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 ... 36 37 [38] 39 40 ... 50
556
Builds / Re: Unarmed Build
« on: September 04, 2018, 07:44:17 pm »
i do know, i made one build using the claw, force emission, taste for blood, that sort of thing, but i think it this build isnt enough for dominating becouse the claw isnt to good with turrets and metal armor

what do you think ?
I think any psi punching build without Expose Weakness probably has a lot of trouble, but turrets and metal armor will fall to a flurry of punches once they've had their mechanical resist dropped.  If you're willing to play a slightly squishy psi puncher, I might try a build like I used - which did fine but probably isn't perfectly optimized - as a base for your own build: http://underrail.info.tm/build/?GQMMCgMDCQYAHgDChwAAUGUnADzChcKFLV1gAMKHAAAAACtPJCcUIBYwKgcSBjwNRw

That's 6AP attacks with pneumatic gloves while you're carrying the Eel Sandwich buff and wearing tabis, which means the value of Blitz there is that you go from 11 attacks in an Adrenaline round to 15, picking up Combo hits on 12 and 15. With the combo+pneumatic strike on 12, you can see crits upward of 3000 raw damage, which hurts enemies even with decent resists.  I'm not confident it can do Dominating Ironman, but I am confident it can handle Dominating with the occasional reload due to death or poor planning.

557
Suggestions / Re: drum magazine
« on: August 24, 2018, 07:17:55 pm »
Given that they use up a slot that could be taken by many damage output boosting enhancements, magazine enhancements would not be balanced or desirable no matter their capacity.
That does take you right back, though, to the core concept of Good Game Design: Fun always trumps Balance - after all, this isn't a MMO/MOBA/competitive PvP game, which are the only places "balance" deserves to be considered prominently.  If a bunch of people would enjoy going full auto all day, erry day then it might be worth the trade-off.  Given that the only weapons capable of going burst are also weapons which tend to have builds with several spare feat slots, it might not be so crippling after all. After all, proccing Commando after a 9-round Suppressive and Concentrated Fire burst does result in a *lot* of damage, and getting to keep on spraying and praying instead of reloading a few times? That might just be worth the loss of optimization.

Hell, UnderRail is so easy that even Dominating can be done reliably with joke/trick builds. Balanced hardly comes into play, as it should be.

558
Builds / Re: Build advice (Soldier)
« on: August 20, 2018, 09:34:42 am »
Might I advise OP to read another thread that is currently just underneath his ;D.
Pssh, he clearly said "big ass machine gun" in his OP, not "30 rounds of .223."  Plus he decided on metal armor.  I *think* what you meant was:

559
General / Re: Post your experiences with the new Dominating difficulty!
« on: August 19, 2018, 06:55:08 pm »
Couldn't even begin to comprehend how to do the mutagen thingy, so I left to explore more and happened, purely by chance, on the last boss.
Yeah, the mutagen thingie is a steep hill to climb.  Thankfully for we mere mortals, epeli included a mutagen calculator in his web site that you probably already know from the character calculator.  But if you don't go to the /build subdirectory, you can find a couple handy tools at http://underrail.info.tm/

560
Builds / Re: Build advice (Soldier)
« on: August 19, 2018, 12:41:23 pm »
Allright! I'll be putting the excess points into mercantile then. Thanks a bunch for your help! :D
I know this is super nitpicky, but if you could just take 4 points out of Throwing (or anywhere, really, but Throwing is the place you can most afford it) and put them in Mercantile, you'll get to 105 effective, which is the "magic number" you need to unlock the best stock at the best merchant in the game. :/  Sorry to keep harping on Mercantile.

LAST EDIT: That leaves me with this as my final suggestion for your build: http://underrail.info.tm/build/?GQgHAwYMAwfCh8KDAAAAAABfXwBQc3MpY1oAAAAAAFQ7T1MWFTBKJklLMUUn

And with that last feat spot, either take Fast Metabolism and leave your stats as they are, or (especially if you don't think you're going to end up using a Regenerative Vest in your armor) pull one final point from Per and put it into Con, and take Juggernaut.  Fast Metabolism is great, but Juggernaut isn't shabby either.

561
Builds / Re: Build advice (Soldier)
« on: August 19, 2018, 12:26:26 pm »
If I understand you correctly then the mercantile skill affects what vendors have in stock in addition to getting a better price?

I'm also a bit hesitant to lower my throwing skill, since the skill also affect damage done right?

I got 15 perception since I'm gonna be burst-firing a lot and the perception boost will allow me to hit with more of the bullets, but if can take 3 points out of perception and still hit with all those shots then maybe I should put them into constitution instead? So screw stealth, put 1 point into strength for metal armor, and 2 points into constitution for some more hit-points. This will also make me able to keep a high throwing skill.

Dropping stealth will also mean disarming traps only. How many skill-points do I need in traps if I'm only disarming them?
In order, then:

Some (but not all) merchants have a special stock that can only be accessed by a character with sufficient skill in Mercantile.  If you're willing to see mild spoilers, then this page of the Wiki will tell you what the thresholds are: http://www.underrail.com/wiki/index.php?title=Mercantile

Throwing skill does not have any effect on damage done for grenades, only for knives.  Since throwing knives are really not very good weapons unless you build specifically for them (and you have not, since your Dex is so low) I would seriously encourage you to throw mostly grenades and perhaps nets, and only very rarely use knives, if at all.  Thus, for your build, higher throwing skill only will improve your accuracy, not your damage - though obviously if you hit more often, you're going to do more damage.  But I play with 30 Throwing on my characters, just enough to get Grenadier, and the accuracy is almost always acceptable.

12 Per will be just fine.  In all likelihood you'll be wearing goggles that will give you +1 to that, so you likely will have 13 effective.  Things that are hard to hit, well, that's what bear traps and flashbangs are for.

On Normal difficulty, you can probably get by with about 70 real points in Traps, if you're also going to have a Trappers Belt and the Jackknife.  120 or so should let you disarm just about everything.

If you're going to go with metal armor, then you won't need quite as much Tailoring as you have. 90 points with your Int will give you 128 with housing bonus, and that's the "magic number" you want your Tailoring to hit for making metal armor, since that's the highest you could possibly need, in the event you luck out and get the highest quality carrier vest possible.

EDIT: Ah, I missed your edit.  Let's see.  You will never need a Bio skill higher than 130 effective, so you can pull back some of those points.  Conditioning *sounds* really really good, but the way it applies, it's at best only "not bad".  My suggestion would be something perhaps more like this: http://underrail.info.tm/build/?GQgHAwYMAwfCh8KHAAAAAABfXwBQc3MpY1oAAAAAAAA7T1MWFTBKJklLMUUkJw   As you can see, this leaves you 80 points to invest in whatever you like.  Also, Nimble isn't any use for your build, now. If you think you might be willing to go down to 11 base Per, you could get one more point in CON and that would allow you replace Nimble with Juggernaut, which would be much more helpful for you.

Because you have no passive defenses (Dodge, Evasion, Stealth) you're going to find yourself in a lot of situations where enemies are right in your face and you would prefer they not be.  Quick Tinkering is a godsend for builds like yours.  You just drop a bear trap and take a couple steps back, then on their turn they run right into it.  Not only can they not stab/punch/smash you, but they're also much, much easier to hit.

562
Builds / Re: Build advice (Soldier)
« on: August 19, 2018, 10:49:08 am »
Take 50 points each out of Chemistry and Throwing.  That'll still be enough to craft your special ammo for your ARs and also MkIV grenades and mines - the difference between MkIV and MkV is not enough to be worth the point investment. Put 15 of those points into each of Mechanics, Electronics, and Tailoring.  You're going to want 160 with housing bonus to make optimally amazing stuff at the top end.  Put 40-45 points into Biology so you can cook your own Focus Stim and Aegis, both of which will be very handy for your build.  That will also allow you to craft Regenerative Vest tactical armor which is probably what you're going to want to use.  With your remaining 10-15 points, put 5 more into Hacking and touch up whatever else you feel like.   If you really want to min/max, bring Chemistry down to 44 and Bio up to 51 so you can also cook Bullhead, which will help you significantly since you won't be able to get Thick Skull with that build..

You in all likelihood do not need 15 Per for an AR build.  If you wanted, you could afford to claw back three or four of those points and put them elsewhere. 

EDIT: I would be remiss not to mention that since you have 7 INT anyway and a lot of crafting skills, if I were playing that character, I would bring Throwing all the way down to 30 (or 30 + whatever you take out of Stealth - 100-110 should be plenty enough since you'll be crafting +stealth gear for yourself, I imagine) and put the rest into Mercantile, which would open up a lot (though not all) of the special merchandise that certain shopkeepers will have.  However, if you really, really hate throwing wild, then you can certainly afford not to go into Mercantile.  There's plenty of money in the game for any character with strong crafting skill.

LAST EDIT, PROMISE: If you ended up putting one more point into STR and swapping Clothier out and replacing it with Armor Sloping, you could make very good Quad Plated Super Steel armor for when you know you're going to get hit a lot.  It's really enormously more protective than a tac vest, and has lower armor penalty (*with* the Armor Sloping bonus) than plated vests.  It also isn't too terribly heavy, so you could carry it around and change into it when the situation presented itself.  The down side is that grinding Super Steel is a PITA like nothing else in this game.

563
Suggestions / Re: Make detection a skill
« on: August 17, 2018, 05:11:35 am »
Instead i believe that other attributes should be buffed in that regard. More checks of Agility to get in some places, more checks for Strength to move something out of the way or break it, more Int checks to figure how to get in somewhere or something like that.
Instead of lowering the threshold to find solutions to environmental obstacles, it could be neat to expand the solution set.  For example, that Agility check really early on in the caves outside SGS, you know?  Instead of needing 7 AGI(was it 8?) or else you fail, for that one, where the rocks are loose, a check against, say, 5AGI(or 6, whatever) plus 6DEX to see if your hands are dexterous enough to grab handholds, could also allow success.

Of course, that would just mean more work for the dev team, and the payoff might not be all that high.  But there's a middle ground between keeping things as they are and removing the bar entirely.  Still plenty of opportunities to fail a challenge, but expanding the solution set does increase the odds that a random player gets to see some stuff in a single playthrough.  Those of us who've played it six, eight, ten times - well, we're way out on the edge of the distribution curve, so probably don't balance things for us :P

The expansion will probably expand the options for secret discovery, but a perceptive character will always be the most convenient option
Truthfully, I'd be surprised if Specialization: Snooping isn't a thing.  We've already seen that specializations will modify our existing feats.

564
Development Log / Re: Dev Log #58: In the Halls of the Savage King
« on: August 16, 2018, 11:35:00 am »
Enjoy your break.  Looks like you've earned it, for sure!

Can't wait to murder all these heathens...and, uh....learn about their history.  So, you know, someone remembers them once they're gone.

565
Suggestions / Re: Make detection a skill
« on: August 15, 2018, 02:58:28 am »
The detection benefits against both stealthed enemies and traps are very good. Might even save a feat point, if you would otherwise take Paranoia.
:o Take Paranoia for the detection benefits? What madness is this?!?  ;)

566
Suggestions / Re: Make detection a skill
« on: August 14, 2018, 01:26:08 am »
You can find *most* of the secrets in the game with 4 Perception, Snooping feat, and goggles.  That's not too high a price to pay.  The way it is now, you can get 80% of the secrets in the game with nearly no investment in Perception; then, on another play-through, you can find them all with a ranged character.  Like many things about UnderRail, you need to really min/max if you want to optimize what you get out of it; however, you can still just play the way you like.  The game is permissive enough to let you win almost no matter how you like to play.

The forum cuts off lines when you use certain break characters.

567
General / Re: Preparing for Dominating. Do you think it will work out?
« on: August 13, 2018, 02:56:56 pm »
Other than the Magic Roach Island of Doom, the whole thing has been quite smooth. I should have just paid the man his money. I'll know for the future.
If you roll a Psi character, make sure you *don't* skip Magic Roach Island. Those carapace drops from the Goliaths are too good to pass up, and even though Psi-Cognitive Interruption is crazy painful on Dominating, it's still a fairly easy fight for a full Psi character, as long as you can get to level 8 or better before you take the boat.

One burst to kill Dreadnaughts?  That's impressive.

568
General / Re: Escape Artist feat
« on: August 12, 2018, 12:49:12 am »
Nets, bear traps, chemical blob pistols, mutant dog and mutant acid blob attacks.  Theoretically Pinned but I've never seen an enemy with it that I can recall.

If you need to break stuns, you need either a solid investment in Psi and Locus of Control, or Thick Skull.

569
Suggestions / Re: 100% Grenade skill?
« on: August 10, 2018, 09:48:31 pm »
Nah.  The problem with that is that grenades are intrinsically more powerful than traps.  For a trap to work, you have to be able to control the movement of an enemy.  Grenades go to the problem to solve it.  Plus once you deploy a trap, the type is set.  Grenades give you options up to the very moment you use them.  Grenades are already super powerful.  Making them stronger would just be over the top.

570
General / Re: Item Quality?
« on: August 10, 2018, 02:21:33 am »
The main element used in crafting determined the base stats of the item, like durability, DR/DT, damage caused.  So using a quality 1 as the base part means your output will always be fairly poor.  You might find it helpful to go through the Crafting section of the wiki, at http://www.underrail.com/wiki/index.php?title=Crafting

You might also find it helpful to look at destroyor's FAQ, but I would absolutely say start with the wiki.  If you want some additional information like item quality you can expect to get in the game, or skill requirements laid out plainly, the FAQ is a good resource.  It's at https://steamcommunity.com/sharedfiles/filedetails/?id=843557165

Pages: 1 ... 36 37 [38] 39 40 ... 50