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Messages - harperfan7

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46
Suggestions / Re: Power Fist: Match Metal Gloves Scaling
« on: December 23, 2025, 09:34:46 pm »
this is a bug

47
General / Re: Underrail on Linux guide
« on: December 21, 2025, 11:14:48 pm »
I switched to mint right before heavy duty came out, when steam said "nuh uh, no more win7". 

For those considering the switch, its truly not difficult.  If a computer potato like me can manage it, you can too. 

This newest update gave us some fancy new shaders for the game, but they dont work right on linux.  You can just use the legacy shaders though (I prefer them anyway). 

48
Suggestions / Let javelins be 1-handed weapons
« on: December 21, 2025, 07:38:22 pm »
They are light compared to normal spears, their spear guard sucks (especially compared to boxing gloves), and you throw them one handed anyway.

49
Bugs / Cold effect did not remove a stack of warmed up
« on: December 21, 2025, 07:32:45 pm »
.

50
Builds / Re: Build changes in the 10-Year Anniversary Update (v1.3)
« on: December 21, 2025, 07:31:02 pm »
The changes are good.  Some builds have to actually try now, and there are now alternatives to many of the existing meta builds (mainly, 10 int). 

51
Bugs / Can shoot rockets through a fence
« on: December 21, 2025, 07:27:43 pm »
but not cryokinesis.  Intentional?

52
Builds / Re: Need help with a heavy brawler build.
« on: December 21, 2025, 03:48:28 pm »
Infused sea wyrm boots with spikes will deal more damage than metal boots with spikes.  Id put a serrated tichrome blade on your armor, with two tichrome spikes, and use tichrome spikes on your boots (with soft foam).  Not sure if the boots will prohibit you from getting lightning punches, though; sea wyrm is pretty heavy.  Since super steel can get to such high qualities, you will want to max your mechanics skill all the way. 

Oh, and you can get heavyweight even if your armor penalty isnt that high; its still extra crit damage.  You'll be very tight on feats, however.

Pic attached is probably the best non-psi brawler build you can make.  It's intended for leather gloves however.

53
Suggestions / Rocket metal plate ingredients
« on: December 21, 2025, 03:24:39 pm »
If it says steel plate, it means steel plate, no tichrome or super steel.  Intended?

Also, you need the full mechanics requirement for the steel plate, unlike with other ammunitions which are capped at like 30 or whatever. 

I would change both of these to match other ammunitions, if they aren't bugs to begin with.

54
Builds / Re: Sanic "Siphonerman" Psi-blade build
« on: December 20, 2025, 06:41:57 pm »
"Final Revision"  lol jk

Alright.  So, obviously, the crafting points shown aren't going to get you as good of stuff as they did last week.  You'll be using lower quality super steels, electric components, tichrome knives, and foams/cloths on the armor.  Can still craft the same headbands, though.  Don't turn in any ss data; you'll screw yourself.  You can take a handful of points from throwing, lockpicking, and pickpocket, as they were somewhat above the usefulness cap (extra throwing to offset sometimes being intimidated, extra lockpicking to hit that 160 check in the compound just because, and extra pickpocket so we can get Ethans amulet; we can do without all of that).  Some people don't care for persuasion (they're wrong), so if you're a wrong person too, you can take those points for more crafting. You hit diminishing returns the higher you go, though, so keep that in mind. 

The build itself barely changes; we're just going to rearrange our spec points a little bit.  We drop the point in Blitz CD, the premed points, and 1 point from FO, and put them all in fancy footwork.  As it works now, fancy footwork gives you 8 mp, then 7, 6, 5, 4, 3, 2, 1 (36mp max per round).  If we spec it, it becomes 10, 9, 8, etc (55mp max per round); a notable difference.  I noticed that I didn't use premed as aggressively as I could have; didn't need the spec. 

The stasis change hurts the most, I think.  1700ish hp at max (and they always get opportunist) isnt that much against two turns; you'll have to be a lot more tactical in how you use it, where and when.  If your stasis gets killed before the 2nd turn, you act in the 2nd turn if you're still alive.  Your energy shield will not protect you while in stasis, but neither will it get damaged; you'll just drain a couple turns worth of charge.  However, at least your energy shield will be on if your stasis gets broken and you have to suffer more attacks before your turn.  Speaking of shields, efficient gives about 25% less capacity now, and amplified is MUCH better than it was; still not sure which we'll be maining, but we'll have both for various situations, probably one each for low and high. 

You'll start using enriched hypos as soon as you get the belt now; sell your old ones at that point, or use them for after-battle healing if you want.  Speaking of after-battle healing, I've been considering carrying around the lightest possible regen vest just for that. 

I don't think I'd even bother with the kukri now that its only 12% vs bots.  I did use it during the quad naga fight; now I dont think I'd bother.  Maybe shoot the ground with the srpg with a tandem rocket instead (you can buy them both from beckett). 

5th native invasion solo went out the window.  It was glorious while it lasted.  The compound will be much much harder now as well; the exos all have over 1k hp and they'll wreck your stasis in no time. 

Enjoy your weeb sword sprite, everybody.

EDIT:  shields do NOT protect you while in stasis

Late EDIT:  I realized another alternative set-up:  dex 16, agi 10, int 8 with polymath instead of expert sprint.  Take polymath instead of nimble, nimble instead of tranq, then take tranq fairly late (not sure when exactly; you'll know when you get there).  You'll be able to level dodge/evasion sooner and you'll have more points later on to craft good shit with.  You can take high-technicalities or psycho-neural flexibility, but I wouldn't; you dont benefit as much from them as from your current list of feats.  You'll have an extra psi slot; you won't need an expanded headband for your normal arsenal of spells, and if you do wear one you can now take recurrance or grounding as well.

Later EDIT:  https://cannedbean29.github.io/UnderrailBuilderRemake/?HgUOCgMDAwgAPQDCoMKgwqAAAC0rAFVuDTp4AB4AwqBOAwA5JCs_wowqThNBwofCjQZHS8KIPMKzd20abMOcwp7Cn8Kgwp3CrcOO4p-OBOKxoATisogF4rKJAt--
I'd rather have uncanny dodge than polymath.


55
Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« on: December 20, 2025, 04:53:36 pm »
You dont need high int to use the best components, but you do need to dump a bunch more skill points for it.

I think the best melee builds are still the old ones, but now there is a valid high-int alternative. 

56
Builds / Re: Need some pointers for an assault rifle build.
« on: December 19, 2025, 07:13:40 pm »
By the looks of it you have 7 dex for an escape artist and throwing.
Is DEX that crucial? Throwing can be replaced with a grenade launchers, but escape artists is pretty useful against spiders, mutant dogs and other annoying enemies. It's just a little bit weird using DEX on a build which doesn't get reduced AP or some weapon specific perks out of it.
But I'll try it.

Escape artist can save your bacon, and trigger happy helps ensure you win init on those occasions where stealth isnt an option.  Its nice for skills and the occasional dex check too.  You dont want a nade launcher; you want two ARs.  Also since this build was made, ARs with scopes got an additional move'n'shoot penalty; your off-hand rifle will have a scope.  Dunno what I'd drop to take strafe for, if anything, but that requires some dex as well.

57
Builds / Re: Need some pointers for an assault rifle build.
« on: December 19, 2025, 05:36:04 pm »
https://stygiansoftware.com/forums/index.php?topic=8957.0

The update yesterday screwed up crafting points pretty bad.  This build was made years ago, so keep that in mind.  It also made stasis less secure.  Still, this is a top-tier build.

58
Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« on: December 19, 2025, 03:02:02 pm »

Turbodevil and I have both posted builds with Hit & Run where we do exactly that, except his was pistols and mine was hammers.  A couple years ago on the discord, it was discovered that H&R refunds ap-ignoring mp like from sprint or haste or jumping bean, meaning even with 95% armor penalty you can move around quite a bit. 

59
Suggestions / Coretech armor on corpses
« on: December 19, 2025, 12:22:04 am »
During the JKK questline at least, there are a few coretech corpses in the warehouse after the 2nd mission; it would make sense if you could loot them.  Theres also at least one dead mercenary with no loot.

60
Suggestions / Forward grips for ARs
« on: December 15, 2025, 04:34:45 pm »
It's a thing in real life, that serves the same purpose for ARs that it would for SMGs; why not?

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