rathound Barbecue buff up, if you're going to use heavy armor (and if not, take out 1 Con and Juggernaut), because you don't have the Str. That means even one Crippling Strike and you're losing action points. Your dodge is crap but with QT you can usually just drop a bear trap and keep melee two tiles away so you can burst them to death safely - except sometimes you can't.   Didn't take Sprint and missed the lack of it sometimes, but as a ranged character mobility is only highly useful, instead of essential. Passed on aimed shot because I found I never really used it after Depot A, and couldn't afford a "wasted" feat.

Still, it's a build that can (and did) win with some planning before the big, setpiece fights.

528
General / Re: Post your experiences with the new Dominating difficulty!
« on: October 03, 2018, 05:54:56 pm »
You had me at cave wizard. Couple questions though. Does 10 con (for thick skull) even make sense if I'm eventually getting LoC? I suppose it would make the journey to that point easier since LoC is level 14 or 16 I believe. Also, should I pick stealth if I'm going PSI? Tranquility vs Psychosis?

If you have a psi build for dominating I'd love to see it.
I don't usually go with high CON for psi builds, just because psi is starved badly for stat points.  To make a psi build work on Dominating, you're going to need to have 15 or 16 Will at the top.  So then you basically need to figure out if you want to have a larger health pool, or more crafting ability. I take 10 Will, 10 Int (8 Int in the expansion, given what we've seen in the preview videos about there being agility checks in the game world; 5 base Agi is good enough but 3 mostly isn't) because I like crafting. If you don't like crafting, you'd want to consider taking at least enough Con to get Fast Metabolism, which is really great for psi.

14 levels come really quick if you're on Classic XP, and still not too slowly on Oddity.  Classic xp, you can be level 13 or 14 when you finish Depot A if you've really gone hunting for the side stuff (you can handle the Burrowers but the Lunatics are sometimes a stretch depending on your support skills).  And the side quests for the battery and Hathor are some more easy xp.  So don't sweat making it to LoC.

Stealth complements psi wonderfully.  Your health pool is lower so you're not really able to tank too many hits, and stealth gives you the ability to position and get the drop on your enemies.  But you don't need much stealth, even with the higher detection enemies have on Dominating.  50-70 points with 3 Agi is enough if you can craft your own stealth gear.

Psychosis is objectively stronger at all lower difficulties.  Tranquility catches up on Dominating. The reason is that the HP increase on Dominating is such that you're better off not trying to do raw, direct damage to kill an enemy, but rather some form of shenanigans-style damage (like a double TK Punch or Implosion for those pesky Ancient Rathounds, or burning living enemies to death so they run around in panic, or stunning and slowing enemies so you can kite them a bit) and Tranquility lets you use more abilities per turn.  I recommend Tranquility for Dominating but Psychosis would be just fine.  Would you rather see big numbers (Psychosis) or do more things in a turn(Tranquility)?  Up to you.

Sure.  Here's the first psi build I beat Dominating with: http://underrail.info.tm/build/?GQMIAwMDEAoPHgAAAAAAUUYARVVfJTlVS8KHwocvAEAoFys_FCoWLj0hZGdmRlc   Idea was to have high initiative because no stealth; high traps because low health; Grenadier because it's an amazing support ability for almost every build; just enough Thought Control for LoC and max out the other two as the bread-and-butter damage dealers. Craft a headband with +crit and psi mufflers, craft a vest with psi beetle carapace, enough bio to make Focus Stims and Trance which help in the bigger fights. Premeditation is a must for any psi build.  Force User is great if you think you might like to be able to back up to a wall and hang out, invulnerable, for four turns while your abilities cool down - or lock an enemy in place for four turns. Either way.  It's a strong psi build and cruises through the game easily even on Dominating.  However, you might consider taking two points out of Dex, putting them into Per, taking those 15 points out of Guns and putting them wherever, and putting Snooping in place of Gunslinger.  It's nice to get those extra secrets discovered, and the initiative boost from Paranoia is enough because you'll end up manually starting most fights anyway.  If you want stealth, you'll have to decide what to pull points from.  Persuasion is min/maxed so that you can pass the hardest check in the base game, but only while wearing the Noble Robe; Hacking makes the highest check; Lockpicking is good enough for all but two boxes (and they don't have special loot, but if you really want is, with Omnitool and +2Dex junkyard surprise you can get those two, also); Throwing is obviously bare minimum for Grenadier.  That's the only downside of psi - you're hard pressed for stat and skill points more than many other builds.  You want something, you're paying for it by losing something else quite good.  (edit: Oh, also, Ballistics ended up being underwhelming so I don't strongly suggest it)

Psi is strong enough that stealth is absolutely optional.


One example I can give is a scenario against Lunatics where if you're immune to stun, you will get Bilocations cast on you immediately instead of Mental Breakdowns. The Mental Breakdown is preferable because it will waste their empower psi skill and there is always another mob after the one that used the Breakdown to put you out of the status. Even though a Psi build has the means to deal with the Bilocation clones, I don't think somebody would want to waste their AP on that, instead of just keep killing Loons.

Yes... there is an immunity for 3 turns, but after that you can still get poisoned and stunned.
Psi is actually extra strong against Lunatics and psi vs Lunatics is one of the places the power of psi is most apparent.  If you've got LoC and are fighting a group of Lunatics, you just pull them with a grenade, turtle up behind your Force Field, and when they're all nicely gathered up, you LoC+(something sneaky). You can LoC+Enrage and have them kill each other.  LoC+Bilocation if you have a way to trap them in place is decent.  LoC+Psicognitive Interruption is just borderline unfair.  LoC+Mental breakdown puts them all in incap so you can pick them off one at a time with TK Proxy doubling up your TK Punch or Implosion; find the middle of the group, put a ThermoD on it, and knock it out and it'll AoE two to three times its own health in damage, instakilling everyone around it.

For the most part, you don't hold LoC for the stun resist.  You pop it to break stuns (if necessary) and then AoE some monster Thought Control ability.

529
General / Re: Post your experiences with the new Dominating difficulty!
« on: October 03, 2018, 01:13:20 pm »
Question for you bloodthirsty maniacs - do you try to finish all pieces of content on Dominating? Minus some extremes, like Oculites questline if you're playing a char with no stealth. Or do you strictly stick to the critical path?

Also, what would be a good option for a brute force/ironman like approach? I'm thinking full PSI char with 10 con, but if there are other options hit me with them. Ideally as little reloading as possible.
Always all content.  Gotta get that exp ;)

Psi is a very good choice, *if* you'll pick up Locus of Control. Stealth AR is also not a bad choice because ARs are ridiculously powerful, but you'll want Thick Skull for the stun prevention, unless you're really quite sure that you'll be carrying around a ton of Bullhead and using it all the time. .  But for minimum possible reloads, you're going to want to be in stealth all the time so you usually have the opportunity to set up positioning first.  You won't need Grenadier or Quick Tinkering for success, but if you've got free feat slots in your build (edit:and, obviously, enough Dex) those are the first two you'd want to pick up, in whichever order suits you. 

Basically, psi is possibly the single strongest thing in the game, but it's very close with stealth.  Put 'em together and you're a wrecking ball.  But if you don't want to be a cave wizard, an assault rifle will clear the way all the way to Tchort just fine, and when you pop adrenaline you can kill his eye in one turn of bursts.

530
General / Re: I've played through the beginning so often
« on: September 29, 2018, 10:55:13 am »
The biggest problem with that is a respec essentially allows your character to do it all.  There's no differentiation of builds if you can just be whatever build you like. Time to craft? Respec and craft amazing stuff, then drop that Int and all those skill points and put them back into Agi and Dodge/Evasion so nobody can touch you when you fight.  Beast fight up ahead and you're melee?  Respec into Psi and traps and never even let the waves of bladelings get close.

A one-time respec about the time you return the drill and open up the world?  That could probably be argued as a good idea, since new players seem to often comment that they don't understand or appreciate, during initial character creation, how important it is to keep a focused build.  But selling respecs?  I don't think you'll find a lot of support for that idea here, from forum users or even from the devs.  Part of the design philosophy is that UnderRail should be a slightly different game for different character builds, and to be honest, I think a lot of us really like that.

531
General / Re: Brown stuff on guns + plant life
« on: September 26, 2018, 08:25:12 pm »
there is sadly no gameplay mechanic for low oxygen levels.
"It is pitch black.  You are likely to die with lips turning blue."

532
General / Re: Steam Score Woes
« on: September 20, 2018, 12:31:29 am »
That's got to be frustrating, having people leave a negative review where they just say stuff like it's hard, or they didn't know what they were doing. Left a positive review years(!) ago now, but I'll ask if anyone I know who plays it can throw some thumbs up.

533
Suggestions / Re: Precognition should increase Detection
« on: September 20, 2018, 12:05:19 am »
Funny, nobody asked if the guy actually WAS in stealth)
Don't have to since he explicitly described seeing the eye over enemies, which you only see in stealth.

534
Suggestions / Re: Precognition should increase Detection
« on: September 18, 2018, 05:30:40 pm »
Nope, sometimes I'll detect them and they're already red-eyed and coming at me.
What's your character's effective Stealth, if you don't mind? Obviously it's well above their instant detection threshold but not high enough to pass close by, and I'm curious as to what that number is.

535
General / Re: The dreaded black crawlers.
« on: September 18, 2018, 05:27:44 pm »
Yeah, as harperfan7 said, the Black Crawler is a special Crawler "boss". The ones that come in groups and tag you with Hyperallergenic  are Death Stalkers.

If you know ahead of time at all that you're going to be facing them, try taking an Irongut - it'll cut down the damage you take from Hyperallergenic to about 20 so you can afford to pop antidotes and advanced health stims, if you aren't all set from a regen vest and - if combat allows it - the bandages Hulk is so fond of suggesting ;)

Failing that, back yourself into a corner or against a wall, throw down bear traps around yourself in a layer 2 deep, then toss a cheap frag or HE to make a ruckus.  They'll come looking for the sound, see you, and charge right into the traps. Get your exterminator on.

536
Bugs / Re: Ironhead camp spawn bug
« on: September 17, 2018, 06:10:34 pm »
Edit: Or add some timer after which these random encounters would despawn.
That's actually already how it works. That encounter I believe despawns after 90 minutes - though that's not 90 minutes from when you find it, necessarily.

537
Bugs / Re: Ironhead camp spawn bug
« on: September 17, 2018, 05:16:23 pm »
That's one of the game's random events.  You're right there just outside the front gates of SGS, right? That's one of the "hotspots" where random encounters can spawn. It's not really a bug - it's just a one-time random event.

538
Suggestions / Re: Precognition should increase Detection
« on: September 17, 2018, 08:57:02 am »
Now that I think about it, it should buff initiative too, if you're willing to pay the 25 psi upkeep.
While thematically reasonable, how would that work, do you suppose? AFAIK, right now initiative is determined at the moment you enter combat, and is set for the duration of the combat. So unless there's a mechanical change allowing initiative to change after Turn0, then you'd have to throw it up before you manually start combat - but if you do that, you go first anyway - or walk into harm's way.  I don't offhand see a graceful way to do it.  Maybe give it a aura effect with near-0 cost when in real-time mode, and only trigger the buff and effects when you enter turn-based?  Death stalkers would still be a PITA since attacking from stealth gives +100 initiative, IIRC.  So, no, that's not a good fix either.  I got nothin'.

Well, except this glum news - with quad-plated metal armor, metal boots, and a metal helmet (only ~120 qual, so not nearly maxed out) Death Stalkers still put Crawler Poison and Hyperallergenic on when they attack from stealth, so unless you go really high CON for Thick Skull, you're still going to be taking a beating one way or another. Regen carrier vest helps a lot though; it's not a medicine and doesn't trigger the Hyperallergenic damage.  And of course if you lead with Irongut the damage is only like 20 so you can afford to pop antidotes to block the stuns.

539
Suggestions / Re: Precognition should increase Detection
« on: September 17, 2018, 07:12:02 am »
That makes me think of that (wonderfully terrible) movie Next, with Nicolas Cage. Hadn't really considered Precognition giving that much lead time - sort of figured since it just improved your dodge and evasion a little it was more like a small fraction of a second.  The only real problem I see that would cause is it would be a way to partly make up for dumping Perception and not equipping special goggles. The more abilities you make that cover for deficits in skills, stats, or gear, the more you homogenize the effective mechanics and move toward a One True Build scenario.

Dunno. Psi is so powerful it's a tough sell to try to buff anything ;)  But on the other hand, anything to keep those frackin' Death Stalkers out of the player's face...

540
Suggestions / Re: drum magazine
« on: September 15, 2018, 09:37:31 pm »
Thanks, Tygrende. Finally had the time and was just about to hop on and search for those posts.  Thank you for doing the work =)

Pages: 1 ... 34 35 [36] 37 38 ... 50