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 ... 41 42 [43] 44 45 ... 50
631
Suggestions / Re: Make the combat log visible after death
« on: March 10, 2018, 11:28:41 am »
We don't learn from dying IRL so it's realistic!
Hah, joke's on you, I don't even learn from living!

This would be especially nice for those rare occasions when you get killed by something you couldn't even see, but the combat log only logs what your character sees. :(
Ah, so even if it were visible postmortem, those critical-killshot-from-outside-of-sight-range shots still wouldn't show up in the log?  :/  Well, maybe this isn't such a helpful idea after all.

632
Suggestions / Make the combat log visible after death
« on: March 10, 2018, 03:46:56 am »
It's nice to be able to learn from dying, instead of just dying.

633
COMPLETIONISM OR DIE !
After my own heart, I see.
Strangely now deaf critters so I can't have them to leave the area using a grenade/pyrokinesis.
Well, premeditation will let you tag anything that's at the edge of your sight radius, or if you don't have premeditation for some reason cryokinesis has a very long range.  So run over, tag one, and run back.  Probably fewer than all of them will follow. If you've set mines and got grenades, you can safely pull them back and kill them one by one.  Stay on the landing, keep the big beetles locked down, and Broderick will both be helpful and survive.  You can bandage him up between the fights.  It's just a matter of pulling well. 

it would be nice if you could sail back to Junkyard and play the rest of your playthrough without a ferry captain in there, essentially removing fast travel from Junkyard and cutting off access to Silent Isle without a jetski.
Can you imagine Gorsky's reaction to that, though?  There'd be nothing to influence Junkyard away from total Protectorate control.  He'd lose his mind.

Then, later, you could get him to recommend Dan as a replacement boat captain.  Foundry got boring after the mine kerfuffle was resolved, so you can get Gorsky to recommend lazy old Dan to take over that - actually quite economically important - job.
"Man, why would I want to go run a boat service when I can just stand here and watch nothing happen?"
"Dan, you could be your own boss.  And who knows, maybe there would be pirates to shoot at sometimes?  You'd make better money than you do here.  And if a customer tries to stiff you, you can punch him and drop him into the lake."
"...you had me at punching random people."

634
I'm at Silent Isle, classic glass cannon stealth PSI build.

The new uber PSI beetle is fucking retarded bullshit. Stuck because of ONE FUCKING SINGLE critter.

Can't stealth because of strange feeling + sheer number of critters. Can't kill everything without Broderick dying (fucking stupid retarded IA with no sense of self-preservation)

Can't do anything (because of course if Broderick die, you're FUCKING STUCK)
It can be tough but if you have a save from before you left, just reload it and go get a bunch of traps and grenades.  Make sure you're at least level 6 so you have Premeditation, or if you're on Classic XP, at least level 8.  You should be able to delay Silent Isle until at least level 8 Oddity/ 10 Classic if you want.  For me, I find the +30 health belt, plus two pieces of Pig Leather are a huge help.  Eat a CON burger too.  You'll have enough health to survive a Psicognitive Interruption.

Anyway, use grenades to make a lot of racket.  It'll pull some of the beetles and the rathounds.  Your goal is to lay down a bunch of molotovs and flashbangs to keep the big beetles out of the fight.  Use Premeditation to get your electrokinesis out to them, while you stand on that little spit of land where Broderick drops you off.  Don't be afraid to hide yourself behind a Force Field to break LOS as well.  You'll be drinking Psi Boosters like they're juice pouches but you should be able to do it.  Once you've taken out the first group (which may come in two waves, if you're lucky), you can Premeditation and then run along the western side of the Isle until you're just barely in sight range of the Goliaths. You'll have about 3 stacks when you get into sight range.  Manually start combat, chuck a grenade to make some noise, and hit one of the goliaths with a fireball or lightning, then start running back.  When your doppelganger coalesces, just mindmurder it and get back to Broderick.  If your traps don't take out the beetles, your grenades will.

635
Bugs / Random encounter may be unreachable
« on: March 04, 2018, 07:08:07 pm »
Can't prove a negative of course but I went pixel hunting for the hidden box and could not interact with it.  I've had this random couch appear before in Junkyard, and was able to interact with the box, so if I haven't just missed the exact right spot, it could be that the wall is obscuring the hitbox for the hidden loot.

636
General / Re: Protectorate and Psionics
« on: March 03, 2018, 03:28:48 pm »
Well, I think to restraint a psi users we can use a very simple method: Booze him up 24/7.
The Dude as Temporal Manipulation trainer, then?  Sounds good.

637
Every time I see the Development Log sub-forum show up green I get all excited, only to be disappointed when it's just a new comment on an old thread.

It's torture.  :P
Styg just posted on Steam "We're still working on the DLC. There's going to be at least a couple more dev logs before it's done."

Sounds like it will continue to be torture for several more months at least  :'(

638
General / Re: skill point / build ? for a relative UnderRail noob
« on: February 28, 2018, 06:38:20 pm »
then at 20 I'm thinking I'll put another point into Dex to increase Lockpicking + Traps
and then use spare skillpoints at 20 to pump up metathermics 108 (163)
are there any statchecks in the game?
Your lockpicking and traps are actually quite solid as you are.  You probably would see more benefit from either Will (for Psi) or Perception (for Crossbow).  As an aside, if you did intend to put your stat points from 20 and 24 into Perception, you could fre up a feat slot since with 10 Perception you don't need Snooping.
You already know I approve of investing a bit more in Metathermics in general, but without Pyromaniac you're missing out of half the fun of the school ;)  You can't set stuff on fire with Pyrokinesis, Pyrokinetic Steam, and Thermodynamic Destabilization.  And lemme tell ya, setting stuff on fire from the corpse explosions of ThermoD is tons of fun  :P  Getting your effective skill up into the 160 range means you'll overcome enemy Fortitude relatively often and might have reason to consider Pyromaniac if it sounds interesting.
Lots of stat checks.  You'll be OK for most of them with those stats.  Early on in the game you should wear Cave Hopper leather armor and boots to make the Agi checks in a few places.

You're still overcapped on persuasion.  If you took 10 points out you'd still be able to make every Persuasion check in the game.  If you put those points into Chemistry instead, you could cook thermite grenades.  Don't tell me that doesn't sound a little bit fun at least.
If you carry around the Jackknife, your current lockpicking and traps will be 130 at level 25.  That's also enough to pick every lock in the game.  Eat a Dex burger and you get 129 at level 20, just in case you're not planning to level cap.  And of course you can always use an improved lockpick to cover that one point gap.

639
Not really much of a problem, but I bought five blueprints in one transaction and right-clicked through them to learn them.  Three of the recipes went into my character's crafting menu, the other two did not.  All five were shown as purchased in the game log, three were shown as learned, and the other two simply disappeared.  Was able to duplicate it one more time in three tries - seems to require very fast clicking (or at least very fast for slower hands that can't play RTS or twitch games ::) ).

640
Or should I play it "safe" and try Level 12 psionic?  Will update again if/when I am able to find any success (or any failure  :) ).  Thank you all again for the inspiration and feedback and discussion.
Thanks for the detailed postmortem of the level 14 run.  It's an interesting read, and to be honest I'll never get an AR run in so it's nice to see how it plays out.  I only suggest that if you do decide to try a psionic run, after you kill Tchort, pick up 14 and go back and hit some of the fights you skipped, just to see how insane Locus of Control really is.  If it's your only experience with Psi, may as well see what Psi looks like when it fully develops, even if you don't get it fully built before you win.

EDIT: Just wanted to say, I was thinking about your challenge to yourself and, silly as this sounds, your optimization makes you such an edge case that your best bet for a Psi build might be a 3 Will build.  It's essentially just Tygrende's "LOL QT I win" but with the added advantage of Thermodynamic Destabilization, which does gross damage if you set it up right - and from the sounds of it, you're willing to reload a few times to set things up right.  You'd have to be level 8 - you can't learn ThermoD before then.  But your best bet for lowest-level psi win may just be http://underrail.info.tm/build/?CAMHCgkDAwcAAAAAAAAyADIAIAwdMDEyAB4yAAAAUCcrHTAq .  That assumes you're holding the Jackknife and wearing Trapper's Belt.  It also assumes you have access to player housing, getting you that magic 69 Chem for mines/grenades, and 70 Bio to cook your own drugs up to and including Trance (also lets you cook Focus Stim so you don't have to murder CoreTech if you don't want, though for this build Focus Stim might not be much help.  You're not doing much direct damage, you're doing shenanigans damage).  Probably the biggest downside is that with 3 Perception, there's a lot of stuff that you're used to seeing (and doing/avoiding) that you won't be able to see, do, or avoid.

With 71 effective Tailoring, you can actually make Infused Cape Hopper leather armor (you'll need Super Steel of 88 or lower quality to make the thread) and possibly black cloth which will give you more movement speed, movement points, and possibly more stealth than the Rathound Regalia, and +Agi instead of +Str which will more than make up for the 5% armor penalty it will impose.  You can also obviously make your own tabis that way too, and even a pair of Infused Pig leather boots to help carry all those mines down into DC.

641
General / Re: optimizing an SMG build any further?
« on: February 24, 2018, 07:17:13 pm »
Still no expert on SMG builds but I think you're right that you maybe don't need 16 base DEX.  14 plus a food buff seems to work fine.  Also, I'm not sure that Power Management is actually a good feat to have in any situation on Dominating.  Your Taser is ideally low quality and doesn't need much juice; if you choose to wear a regen vest, PM doesn't help it anyway; so it's just cloaking device and energy shield, but the benefit you get from a good High Efficiency module is greater than the higher energy capacity. And those Greater Coil Spiders and EMP grenades will just hurt more and more with Power Management.  Compared to your build, I dropped INT to 3 and raised Per and Agi for 3/14/10/3/10/3/3 and it certainly seems to be working out OK, though I only went 10 Agi to play with Blitz.  Even with 3 INT you'll end up with enough skill to make a very good shield once you factor in housing bonus.  And if you think it might take you a while to get through the game, who knows, maybe we'll have Hypercerebrix by then ;)

Opportunist seems quite helpful to me, and Suppressive Fire triggers it.  If you don't have QT so you can bear trap and get the Opportunist buff, SF sure is nice when things get in your face.  Plus if you want even more ridiculous plasma crits, you know.

EDIT: Should mention that the build I actually took to Tchort wasn't the above build.  I'm trying a more SMG-focused SMG build than the first one which was very heavy throwing and low survivability, and ended up requiring *a lot* of reloading in DC.  The build I took to Tchort was http://underrail.info.tm/build/?GQMKCgMKAwfCh8KHAAAAAAAAPABuwod4VV94AAAAAABVKDEZFjA5RyZTN0k-USQ but I can't recommend it as a very good DC build.  All the mobility ended up being less useful than I'd hoped, and the lack of stealth was just brutal.

642
Interesting about Grenadier, I've never gotten it.  I've haven't been using grenades all that much, though I know molotov fire is quite impactful, but it seems I've been missing out.
So, here's the thing about Grenadier (and Psi for that matter) that I'm hesitant to mention for fear that it's unintended and will get nerfed.  When you set someone on fire, they burn for three turns.  If you set them on fire again while they're still burning, the timer refreshes, burn damage stacks, and Aphobia does not proc.  With Pyromaniac and the Psi Flamethrower (Pyrokinetic Stream) you can keep especially dangerous things permanently feared if they're flammable.  I handled Carnifex at 12 by keeping him aflame and panicked for ten or eleven turns on a 3 CON Psi character wearing Cave Hopper leather.  If he had gotten so much as one attack (not even one turn) in, my dude would have been dead.

Grenadier sets the cooldown for incendiaries to 2 turns.

643
How do you deal with ten Azuridae at Newton's? My Psi build couldn't throw enough nukes at them.
Psi makes the Azuridae trivial as long as you're level 3+.  It would be very hard at level 2 so if you're playing Oddity it might behoove you to farm Cave Hoppers and the beetles just south of the Cove until you pick up level 3.  Then you get Force Field.  When you walk into the compound, immediately go shut the doors.  Once you've dealt with the lone beetle in the other chamber, just manually start combat, open the doors (25 AP), and then raise Force Field(15 AP) in the doorway. If you picked up Tranquility at 2 then you can open doors (25), throw grenade(15) and still cast FF (10). When the field wears off, since you manually started combat, you'll go next.  There will be beetles stacked up on the edge of your FF, so drop a grenade on them(15) and close the doors(25).  Rinse and repeat until you've just got a stack of bug corpses to loot.  I like to crank up The Prodigy's Firestarter and cackle maniacally while incinerating those stupid beetles, but YMMV.
Incidentally, the music video for Firestarter looks like it was shot in the tunnels of UnderRail

644
General / Re: [SPOILER] list of all random encounters
« on: February 23, 2018, 02:37:58 pm »
Found on Dominating, in case difficulty makes a difference
--Three Ironheads (Heavy Gunner, Bomber, and whatever the sledgehammer guys are called) in the map just outside SGS with the entrance to the Underpassages, behind the fence.  Got it pretty early (level 7 or 8, I think?) so it was a doozy of a fight at the time but the loot was amazing
--Dead body found in the map between the compound where Newton is rescued, and the main entrance to Junkyard.  Had a few items, think it was gun, leather armor, and a few coins
--A crate in the back (NW corner) of the compound where Newton is hiding
--A fourth crate in the little fenced in area between the GMS entrance and the building where you deliver the package for Jack's quest
--A Rogue Plasma Walker outside Rail Crossing
--Two dead bodies in a toxic cloud, man and woman.  Both wearing bio suit and gas mask and carrying low/mid quality weapons.
--Some guy named Dolt Jr. walking around in the screen directly east of Rail Crossing.
--Large fight between Ironheads and Foundry Guards immediately west of the Foundry Train.  The Foundry Guards can be killed&looted without turning Foundry hostile so there's a lot of potential loot available here.

645
You know, I'm actually fiddling around with a minimal build on Dominating - whereas you're optimizing for level, I was curious what the fewest number of feats was that could get through Dominating.  But if you get to take the best feats and optimize for level, I think you're right about 14 being doable.  At the very least, a full 3-school psi build at 14 becomes ridiculous because Locus of Control is frankly outlandish.  Doing it before 14 might be hard, since on Dominating you really need a predictable way to avoid stuns/incaps.  Perhaps building your psi with 10 Will, 10 Constitution and taking Thick Skull would get you the minimum you'd need. 

Regardless of your character focus, though, Grenadier is pretty broken and can be had for the low cost of 30 skill points and 6 Dex.  The fields of flame you sow make handling most non-boss fights pretty simple.  And of course stealth is wildly OP in the game - good stealth plus some traps and Grenadier and you could manage the Lunatic Mall at 12 with a build that had some good Dex to get your effective Traps up near 150 so the Lunatics wouldn't see them too soon. -Come to think of it, 10 would probably be manageable with patience.  Only two or three of the Lunatics upstairs are immune to burning and you'd surely have a stack or two of magnesium/napalm incendiaries so maybe you'd fearbounce half the group while taking out the "bosses"-

Honestly don't know how to give advice for Tchort at such low levels, though, except for Psi.  At 12 you could maybe do it with the classic abuse of Thermodynamic Destabilization, TK Proxy, Premeditation + Implode/TK Punch.  You can't one-shot Tchort with the skill levels you'd have at 12 but you might could two-shot it.

A Psi build that optimizes for combat has everything you need by level 14.  Paranoia, Gunslinger, Tranquility/Psychosis, Force User, Premeditation, Grenadier, Pyromaniac, *, Locus of Control.  Slip in whatever advanced psi feat you want at 12 - Meditation (Tranquility can afford to skip its advanced skill so you could pick up QT instead if you wanted it and were invested in Traps) or Psionic Mania.  If you don't care about initiative for whatever reason, drop Gunslinger in favor of whatever you do want - Fast Metabolism, Thick Skull, or Survival Instincts, perhaps, if you stacked starting Con; or Nimble if you need to max your effective Stealth.  As an added bonus, a Psi build has enough Will that you can still make the IRIS Persuasion check as low as level 11 if you have a Noble Robe with you.

Pages: 1 ... 41 42 [43] 44 45 ... 50