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Messages - Valor

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31
Suggestions / Re: Let sniper rifles see farther
« on: March 03, 2022, 01:02:33 am »
I have a different suggestion with same implications.

Give us a gadget and/or psi ability That gives us sight around it for few turns. Better gadgets or better psi prowess increases the sight radius. 

Also afaik orientation for player makes no difference in underrail and is purely visual.

32
Suggestions / Re: Psi headband component idea - Psionic Bank
« on: February 22, 2022, 11:58:03 am »
You say relatively small limit. That would make such item completely outclassed by mufflers.

Lets say you can choose 25 psi point bank vs 20% muffler.

If you have 100 psi point pool muffler is automatically superior choice as 100+25 bank has 125 psi points to spare and 100 psi pool with 20% muffler has 125 effective points to spare. But with muffler you only drain 100 from your reserve and continue to benefit much more over longer fights.

 Bank would need to offer at least tripple of what muffler does as same quality (even quadruple is not outlandish) so 20 as q5 up to 100 at q160.

33
Suggestions / Re: Psi headband component idea - Psionic Bank
« on: February 20, 2022, 10:12:32 pm »
25% is 25% no matter the spell cost (disregard rounding). If I spend 100 Psi points, I save 25 with mufflers. The bank would need to be huge to be viable as mufflers will save you resources, bank would not. Also what is the difference in bank compared to directly increasing your psi pool?

34
Suggestions / Re: how make throwing knives better
« on: February 11, 2022, 11:33:13 pm »
Throwing knives are actually very strong and any dex based build that has 1-2 feats to spare can get awesome utility from them. They are not meant as your main combat capability. And they are good at the role they currently have.

35
General / Re: Underrail has such a contradictory design
« on: February 03, 2022, 02:45:15 pm »
Throwing is a safety net.

Bad builds can feel like they wait for every grenade CD like its their holy weapon to solve all and end all.

But good builds mostly use throwings as supplement, when many enemies clump together (4+), or when you mess up and need quick CC. And some builds basically only have (have) flashbangs as they do not have utility slots for anything else.

36
Suggestions / Re: Non-scoped sniper rifles
« on: January 23, 2022, 01:59:22 am »
I think I misunderstood. You want sniper rifles without scopes that are identical to scoped sniper rifles (- the scope effect)? I thought it would change the stats a bit more (less move penalty lower range etc) If that is so, then I guess why not.

37
Suggestions / Re: Non-scoped sniper rifles
« on: January 22, 2022, 02:06:44 am »
How would no scope sniper (carabine) be different from either AR or crossbow? I am unsure you could find a proper niche gameplay for them. Unless you just want AR-like sniper to trigger some sniper perks cheaper, whihc is imho bad idea.

38
Flares are nice, also if you have 20 pts in intimidation, you can pick Yell. Some Stalker encounters are straight up F5-F9 to pin point the locations though through the use of flare and laying traps beforehand. 3 per and 3 con is completely okay on dominating, you get used to it :)
I see. I get that it's playable, but I can't stand this level of metagaming and savescumming.

Shame there's no "immersive" alternative :\

Depends how many save/loads you consider metagaming. 1 per zone is completely doable. You know stalkers are there, you enter combat mode and use flares, psi, yell nades etc to draw them out.
Also, good tungsten metal armour will make you impervious to stalkers even on DOM.

39
General / Re: Infused rathound leather armour
« on: August 06, 2021, 10:04:37 am »
1. You should not compare low AP leathers to high AP ones. Wyrm sure is good but the AP puts it to heavier tact vest/Riot gear category. But again, most leather users will be low AP ones.

2. Sure heartbreaker and bison have some use, but given that the best defence is to kill everything or just move out of range it is hardly comparable. You craft Bison for 1 dungeon but still ...

3. G. Siphoner, one specific very niche build, and it is very questionable anyway.
 
4. Hopper is decent, have some uses, but I rarely see anyone picking it over rathound.

40
General / Infused rathound leather armour
« on: August 05, 2021, 10:02:05 pm »
It is a shame that 99% of leather armour wearing builds (with crafting) use infused rathound in the end. Sadly other options are not good enough. Crit is too valuable for all builds. But I do not wish for it to be nerfed, rather other options brought up to par.

41
Builds / Re: More fun build?
« on: August 05, 2021, 01:06:23 am »
Crossbow - Different bolts, lot of positioning, traps.

Chemical pistols - Well warcrimes .. fun :)

42
Builds / Re: New player looking for crossbow builds
« on: August 04, 2021, 09:58:49 am »
Throwing and crossbow do not match well together as you will lack quickslots for both. As special bolts and grenades utilize them both (and you will have only few, 3-4).

Focus on stealth, traps and crossbows. Max preception, have decent agi and dex and int.
You can add one psi school for flavour. I suggest TM for more utility or PK for more crowdcontrol.
For feats the staples are Strafe, Quick tinkering, Special tactics, Ambush, Deadly snares, elemental bolts, Critical power, Bowyer.

43
Suggestions / Re: Psi feat: Experienced Innervation
« on: August 03, 2021, 09:34:18 pm »
I would prefer a feat that would allow using not prepared spell for double psi cost with 5-10 round CD

44
Builds / Re: Advice for a pure psi build in current update
« on: August 03, 2021, 02:53:04 pm »
Thanks Man, any advice on which schools are optimal. Also which feats are good an which are just situational.

TC - Strong vs living and humanoids. Decent damage, good control, useless vs robots. Has one of the strongest feats in game
PK - Strongest school imho that has solution for any problem but cant be used to "deal damage" consistently. Has great crowdcontrol and very solid damage, but nearly all spells have decent CD so should not be used as solo school(unless you use some weapon to deal damage)
MT - Great damage in variety of ways (a lot of AoE), low utility, low crowdcontrol
TM - Basically no damage (Distortion is decent at best), but good utility, low crowdcontrol

For feats its better if you ask, most are good if you know how to use them, only one that could be considered "trap" is Neurology, but even that one is not that bad

As for the combination suggestion I think going PK/MT is very solid.




45
Suggestions / Re: Capareces Usable as components for Metal Armor
« on: August 03, 2021, 01:18:09 am »
Indeed, imagine "metal armour" from 4 psi beetle carapaces

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