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Messages - harperfan7

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616
General / Re: Sniper sidearm (why pistols are underrated)
« on: May 14, 2020, 08:35:09 pm »
Biohazard vests are good to have in the black sea, since there are so many enemies that like to shoot bio projectiles, not to mention all the gas clouds.  However, the game throws the sec trooper helmets, biohazard boots, and heartbreaker leather at you (not to mention the CAU) so I imagine most people don't bother.


617
General / Re: Where is an energy edge emitter?
« on: May 14, 2020, 08:32:51 pm »
Halim has them semi-regularly (seen him have them many times now).  I went to the location I mentioned on a new character, and the box had a q118, and a q128 so I believe it's guaranteed to have two.

618
General / Re: Sniper sidearm (why pistols are underrated)
« on: May 14, 2020, 06:48:30 pm »
Yeah, it's a shame stealthy leather looks so lame.  A biohazard vest won't do a damn thing against crawlers, since their bio damage is poison, which bypasses resistances.  A regen vest is much better against them (aside from being 1hko'd) because its healing isn't affected by hyperallergenic.

619
General / Re: Custom Portraits
« on: May 14, 2020, 04:30:06 pm »
It's not the highest quality, but if you don't like it you can blow it out your ass.

620
Suggestions / Flashlights/barrel flashlights
« on: May 14, 2020, 02:16:17 am »
It would make sense for somebody traversing dark caves and ruins to carry something as simple as a flashlight (and perhaps we're supposed to believe the character has one, because all these places are somehow bright enough to see in).  One of the many real-life attachments added to guns are flashlights.  In underrail, a tin can gunner has to choose between nvg's and metal helmets (which give a per penalty in addition to not having nvg), but with a flashlight on the gun they could still avoid the darkness penalty (and maybe give enemies some kind of penalty for having a light shined in their eyes).  So, either as a weapon enhancement or perhaps as a utility (or you could just let helmets have NV visors or something), and they could require batteries like other powered items.  Also, there's those strobe flashlights for guns that are supposed to disorient your targets; another potential thing to add.

621
General / Re: Sniper sidearm (why pistols are underrated)
« on: May 13, 2020, 09:34:07 pm »
Tygrende has similar views, and I agree as well.  Here's his sniper build with suggestions for gear.  I think I'd probably go for a rapid smart pistol myself, though, but I haven't actually played a gunner like this.


622
Builds / Re: Beginner build
« on: May 11, 2020, 09:01:28 pm »
You don't need traps, but they are nice for a newbie.

Plan your build out, don't waste ability points; place them where you need them to meet feat prerequisites, and keep your main attack stat high if not maxed.  When you're selecting feats, click the box "show all" so you can see what to build for.  You get two feats at 1st level and one every even-numbered level after that, max lvl is 25 or 30 with expedition.  You can keep 8 skills maxed or you can spread them out; I'd say max them until you feel like you don't need to anymore. 

I suggest not looking anything up so you can play blind on your first run.  I'll say a few things though; psi is overpowered (but it's getting a nerf soon), mechanical pistols and throwing knives are the weakest weapons.  That said, you can beat the game with anything.

Don't play on dominating, and I suggest oddity for your first run at least.


623
General / Re: Combo feat, is it useful?
« on: May 11, 2020, 08:51:09 pm »
Imagine:  line up your combo punch with a pneumatic strike, on a heavy punch, and it's a crit.

624
Suggestions / Idea for another agility check or two
« on: May 11, 2020, 12:55:21 am »
An agility check here lets you bypass that beetle chokepoint one map south, if you're going to or from core city.  Not a big deal, just seems like a good place for one or two. 


625
General / Re: Quick Question - Caltrops
« on: May 10, 2020, 07:53:42 pm »
It's like wearing metal boots; completely ignore them.

626
General / Re: How useful is Riot Gear?
« on: May 10, 2020, 01:01:51 am »
Ballistics is great in the early game, and it's always useful, just not an ideal use of a feat.  You'd be better off with mutated dog leather in depot A, yes that one part of foundry is perfect for riot gear, and yeah, basically anywhere you're fighting wildlife.  Certain arena fights.  Strongmen/handmaidens. 

627
General / Re: How useful is Riot Gear?
« on: May 09, 2020, 10:31:26 pm »
Dont use riot gear (especially without a shield) unless you KNOW you're going to need melee defense in particular. 

628
Bugs / EMP drain equipment in stasis?
« on: May 09, 2020, 09:00:53 pm »
Is it intended that your equipment can be drained of power via EMP while in stasis?  It doesn't damage you.

EDIT:  also, expose weakness can be applied to a stasis'd target

629
Suggestions / Re: Metal Helmets+
« on: May 07, 2020, 03:13:56 am »
Flashbang immunity and DR/DT stacking.  Sledge tanks are about the only builds that really use them.

630
Builds / Re: Commando Build
« on: May 06, 2020, 01:56:38 am »
70 actual skill points.

Too much stealth?  Not for somebody with snipe, ambush, or interloper, no. 

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