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 - harperfan7

Pages: 1 2 [3] 4 5 ... 76
31
Bugs / Daze turrets with scrapperac
« on: January 13, 2023, 02:37:21 am »
Turrets seem like they should be immune to daze

32
General / Re: Advice for Black Sea Melee?
« on: January 13, 2023, 02:06:35 am »
There are two other ways to get to lemco without angering the pirates, one of which requires stealth.  You want to know?

33
General / Re: Fixed VS Non Fixed Perspective
« on: January 13, 2023, 01:24:28 am »
It was pretty neat in W2, but it would be a ton of extra work for infusion, and would make everything uglier.

34
General / Re: Advice for Black Sea Melee?
« on: January 13, 2023, 12:26:05 am »
I've never heard the word "overtuned" before this past year, yet I've seen it probably 20 times since then.

Anyway, if you get the marine armor and jetdrag, you should do well enough on the torpedo.  Get a doctors pouch if you havent already so you can use drugs quickly.  With irongut, aegis, morphine, jumping bean, focus stim, you can tank the snakes pretty easily, and you can also heal quickly (antidotes, coagulants, hypos); makes a big difference.  I don't know what armor you main, but if you make infused sea wyrm (with dense foam) and infused sea wyrm tabis you'll be immune to acid and very resistant to melee attacks; your jet won't be but at least you can tank more hits.  Focus on sea wyrms first in any jet fight.  Your choice between the marine armor and the infused sea wyrm armor.  Irongut + the tchortist bioscrubber means you are completely immune to all bio damage.  Try all that out.  Oh, and make sure you're using turbo on the jet.

Vs jets, plasma grenades work very well (strong HEs if you can't make plasma).  You'll want to stow away all electrical equipment that you dont use in fights in your jet, because jetters like to throw EMPs (and so should you); then again, with no throwing you'll probably waste these expensive nades and/or hurt yourself.  I suggest getting naval jousting and using a spear; you'll do a lot of damage.  Maybe against snakes too, actually, especially if you have Hunter.  Energy edged would be good against jets but I'd probably go electric anyway. 

Save the marsh for when you get the shard.  When you do the marsh, use the bioscrubber, infused sea wyrm armor, infused sea wyrm tabis, and bring lots of irongut.  If you don't have the scrubber, you can eat canned mushrooms and use aegis instead.  Or you could use stealth boosting stuff and try to sneak through it. 

Taking versatility and making a good AR and w2c ammo and crit NVGs would make a world of difference and its only one feat, but you don't have to do it. 

edit:  also you can punch serpents if they are against the shore and you're standing in shallow water

35
General / Re: Advice for Black Sea Melee?
« on: January 12, 2023, 09:52:43 pm »
Have you found the shard?
Do you have throwing?
Can you craft your own armor?
Do you mind taking versatility?
Do you have a good jet with good suspension?  What about lemurian marine armor and the jetdrag drink?
Do you have stealth?  or psi?

36
It works.  It's not reliable vs bosses, and you need to optimize for it, but you can see here I'm still dodging a powerful enemy even after some of my buffs are gone.

37
Suggestions / Submerged siphoners
« on: January 11, 2023, 05:16:25 pm »
Siphoners in the water are "submerged" like serpents, while in stealth.  They jump out just like they normally do, but a sneaky & perceptive character can spot them before they do, and either avoid or attack.

Having protectorate scuba divers work similarly would be cool (or the bastards stay submerged the whole time and can shoot you from the water). 

Infusion or not.

38
Bugs / Obstructed tile near SGS barracks
« on: January 10, 2023, 09:49:57 pm »
One map north; there is some unseen obstruction here.

39
Builds / Re: Does anyone have a working plasma build?
« on: January 06, 2023, 01:01:17 pm »
The problem with plasma is that it is overkill for most enemies past the early game.  Its a boss killer, whereas the laser pistol is your main workhorse and the electropistol is idea for certain situations.  Most epistol players use a laser in one hand, electro in the other, and carry a plasma for bosses and the like.  If you were going to main a plasma pistol, I would go for maxed/near-maxed dex with versatility, 6 or 7 per, 10 int, and 4 or 5 agi.  They already do gobs of damage, so you would aim for more shots. 

40
Suggestions / Re: New Weapon Suggestion: Clubs
« on: January 05, 2023, 03:59:15 am »
Gonna necro this because I think one-handed bludgeoning weapons would nicely fill out the melee options, especially with a niche of debuffing.  Too late for underrail but not for infusion.  Shame we'll never see sormnibaeren versions of these.  What would the SS version get as a bonus?  Higher daze chance?

A reinforced club ought to be a "mace" imo, whereas spiked/bladed ones would be "morningstars".  Perhaps a mace has better armor penetration and/or chance to daze, while bladed morningstars inflict bleeds/vile weaponry which goes nicely with your debilitator feat.  Not sure about spiked ones; they don't get super slam to make them worthwhile (maybe a spiked morningstar can have an energy emitter?).  A non-mace/morningstar would be a "club" and maybe has a lower ap cost?   Can use a blasting cap/CACs with a mace/club, poison with a morningstar (assuming infusion has matching items). 

A rusty pipe being a bottom-tier weapon of this class is a good idea, but a crowbar counts as a club and you can get those right at the start of underrail.  So for infusion a crowbar ought to come a bit later and have a special effect like better EW stacking (styg was talking about EW being applied gradually over many attacks; perhaps it'll be modal).  Ive been wanting a baseball bat weapon for a long time, though I'm not sure if one would count as a club or a sledgehammer (because they're two-handed), and there could be a spiked (nails) and/or bladed (barbed wire) version/enhancement; but that would require wood as the base and that's not gonna fly in underrail.  A monkey wrench is another option; could have some out of combat benefit due to being a tool.  And finally there could be one-handed hammers that benefit from club feats; either tool hammers or weapon hammers (like medieval warhammers).  Maybe actual clubs/maces/morningstars would be very rare in the earlier parts of the game so noncrafters would mostly be stuck with these.   Actually I like that idea in general.


41
Suggestions / Grip tape item enhancement
« on: January 05, 2023, 03:48:15 am »
Works like sharpening stones or omnilube.  For x attacks it increases bludgeoning weapon damage by 5% and/or decreases attack AP cost by 1. 

42
Builds / Re: Riot Shield Psi Puncher
« on: January 05, 2023, 01:37:54 am »
I don't know if I have the math right either, but a minimal AP riot gear with tungsten should be 37% with armor sloping.  Nimble makes it 22 and AS spec makes it 18, I think.  So if I'm right you don't need the LP spec at all. 

43
Builds / Re: The Best Build
« on: January 04, 2023, 02:08:24 pm »
I believe SMG can spit out more damage per round, but it's more conditional; less range (and thus harder time with ambush), less damage per hit (especially without concentrated fire), have to have high dex to get the most shots per round, higher ammo consumption (more repair kits, more tungsten/hexogen, more gun lube, and I think you'll need more mp since you're probably moving to get close to each opponent/group that you burst).  You'd still want str as smg since they benefit from full auto too.  That's another thing; an optimal smg build goes dex versatility and will have a lower attack value and need to spend a feat on it. 

Shotguns also do more damage than ARs, I believe, but again are limited by range, and have more expensive bursts.  An endgame TM pistol build is probably the deadliest build in terms of combat prowess, but imo is worse through most of the game and will have lower stealth/detection regardless.  ARs are very well-rounded in addition to being very strong. 

44
General / Re: Clarification on Armor DR vs DT
« on: January 03, 2023, 04:59:04 pm »
Mind blown, I thought the game was working out of "better of DR% or DT" (then damage modifier) this whole time.

It does, but he's referring to the percentage modifier; so if your cold resistance for instance is "DT 10/DR 30% (80%)" and you get hit for 15 cold damage, your DT applies since it blocks more than DR, so you get hit for 5, then your reduction (the %) kicks in and reduces that 5 by 20% to 4.  You take 4 damage total.

45
Builds / Re: The Best Build
« on: January 03, 2023, 04:45:58 pm »
I would start with 5 dex, 8 agi, 9 per.  Theres only a single 10 per secret in the early game and you can get it with food.  You won't need 10 agi until blitz.  Level dex first to get to 7 for escape artist at 8th, then per to 11, then agi to 10. 

Initiative matters because there are times where you can't start from stealth.  You could fairly easily ironman the game on dom with this build and to do so you'd want reliable initiative.

ARs are the strongest weapon because they do ridiculous damage, even out to long range, to entire groups of people (though somewhat unreliably), and suffer no melee penalty.  TM is broken OP.  Stealth+detection builds can basically always start combat on their terms.  High mobility (especially with TM) means you get attacked far less.  This build has crafting; it can make an ideal set of ARs (but not max quality) and a suit of siphoner armor which buffs your evasion even higher and gives you a lot of resistance to acid puddles and ground fire, and the tabis make you immune to slows (chill, kneecap shot, oil/webs, contraction debuff, etc).   High evasion means you take basically no damage from explosions (literally in the case of frags and molotovs) and you are immune to stingballs.  Add it all together and you are untouchable and unstoppable.  Stealth + detection + bio crafting means bullhead before stuns/incaps can be applied, assuming you use it at the right time, but given how short your battles will be, the 3 turns (4 with stasis) should be plenty.

Pages: 1 2 [3] 4 5 ... 76