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Messages - harperfan7

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856
Bugs / Re: Report spelling/grammar errors
« on: July 24, 2019, 05:10:23 pm »

"nonfunctional"

857
Builds / Re: Machetes and You!
« on: July 24, 2019, 03:46:49 pm »
I posted a full one over here:   http://underrail.com/forums/index.php?topic=4048.60

858
Builds / Re: Machetes and You!
« on: July 24, 2019, 02:55:44 pm »
So no expertise for machetes? or is it just that there are better feats?

There are better feats.  I'm not saying it wouldn't be nice with flurry, but nah. 


859
Builds / Re: Machetes and You!
« on: July 24, 2019, 01:53:18 am »
Overall, I'd say be stealthy and mobile.  Infused rathound leather armor with soft padding and black cloth would be my choice.
Hmm, not the new leathers? Gortsby said something about them being good, but I can't find their stats and my new char isn't Expedition ready yet.

The ones I've seen are heavy; heavier than base game armors.  Infused rathound leather gives a crit chance bonus, and machetes want the highest crit chance they can get.

860
Builds / Re: Machetes and You!
« on: July 24, 2019, 01:32:45 am »
what about defenses? is parry/riposte good? heavy armor? dodge/evasion?

Yes, parry and riposte are good.  Best with a dex-build, but good anyway.  You can do heavy armor.  I did dodge/evasion on my guy; focused on being very fast and mobile.  I would say given the nature of flurry and onslaught, it would be better to be fast so you can get to enemies to keep those up every round.  But sometimes it might be a good idea to get heavier armor and let enemies come to you.

Overall, I'd say be stealthy and mobile.  Infused rathound leather armor with soft padding and black cloth would be my choice.

861
Builds / Re: Machetes and You!
« on: July 24, 2019, 12:56:12 am »
They look good, but I'm having trouble finding the code to craft one - shotguns and the spy camera was easy, but none of the regular vendors have the code to craft them. I own the parts, but can't build

Lucas at SGS sometimes has it.  Colton in junkyard sometimes has it.  But Kendrick in junkyard always has it.

862
Bugs / Re: Lance's Skimmer
« on: July 23, 2019, 07:05:57 pm »
It's just a floating water-couch, man.  He was just taking a nap.

863
Builds / Re: What will be your first build in Expedition and why?
« on: July 23, 2019, 03:39:34 am »
This might be too much for a new player, but it's the best machete build I can think of.
3 CON on a melee psi build *cringes at the times he died in Dominating* you must be hardcore with the Forcefield/Stasis abuse...

I haven't actually played this build.  My own doesnt have forcefield and Ive only used stasis a few times.  What I do "abuse" (often rely on) is medications, speed, corners, and grenades.  This build I just posted needs to worry more about move points than con; with a vigorous belt and sturdy riot gear, it's plenty survivable, as long as it can get to where it needs to go most of the time.  It also doesn't have blitz, which mine did.  I use blitz all the damn time. 

Have you tried temp psi yet?  It's great at controlling fights so you don't get hit much.

864
Builds / Re: What will be your first build in Expedition and why?
« on: July 23, 2019, 01:49:48 am »
Any tips for skills/equipment on your build, for somebody who doesn't know much about the game?  Go for dodge?  Crafting types?

The "kill shit with swords" one?  It can dish out damage like crazy once it gets going, but until then (and even then, if you miss an attack and ruin your flurry and onslaught) you're fragile and need backup plans and get-out-of-trouble cards.  It's not as fast as my actual build, so in a sense it's even more fragile, since you often end up relying on doors and corners so much in this game to break line of sight.  Also you really dont want to get hit at higher levels with this build; focus hard on killing your enemies quickly or otherwise not letting them attack you.

I want to suggest that you figure things out yourself and make your own build on your first run, but it's up to you.  I wish I had played blind on my first run. 

If you want to see it anyway, here's the full build.  Be aware there are some teeny spoilers in this image.  A lot of these numbers are very specific, but some are just "good enough" like stealth and traps; if you end up needing extra points somewhere, draw from them.  I'm not even sure what level of traps skill is optimal; you're mainly taking it for trap detection and I don't know what kind of upper numbers you want on that. 



At the beginning, I'd get cave hopper armor and boots (tabis are better if you see any) for the extra speed, then move to a kevlar balaclava and tabis and a sturdy laminated riot gear with a psi shield (but you might find that this makes you too slow; by then you'll have a better idea of what works for you).  When you get super steel, switch to infused rathound leather armor and whichever tabis make the most sense to you (but you could also use boots with boot springs instead at that point when you're not trying to be stealthy; they're faster and dont have a crit penalty), and start using a muffled temp psi headband.  You should have a set of stealth gear on you at all times (black balaclava, soft padded/black cloth leather armor, ninja tabis, and an optional cloaking device); it's up to you if you want to make your main armor/footwear your stealth gear as well.  I think I would, but you might find the other paddings/overcoats to be more generally useful. 

For swords, with a crit chance as high as yours, I'd stick to a curved tungsten for flurries and a curved tichrome for everything else; your choice on generators/emitters; use them if they make sense for you.

I would make root soda and hardcore chips my main food, depending on which makes more sense at the time.  I'd wear a vigorous belt at the beginning and a doctors belt later one, like when you switch to infused leather.  You can make whatever grenades, caltrops, traps, throwing knives, tasers, etc that you need with your crafting skills (depends on how soon you level them).  I relied very heavily on grenades and grenadier on my actual character, but this one doesn't have that and you may not need them like I did.  I also made all my own drugs and heavily used them.   

This might be too much for a new player, but it's the best machete build I can think of. 

865
General / Re: What is considered "mid game"?
« on: July 23, 2019, 12:59:45 am »
I started it at about 17.5th level on dominating; I'm doing fine.  The real thing to watch out for is the order you do things in; I suggest following the questline(s) rather than exploring, at least until you hit your stride (in the black sea, I mean). 

866
Guess I'll some other questions here rather than spam threads:
- Is it intentional that the player no longer receives some rathound armor from the locker in their quarters?
- Whereabouts can the player first learn a temporal manipulation skill? Figure I might as well avoid taking the psi-pill until then if i only plan to use that school.

Uh, you should still get rathound leather in your locker.  I started a new game today; maybe I'm not on the latest version.

The temp psi trainer is in the commons on the other side of the bar from arlene.  Name's Ethan.

867
Yeah, it adds 2 to whatever they would have had before.

868
Builds / Re: Machetes and You!
« on: July 22, 2019, 09:16:18 pm »
I found bear traps very useful for machete build as they negate target's dodge.
I invested skill points into traps so my enemies could not detect them.
And i picked Quick Tinkering for more dodge negation with bear traps.

Other options include flashbang + throwing net and a stingball grenade.

Tasers, incap from pneumatic hammer gloves, throwing nets, and crawler caltrops too.

869
Builds / Re: Help with Spear + Shield Build
« on: July 22, 2019, 05:59:00 pm »
If you're using a riot gear with shield, forget about dodge/evasion (which are keyed off agility, btw, not dex).  Unless it's the lightest gear/shield available, and even then you can't get the Nimble feat bonus so I wouldn't try to focus on that. 

Were I you, and keep in mind I haven't played a spear character yet, I would max strength, and have 6 agility for Sprint.  I would have enough dex and int for Cheap Shots at least.  That leaves just enough points for 7 con, which will allow you to take Juggernaut at some point (assuming you do decide to ignore dodge/evasion).  You might want 6 int at some point for Weaponsmith, but that's up to you. 

Strength 10, Dex 6, Agility 6, Constitution 7, Perception 3, Will 3, Intelligence 5.  Just enough at 1st level.  With 7 con, juggernaut, a vigorous belt, and a sturdy vest on your riot gear, you'll do just fine in HP, and with spear block/riot armor, you'll be blocking melee damage left and right.

870
Development Log / Re: Dev Log #63: Expedition DLC is Released!
« on: July 22, 2019, 05:33:36 pm »
You're going to love it guys; it almost makes the base game look bad.

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