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Messages - harperfan7

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436
General / Re: Fetid Marsh as a melee
« on: November 01, 2020, 06:30:32 pm »
The marsh has one real purpose:  getting to the hospital potentially without aggroing the pirates, if you're not a stealthy character. 

The marsh has several unique oddities, one unique item, and some decent loot. 

There are two ways to get through it:
1.  stealth, preferably with high agility
2.  the right set of armor + drugs, and lots of reliable ranged AoE damage

437
Builds / Re: Total beginner looking for a juggernaut build
« on: October 30, 2020, 03:23:17 pm »
@harperfan7 Damn, Intimidation seems really good on STR builds now. Did you try it on DOMINATING?

No, but that's about the easiest build you'll ever play.

439
Builds / Re: Your favorite/best build?
« on: October 03, 2020, 01:09:32 am »
That's hard to answer.  I wasn't struggling at all so it's not like I had any build regrets. 

440
Builds / Re: Your favorite/best build?
« on: October 01, 2020, 11:53:02 pm »

441
Builds / Re: SMG Spec Ops
« on: October 01, 2020, 11:50:21 pm »
Aight, something light for armor... In mind id kinda have either leather armor, padded and black cloth, but im unsure what leather I should take, i.e. insfused or not and so forth. Theres also bullet vest but thats not so light again, but it narrows down my options, and of course theres still the rathound regalia, which is "cheap" and "easy" to get, but isnt customisable. Any suggestions?

Anything 15% or less is "light".  So you can do tacvests with no armor plate.

442
Suggestions / Re: A rift near Fort Apogee
« on: September 26, 2020, 01:59:30 am »
The university rift is four exit screens from apogee, the lower passages rift is three exit screens from free drones base. 

443
Builds / Re: SMG Spec Ops
« on: September 24, 2020, 06:28:36 pm »
If it were me, I'd keep my armor light, whatever type you go with.  I suggest rapid muzzled guns, not sure what frames.  Adaptive or seeker NVgoggles, bullet belt, tabis of some kind. 

444
Builds / Re: Your favorite/best build?
« on: September 24, 2020, 06:26:28 pm »
Ive ironmanned the game on dom without metagaming up to lvl 26 with a stealthy TM AR gunner.  I did a run where I got almost every single oddity exp in the game while being a moralfag.  That was a TM swordsman with very spread out skills.  The trick is basically stealth + high damage weapon + CC/AoE damage + TM + high initiative or high detection + high mp, the rest is just player skill. 

445
Builds / SMG Spec Ops
« on: September 17, 2020, 03:34:59 am »
I often see people asking for SMG builds, or for help for them, with the default assumption of high dex and high per with low str.  I think I have a superior SMG build, though I've never played it myself. 

https://underrail.info/build/?HgcQBgMGAwVQHgDCoB4AwqAAAQEAAQEBAQEAAAAAAQAAwrM5Jk87FsKjN8KFAkkVKA1OEsKD4p-iBeKijQPip6oD4qimBN-_
(feats arent in order; thats up to you)

Max dex, max melee, versatility.  Other abilities to meet feat prereqs, namely full auto, sprint/spec ops, suppressive fire, and versatility.  This gives you minimal AP costs for SMGs, gets you all the feats you'd ever want for them, dirty kick (a melee attack that doesnt require a weapon slot and will stun enemies), and even expose weakness for those really tough enemies that SMGs may have trouble with.  Your damage per bullet may be a bit lower, but you're spitting out even more bullets, which is the point of SMGs, as I understand it.  Your initiative will be high, you'll get massive skill boosts to dex skills (throwing, lockpicking, pickpocket, traps).  SMGs need a lot of bullets, should you ever run out you can use melee weapons. 

446
Builds / Re: A mechanical immune sledge build (AKA The immortal drunkard)
« on: September 16, 2020, 04:01:49 pm »
Yep, I mainly use the torch too.

447
Suggestions / Re: Unique Firearm Pistols
« on: September 16, 2020, 03:55:06 pm »
Some melee uniques are better than anything you can make.  The XAL is faster than any chemgun you can make. 

448
Suggestions / Re: Unique Firearm Pistols
« on: September 15, 2020, 05:29:07 pm »
Gun uniques are generally worse than what you can make, not just pistols.

449
Builds / Re: A mechanical immune sledge build (AKA The immortal drunkard)
« on: September 14, 2020, 09:47:18 pm »
Sea wyrm gets you 100% acid resist with some pretty decent mech dt/dr as well, no str requirement.  The problem with the (very optional) marsh is you have locusts shooting 25 mech/30 bio damage projectiles with sea wyrms shooting very high damage acid projectiles and heartbreakers shooting high damage bio projectiles.  So you want some "good" mech dt, acid immunity, and bio immunity.  The easiest way to do that is infused sea wyrm armor + tabis and irongut/aegis/canned mushrooms or the new serpent belt, and a good tungsten helmet. 

450
Builds / Re: A mechanical immune sledge build (AKA The immortal drunkard)
« on: September 14, 2020, 02:54:55 am »
I would get tempered electricity, were it me, since it works on neural overload and dopplegangers, in addition to emps and jerk spiders.  I can't think of any situation where you go up against acid enemies without knowing ahead of time, except some unlucky map entrances with sea wyrms and maybe the CAU as a free drone, so you can just switch to your sea wyrm gear.  You dont need to worry about heat or cold damage, imo, since your shield and insulated antithermic infused ancient rat gear and conditioning all protect you from it.  Not 100% but still. 

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