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Messages - harperfan7

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1381
General / Re: anti-Carnifex cheese
« on: October 18, 2017, 02:33:11 pm »
It's basically a "remove enemy from battle for 1 round" button that only costs like 10 AP.  I think there should be a melee attack check or something.

Let's compare that with psi buttons. "For 0 AP cost, all enemies are removed from combat for 3 turns oh and by the way your next attack against them is doubled lol" and you think taser needs nerfing? :P

Taser frankly does still need it, even if psi might need it more.  I've never used psi, personally, though I know how bullshit psi-using enemies can be.  They should exist out in the world, at least.

1382
I have 2 infused item : cave hooper tabi boot, which boost D/E by 53, and Siphoner leather armor, which boost D/E by 80

Why cave hopper for boots and siphoner for leather?  I would have gone the other way around, personally.  Do you just really like sprint?

1383
General / Re: anti-Carnifex cheese
« on: October 16, 2017, 02:31:58 pm »
Tazer? Dude....

The taser is weird in this game; you can't buy them ever, and I never found one in the wild, but you can craft them right from the beginning, they auto hit, and while sometimes tough enemies resist it, they work most of the time.  It's basically a "remove enemy from battle for 1 round" button that only costs like 10 AP.  I think there should be a melee attack check or something. 

1384
General / Re: Minor tips and tricks for Underrail
« on: October 16, 2017, 03:24:06 am »
They're useful, but unless my memory fails me, with 0 Traps skill they're very easy to spot. You need to make a wall of bear traps without any gaps to prevent the enemy from going around them, and while that works very well, it requires a lot of traps and their weight isn't exactly insignificant if you're playing a build that dumps strength completely.

Animals and robots often just run right into them.  Plus you don't need too many; chokepoints, caltrops, little extra running room between you and an enemy for a shot, etc. 

1385
General / Re: anti-Carnifex cheese
« on: October 16, 2017, 03:22:19 am »
Carnifex thread?

My crossbow sniper beat him by surviving his first turn, then moving a bit and throwing crawler caltrops at his feet.  Kept running from him until the poison kicked in (my character had a lot of move points), then snipe/aim shot. 

1386
General / Re: Minor tips and tricks for Underrail
« on: October 15, 2017, 02:25:39 pm »
With about 20 Tailoring you can turn rathound hides into leather armor, recycle them, turn those scraps into repair kits, and sell the repair kits for cash. There is a blueprint in one of the early stations that I'm pretty sure is always leather armor.

Recycling cheap loot items is the cheapest way to get scraps to make repair kits with.  It was quite a while before I realized this myself. 

1387
General / Re: Minor tips and tricks for Underrail
« on: October 15, 2017, 09:39:05 am »
I rebind enter to space bar, personally. 

At the beginning of the game when you're getting your first weapon from the armory, get the crossbow.  Even if you have 0 crossbow and 3 perception, you'll still hit rathounds about 70% of the time from behind the fences, and you can sell it for way more than the knife or gun. 

Try to get the quest to find Blaine ASAP, he sells stuff nobody else in chapter 1 sells, like tabis, rapid reloaders, tichrome bars, etc.  You can buy shield emitters from ezra and katherine, but you can also get 3 or 4 from the prison break mission in junkyard if you decide to go in guns blazing.  Siphoner leather is as good as mutated dog leather when resisting acid, I've found, and is better in general. 

1388
General / Re: The lost train, persuasion and joining the Free Drones
« on: October 15, 2017, 06:02:11 am »
Maybe it's because you talked some sense into them without fighting them or turning them in to the protectorate?

1389
General / Re: The lost train, persuasion and joining the Free Drones
« on: October 14, 2017, 02:15:46 am »
The Free Drones want to stop the protectorate from spreading, even if it means being terrorists in the process.  To them, keeping one village from getting resources is a small price to pay to keep the protectorate from turning that town into a fort or whatever.

1390
General / Re: Acid Cyclopean Eye
« on: October 14, 2017, 02:13:00 am »
Also, I think - maybe you need to plant explosive (gang wars) before you enter Deport-A?

Nope.  I didn't do that until after I cleared depot A and started chapter 2, yet it was there for me.

I did clear the whole depot A map, then was walking back through it on my way out when I encountered it.

1391
General / Re: Acid Cyclopean Eye
« on: October 13, 2017, 02:38:37 pm »
There's enough xp in this game to get to like level 28, if it existed.

1392
General / Re: Acid Cyclopean Eye
« on: October 12, 2017, 03:03:57 pm »
The eye is an oddity, yes. 

my post on this page shows where I found it
http://underrail.com/forums/index.php?topic=3127.30

1393
General / Re: Directions to Doctor's Pouch pls
« on: October 12, 2017, 03:02:08 pm »
Found one in Pasquale's cabinet on the NE side of the room he stands in.

edit:  tried this with two other characters; was not present for them, must be random

1394
General / Re: Syphoner man?
« on: October 12, 2017, 02:59:07 pm »
I encountered the two headed mutant; I didn't know that was strange.

He was in depot A north, in the red circle, as I came in the direction of the blue arrow.  What was strange, I thought, was that I had cleared that map already and was just going back through on my way out.  I opened that door and bam, there he was, standing out in the middle by himself.

1395
General / Re: Current state of crossbows
« on: October 12, 2017, 02:53:21 pm »
I recently loaded up my old crossbow character to see how it fared in the game's current build, and was surprised by how effective it was, in fact I've been breezing through most of the game with it. Crossbows seem much, much better than they used to be and much stronger than e.g. chemical/energy pistols presently are. Anyone played all the way through with crossbows in recent builds who can tell me whether their old foes are still nigh undefeatable? I've had some trouble already with bladelings/dreadnoughts (which I was nonetheless able to brute force my way past by machinegunning shock bolts), but I'm interested in whether industrial bots/deep worms and particularly the big bad are still as much of a brick wall for crossbows as they once were, or if they're now easier to overcome.

I recently played through as a sneaky crossbow sniper with traps and throwing.  Rathound King was tough for me, until I found a trick.  Bladelings just require bear traps, molotovs (I think), burrower poison bolts, aimed shots, snipes, gas grenades, etc, and patience; basically you just need to keep them tied up and lay down either very high amounts of physical damage or other types of damage.  Never fought a dreadnought.  Industrial bots are too slow to be dangerous; snipes/aimed shots and shock bolts/emp grenades/mines worked for me.  Deep worms are not tough at all; just snipe and aimed shot and you're done. 

The enemies that gave me the most trouble were other crossbow users (because they're often stealthed and can spot/disable traps) and psi users who I either didn't see or otherwise got to me unexpectedly, because I had no real defense against psi.

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