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General / Re: Two-headed mutant/Acid Cyclopean Eye
« on: July 09, 2018, 10:28:45 am »
I think all the info we know is in the other thread about it. http://underrail.com/forums/index.php?topic=3031.0
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Still, I can see the whole Core City, the Protectorate/Free Drones questlines, and the Institute of Tchort becoming much easier if I can level up further before I tackle them. Unless their difficulty is changed just for the people who own the expansion.If you really want, you can easily hit level 20 before you start any of the plot quests or important&difficult content in the mid-game (Core City, Foundry, Rail Crossing). You can already outlevel the content trivially, there's no point worrying if you'll *still* be able to outlevel it trivially. If you're worried about outlevelling content, play Oddity. It's still possible, but much harder, to outlevel all the game content with Oddity, and that's what it was made for.
-This is not a stealth build, should I relocate my points from agility into constitution? Won't some good shields and vest be enough to take the the damage in dominating? I invested those agility points because this build would be very imobile without Sprint, since pistols are low range..If you're trying to play through Ironman style with no reloads, then you should add some CON, but if you're willing to reload occasionally, then no, don't put points into CON. 3 CON is plenty for Dominating. With those crafting skills you've got, you'll be fine.
should i go to 6 in STR for Assault Rifles, or should i start stacking perception for better accuracy with snipers and just keep to SMG's? is it worth it to use a a silenced SMG? Are energy pistols ever going to be good enough for me with my stat distribution?That's up to you, either is fine; Mostly no (only silenceable SMG is 5mm and that won't get you far, though it can situationally be nice); Not ideally since you'll need some specific feats and you generally want higher Dex for pistols, SMGs, and EW. EWs are generally better than pistols, but still not a top-tier weapon choice.
Gortsby, you mention GMS alot of different times, It has 3 floors right? I just cleared everything is one go. Is there more to it? I even got the rathounds on floor 1. I didn't kill the robots i just avoided them and got all the loot and quest stuff done, went down and rescued the people and killed the raiders.Yeah, it's just 3 floors, although on the first floor, there's that place behind the locked door where you can find the map with a bunch of burrowers, and on the third floor, you can go through a small connecting area and find two screens full of raiders; one very easy, one not so easy (but, again - loot). If you were able to clear it in one go, that's excellent. Like I said, that sequence was just what I believe is generally the way that difficulty increases.
You mention Underpassages and Lurkers, are the underpassages the places in the lead-up areas to the GMS that lead you downwards? I never bothered doing much down there as i explored a little bit and never found anything useful.
Not sure where else to go to level up since everything else seems to kill me just as fast.I started a bunch of characters when I first played this game, so, like you, I've seen the beginning of the game a lot more than the middle or end. Here's my suggestion of order for places to level:
Go get a punching bag and punch it 12 times in 5 seconds as hard as you can. Chances are, one of those punches will slip, and it's a literal punching bag in your house, not a live enemy in some dark dangerous dungeon in the middle of a battle.Realism is always the weakest possible argument in any video game other than an actual training simulator.
Speaking of quick tinkering; it's probably too good. I think it should have some AP cost, perhaps modified by dex.Seems like making QT have an AP cost takes away the whole purpose of it. Maybe just increasing the cooldown from 2 turns to 5, so that you can't keep two melee targets bear trapped indefinitely, though? Dex is already almost too powerful a stat.
Selling combat utilities (nets, t knives) and "junk" items (rags, bottles, bolt triggers); I get why nobody wants to buy junk, but maybe one person in junkyard who buys them from you in bulk via dialogue options? Not a big deal, there's infinite money in the game.
Last Stand > Last ChanceThis is actually what made me start looking into the files, a while back. I wanted to make a berserker type and give them an improved Last Stand ^_^ Haven't figured it out yet but haven't given up hope either.
- stops fatal damage and leaves player with 10% hp and stops any incoming weak damage (gives dt bonus), can be used only once per fight, dont pervents fatal damage that a twice more than maximum player health.
requirements - consitution 10, 16 lvl
Psionic Mania > Psionic RushThis is a tough sell, though. It gives you all the advantages of both Psychosis and Tranquility, and for most uses is better than either. I doubt Styg would homogenize builds so significantly.
- when active, increases psi cost but increases damage and reduces AP cost by 35%
requirements - will 10, any psi 80, psychosis feat, 16 lvl
Thread has left me wondering what kind of creature an alot of emersion is. Is it about emersion of celestial bodies or submerged objects? We may never know.Well, an alot is about 4/7ths of an aliquot (which is obviously inherently recursive) so it's a wee bit of an emersion. Can't help you with the emersion bit, though, but it's not a lot of it.