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Messages - harperfan7

Pages: 1 [2] 3 4 ... 94
16
General / Re: Video discussion
« on: December 26, 2024, 02:58:26 am »
You're the first that Ive seen so far.

17
Builds / Re: Sanic "Siphonerman" Psi-blade build
« on: December 25, 2024, 01:02:48 pm »
Had an idea for a slightly alternative build:  max dex, 10 agi, taking uncanny dodge at 10 or 12th instead of expert sprint later on.  Uncanny dodge is nice for handling stealthed melee enemies like deathstalkers and muggers (if you can think to use it first), and is nice for not being forced to kite in fights with heavy melee enemies (though you still have to watch out for roots, stuns, and incaps; roots especially). 

18
Suggestions / New bolt types (infusion)
« on: December 25, 2024, 12:03:29 am »
As variants of the standard bolt (not special bolts):

Broadhead bolt:  basically a jhp bolt; more damage but higher penalty vs armor
Bodkin bolt: basically a w2c bolt; less damage but better armor penetration

Since they aren't special bolts, you can use them with snipe, aimed shot, etc.  This is assuming that infusion will make you use a "quiver" of loaded bolts or something; if it keeps underrails "all regular bolts loaded at all times", then you'd need some kind of bolt selection to activate

19
Suggestions / Re: Throwing Axes
« on: December 19, 2024, 01:02:44 am »
Quote
Handles could be made from other materials. Machete, sledgehammers, knives, and spears are craftable. And those do have handles.

He meant that there's no axes because theres no wood to chop. 
BUT there is an axe!  Ferryman has one on his boat.

20
Builds / Re: Optimal non-psi hammer build
« on: December 16, 2024, 10:23:30 pm »
>instead
it already can, though granted not in DC
seems I forgot to factor in the lurker knives; thats another +5 or so

21
Suggestions / Re: Throwing Axes
« on: December 16, 2024, 08:13:02 am »
Probably should have 1 or 2 less range as well. 

22
Builds / Re: Optimal non-psi hammer build
« on: December 16, 2024, 05:30:13 am »
With all bonuses added in, its 112 for mk5 nades.  This build has a lot of left-over skill points, so I figured why not. 

23
Suggestions / Re: Npcs with "discipline"
« on: December 16, 2024, 12:40:39 am »
Here I go explaining obvious things again:  the difference is that on some maps, npcs dont react to noise.  My idea is that some npcs wont react to noise (or will only move so far, like aegis soldiers on the beach), while others will; its not a feature of the particular map.

24
Suggestions / Re: Npcs with "discipline"
« on: December 15, 2024, 12:15:52 pm »
I think npcs on some maps just don't respond to noise.

25
Suggestions / Npcs with "discipline"
« on: December 15, 2024, 04:38:04 am »
The idea is that some npcs won't move from their station due to noise, or wont leave a certain area (like aegis soldiers on the beach during combat).  This way the player cant get an entire group of guards to abandon their post so they can sneak past or loot, and cant lure say a sniper into a crappy vulnerable position when they'd be better off way back.  I think mainly it'd be best for snipers, xbows, and other long-range high detection types.

26
I don't want to take apart your build bit by bit, so I'll just post a galaxybrain epistol build I made and would play if I were ever going to play epistols again.  Take any pointers from it you can.

https://underrail.info/build/?HgMIAwMKAxDCoGAAAADCoMKcLUlQAA0yBjM3AC0AwqBjAB8rwrRsw5zCnsKdwq7DiyQmKAEpP8KaWgIqwofCvcKIM0vCheKijAPiorUC4rGgBeK0lAXfvg

27
Suggestions / Re: Mutie island medicine trading
« on: December 06, 2024, 03:30:20 pm »
You can trade goods for goods. 

28
Suggestions / Mutie island medicine trading
« on: December 05, 2024, 07:33:11 pm »
Someone pointed out that the mutie island muties are constantly needing medication (as the doctor says), yet you cant sell them any.  Eustace and the food merchant ought to accept infinite medicine in trade, like other merchants buy bullets.

29
Builds / Re: Optimal non-psi hammer build
« on: December 04, 2024, 06:26:34 pm »
Currently trying out this build, needed something simple that could beat Dominating.

Would you recommend the new Greaves for this build? Seems appropriate for the build. You do lose the immunity to caltrops, for an immunity to kneecap shot instead. I don't think the 20% resistance to immobilization invalidates Escape Artist, but it might save you a cooldown once in a while. I'm just not sure from the wiki stats yet if they can be reinforced as hard as normal boots, but it doesn't seem so.

DId you read through the comments here?

30
Builds / Re: Optimal non-psi hammer build
« on: November 30, 2024, 11:08:38 pm »
I always play on oddity.

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