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Messages - Turbodevil

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106
Builds / Re: Looking to make a Spear build need help/tips
« on: July 16, 2020, 01:07:37 pm »
Regenerative riot gear with supersteel shield is exactly 50% armor penalty if you have Armor Sloping. You don't need tungsten if you take Boarding Up and Shield Arm.

Metal boots aren't an option because you need the AP cost reduction from tabis to attack twice and throw a spear every turn. A metal helmet is probably not as useful as night vision detection goggles, because they can help low Perception characters spot traps. If you wear 50% penalty riot gear, taking Nimble and Body Weight Training will bring you down to 25% penalty. You won't have the highest Evasion ever, but it will be enough to keep grenades and mines from instantly killing you.

Spear/shield blocks melee attacks, Evasion helps you avoid ranged and AOE, and Juggernaut gives you enough health to tank anything that actually hits you.
But cost is HUGE. 3 feats and one skill. Having to use subpar shield as well. If you worry about traps you could invest in traps skill to detect them, or use blast/antitermic fabric on your armour. Not saying your approach is objectively bad, you definitely get more defences from evasion, more movements points and ability to use stealth. But you need to go out of your way to achive that and you could easil spend those feats / skill points on something different.

As for tabi action points reduction, meh. Its's 4 AP per round in your scenario. It helps to achieve 2 attacks + throw, but realistically how many turns are like that? I usually move around, open doors, cast spells, throw grenades in between and use medicines. Also, adrenaline shot and psi haste have different breakpoints. Tabis are good and work in your build, sure, and their movement points bonus is great too, but you can get more tanky instead and achieve similar amount of attacks per round without them (at the cost of mobility).

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Edit: I also don't think Shield Bash is worth taking. One turn of Daze against a single target just isn't that strong, especially when you'll have Throwing and enough Chemistry to craft flashbangs.
Shield bash is free and have 1 turn cooldown after 5 points of specialisation and have respectable damage (100-200). It makes huge difference, you have 1 (2 with LTI) opportunities to finish off nearby enemy. I wouldn't recommend shield + spear build without it.

107
Builds / Re: Looking to make a Spear build need help/tips
« on: July 16, 2020, 07:08:06 am »
I am very unsure about using psi at all in this build. TD looks nice and so does LTI
In the mid-end game most of your attacks (spear throw, shield bash, sweep, impale) will have cooldowns so LTI is great. You can taki psi later in game if you struggle with first section.

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As for dropping CON. I am no expert but if I am already running melee wouldn't any hit to CON be terrible? 4 is already pushing it IMO but i was thinking of dropping will to boost it.
CON is good

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Also not sure if I need 7 DEX and was going to use those points for either INT or PER.

Spear has great synergy with grenades as you invest in throwing for Spear Throw. You might consider 7 DEX for Three pointer feat, so your grenades one shot some targets on crit.

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I understand I am not using traps. But wouldn't having 3 PER be a terrible idea when dealing with mines? If I cannot detect them how am I going to deal with them as a melee build.
Quick save + quick load :) Or high CON + blast gear.

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lastly I kind of took the dodge and evasion for dealing with the beginning when armor is much much too expensive to buy. Is it really worth it to drop that even if its just to get me passed the beginning rat hounds and dude in the bunker (generator quest)
Rathounds will be a breeze due to inbuilt spear guard bonus (effective 50% less damage from low level melee enemies).

108
Builds / Re: Looking to make a Spear build need help/tips
« on: July 16, 2020, 06:49:59 am »
Evasion can help against ranged attacks and grenades, but I would take Nimble and eventually Body Wight Training if you also plan to take Juggernaut. Make sure you craft armor with exactly 50% penalty if you plan to go this route.
Lightest Riot Gear + Tungsten shield (it has most dmg) has 46% armor penalty. More if you want regenrative vests, metal helmets and/or metal boots. Do not get evasion. Spend points on melee, throwing, electronics and other crafting/subterfurge skills. Skip armor penalty feats, get Sprint and Psycho-temporal Acceleration. Craft cave hopper stealth armor for stealth sections.

109
Suggestions / Re: Add a "shopping list" + merchant tweaks
« on: July 02, 2020, 07:52:04 am »
I would rather not have advertising services emailing while I explore abandoned facilities and secluded caves. That would ruin the atmosphere of being lone scavenger.

On the other hand, it makes perfect sense to have comm device in black sea, where I'm hired mercenary working with large team of people.

And black sea, as already pointed, is open space. Rest of underrail is narrow corridors drilled in thick stone. This is reasonable explanation for why comm devices are not used that much there.

110
Suggestions / Re: Change In-Game Difficulty Descriptions
« on: July 02, 2020, 07:41:16 am »
Hard is hard though. I had to reroll couple of characters on that difficulty until I got the grasp of how things work. Multiple early encounters / side areas were too difficult for me to immidately beat, had to go back to them later. I run out of money in early game and once I start smelting super steel.

It only gets easy once I get all the necessary feats and craft my uber weapon but that's a RPG thing.

111
Suggestions / Re: Add a "shopping list" + merchant tweaks
« on: June 10, 2020, 05:53:45 pm »
I don't understand how your solution solves the problem of merchant runs taking so much time. If I needed coins and knew some rich merchant is buying riot gear sets I just found, I would stop what I was doing and backtrack to that merchant, losing lots of time in the process. And I would still be inclined to do merchant runs because they sell useful components and Napalm grenades won't make themselves.

Besides I think the problem with stuff merchants buy is already solved by limited amount of currency they own. You can fairly easily get all the coins they have if you carry some varied, expensive stuff and sell it as someone wants it. If you can't carry it get a feat and you are set.

The game is not designed with selling all the loot you find in mind. Which has imo positive impact on gameplay because I don't collect all the junk I find and make informed decission on whether to pick it up or not.

112
Just a guess after looking at wiki, did not try it. Seems like every damage dealing option is excluded except environmental sources and non-grenade utilities. It means this should work:

- (poisoned) throwing knives
- (poisoned) caltrops
- fire ground (exothermic aura)
- gas clouds from grenades

Two last options may work (despite being psi/grenade) since they are not dealing damage themselves, rather they create environmental effect that does the kill. But that's wild guess obviously.

113
Development Log / Re: Dev Log #65: Codename Infusion
« on: March 11, 2020, 08:12:41 pm »
Fuck yeah Underrail 2 confirmed :D

114
Development Log / Re: Dev Log #58: Environments Preview
« on: June 29, 2018, 08:08:58 am »
I like how dungeons and transition areas look like, the reef + cthulhu sculptures are nicely blended into underrail cyberpunk + cave theme.

The music sounded great, perfect balance between ambience and noticable melody/tunes. Better than most background music I heard because it was usually too ambient/bland for my taste. This also make it unsettling which fits exploring those dungeons perfectly, but can be tiresome, so I will probably turn the music down/up depending on my current mood.

Overall, I just can't wait for the expansion.

115
Discussions / Re: How did you find out about this game?
« on: May 01, 2018, 08:13:21 pm »
Found it on Path of Exile forum. Someone suggested that evasion mechanic from Underrail that also decreases AoE damage taken would be good in PoE. The idea was silly but I saw few screentshots, read the description and was immidiately hooked.

116
Development Log / Re: Dev Log #57: The Rig
« on: April 13, 2018, 03:14:37 pm »
Do I like the aesthetic? Let's see... you gave us the game of underground society run by lunatics where you can sneak around and throw grenades at exposed brains of mutated psionic beetles. Then you decided it is not punk enough, so now we can run jet ski through contaminated sewers while plundering pirates using smgs.

Even boring transition from second screencap looks like adventure now.

I can only assume there will be wenches at the rig, right? There better be wenches.

117
Development Log / Re: Dev Log #53: Expedition Gameplay Video
« on: July 15, 2017, 08:59:42 am »
Good:

- The music is AMAZING are these new tracks or were I deaf during my playthrough?
- Environment looks great as usual
- Shotgun has kicks!
- Spear is huge and looks like melee weapon for actual combat (sorry knives)
- Transition to jet-skiis seems smooth

Bad:

- Shotgun burst attack seems weird. Aren't assault rifles/smg for burst?
- Another bug that shoots lightning? I still get nightmares with these Coil Spiders :P

Funny:

- I chuckled when enemy run up to you and threw knives at you, then after losing 10% of health you picked a shotgun and one shotted him. "That's cute, here's actual weapon though. Bye" :)

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