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Messages - Turbodevil

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16
Builds / Re: One Turn Man | .44' pistol Bullet Time | DOMINATING | OP(aF)
« on: February 06, 2022, 08:43:20 am »
How has this build been affected by the recent update?
Not much. W2C ammo was nerfed but the nerf wasn't that big. Worst case scenario (Naga Protector, 90% mechanical resistance) -> you deal 25% less damage, so chances are you would need *gasp* 2 turns for 4 Nagas. Ammo crafting quantity nerf is not big deal to pistols which are ammo efficient. On the plus side, high quality super steel fibers are easier to access (and cap is raised), so you may squeeze 1-2 crit chance out of this.

And the mid game after Depot A got easier if you kill Wyatt and his dogs and then rob his still warm, twitching body for that sweet 23% crit chance .44' gun which now gives you one free attack every fight. You monster.

17
General / Re: W2C ammo did not need a nerf
« on: February 04, 2022, 05:49:16 am »
yeah they did, W2C is the best way to deal physical damage to physical immune things and it is limitted only by carry capacity

18
General / Re: Underrail has such a contradictory design
« on: February 02, 2022, 10:33:25 am »
All your points boil down to the genre. This would be unacceptable in, say, aRPG. But Underrail is classic cRPG. These are intentional game design choices. Let's take Grenades for example. They are power equalizer. No matter how bad your build is, you can always throw that Mark IV and solve the problem. But it's not free: you spent precious utility slots that could be used for nets, stun rod, caltrops or flashbangs. They are not mandatory: you can have similar effect with mines or metathermic. Or you can go all in into them, max throwing to make them crit 75% of time. But even then, they have cooldown for balance reason (and you can only craft/carry so many of them) so they won't solve all your problems.

All this allow for great freedom on how you choose to play (and not to play). Which is typical quality of good cRPGs.

Your build is meant to fail for some encounters, and this is fine. The game offers you plenty of options to figure out how to deal with seemingly undefeatable opponents. Invisible crawlers ruin your day? Make yourself immune to melee and/or poison, flashbang them, flare / yell them out of stealth etc. Or avoid them until you overlevel the area. Options and tactics can matter more than your build. Which again is cRPG style.

19
Builds / Re: sniper psion buiild request
« on: January 21, 2022, 06:19:37 am »
This is a draft I plan to play one day, can't comment on how viable it is.

https://underrail.info/build/?HgUGBwMHCgjCoEYAAAAAwqBBQTIAS0s8NzzCoAAARjwARgE5PysFKgIdfiHCvRZkwoco4q-8BOKvvQHfvw

The idea is to use snipers for shooting spree+aimed shot, ambush and robots. Low perception shouldn't be a problem, ambush gives high hit chance, robots are easy to hit and if I'm against evasive enemy I can just melt his brain.

Endgame weapon would be Hoddurform because it boosts NO damage and make you darker even if held in offhand, making it easier to trigger ambush.

Again, no idea if this is good or not. But will probably play it on next update so...

20
Builds / Re: One Turn Man | .44' pistol Bullet Time | DOMINATING | OP(aF)
« on: January 04, 2022, 12:36:15 pm »
I like Interloper more than it deserves, but I also think it works nicely on DOMINATING difficulty. I stealth a lot during early sections so ability to do it faster and have 15 MP more after opening salvo which hits like wet noodles (yet) is helpful. But that's my preference, Aimed Shot could be better, Sprint could be better, I just dislike the sluggish movement (and don't use speed hack)

21
Builds / Re: Versatility pistol builds
« on: January 04, 2022, 08:32:59 am »
Ambush is universaly good if you want to trigger it but stacking it with evasion reduction at close range is completely redundant. Eva reduction is for when you can't / don't want to ambush that evasive enemy.
Energy pistols does have small subset of resistant enemies, pistols (thanks to W2C ammo) work on everything.
JHP ammo is massive damage boost and helps a lot when fighting natives.
Having real chance to finish enemy off even when non-criting is huge boon.
High caliber pistols have consistently higher critical chance than energy weapons when using steadfast aim, except for plasma weapons if you want to use them for some reason. Even then, the difference is 3% crit chance and if you really want to have equal cc to plasma, you can use 9mm falchion.
Laser sight (+RR) can be used with Smart module (+RR) because you have 2 weapon slots. As for special attacks not having +10% precision, it's your choice which weapon to use: LS against evasive enemy with low hp, Smart module agains tanks, or simply run up to enemy and Point Shot with smart module to the face when it has both high HP and evasion.
Initiative has huge random element and enemies are varied, so +7 initiative makes huge difference even on high dex build if you want to consistently start the fight first.
Bullet Strap belt is not downside, you can use other belt and reload for 11AP more if you want Doctor's pouch for some reason. It's just too good to pass, especially since you can switch ammo types. Having something too good to pass is an upside :)
Crit special attack with smart .44 will delete anything as well, costs 1/3 of electroshock on bullet time, non-crit can kill things as well, pistols have access to Rapid Fire which is absolutely devastating against single target and for electroshock to shine, you need lucky roll on special effect.
It's true bullet time shines later in the game, that's why I advice to not go Versatility route and stick to perception.
The fact Stasis benefits everyone is not relevant, what is important here is the Stasis is specifically even better for firearms pistols because Bullet Time is a buff (very powerful buff) and Stasis, in addition to everything else, extends buff duration. 2 turns of Bullet Time is enough to win most of encounters in the game.

As for anecdotes, I cleared entire upper floor of Lunatic Mall in 3 turns using .44 on level 22-ish and insta deleted every arena fight with rapid fire.

And I strongly disagree with "slightly better turn 1". It's not slightly better, it's absolutely devastating turn 1 and turn 2 with no counter and leaves energy weapons behind in every aspect.

Not saying Energy weapons are bad, or universally worse than firearms btw, they obviously have their uses, unique gameplay, better reward for critting, better for consistent fights, better for drug junkies and are cool. Just want to have fair assessment of both playstyles and firearms, in my opinion, dominate energy weapons during first 2 turns and have many other reasons to pick over lazors.
 

22
Builds / Re: Versatility pistol builds
« on: January 02, 2022, 04:34:39 pm »
Energy Pistols are also better than regular pistols overall, since they have much better crowd control with the electroshock pistol, up to a 40% damage increase with high technicalities, and overwhelmingly higher damage with the plasma pistol, which can be boosted further with stacking crit damage and aimed shot. The only advantages standard pistols have over energy pistols are lower ap cost with gunslinger, an extra special attack with rapid fire, and bullet time, which is admittedly very good. Energy gun versatility builds are less feat intensive than standard firearm pistols, while being superior or equal in firepower to them.
Firearm pistols have much more benefits than that:

- ignore up to 40% evasion in close range
- specialized bullets that either pierce most of armor or boost damage to organic targets
- higher non-crit damage, even when compared to big brain High Technicalities
- higher crit chance
- higher hit chance thanks to laser sight
- bonus 15 AP on average thanks to rapid reloader
- extra 7 initiative thanks to Gunslinger
- lower reload cost thanks to bullet strap belt
- rapid fire consistently deletes strongest targets when paired with smart module
- bullet time is not just very good. It doubles your turn. Twice (thanks to Stasis)

I agree that pistols are feat intensive, but Versatility energy pistol builds take long to setup (as both crit and Versatility starts coming around mid-game and reaches full potential only on high-end).

23
General / Re: Immunity to damage and tanking
« on: December 10, 2021, 08:18:46 am »
Locus of Control gives immunity to damage dealing TC spells?

24
Suggestions / Re: Opportunist
« on: December 01, 2021, 05:42:30 pm »
What's wrong with it? You are not meant to attack stunned / incapacitated targets 100% of time because they pose no immidiate threat to you. You can choose to finish them off or ignore for now. The only time where Opportunist is easy damage is when it combines with Suppresive Fire. And even then, AR doesn't need this damage so it is potential problem just for SMGs.

Your suggestion of replacement is, well, do we really need more loot in this game?

25
Suggestions / Re: Gun Fu Buff/Rework
« on: November 23, 2021, 07:30:40 am »
> Guess how much is 90 skill?

It's 25% more damage. Tops. At the expense of feat, 5 spec points, maxing melee and being at melee range.

26
Suggestions / Re: Gun Fu Buff/Rework
« on: November 22, 2021, 07:37:39 am »
I don't like hybrid weapon types feats that only benefit one weapon. Additionally, pistols already benefit from point blank range due to evasion reduction and buffing it further is unnecessary. Would like to chage Gun-Fu into something like "Each pistol shot reduces AP cost of next melee attack by 1 AP and each melee attack reduces AP cost of next pistol attack by 1 AP, stacking up to three times", with 5 spec points increasing AP reduction to 2 AP.  So you actually have to use both melee and pistol to be effective, while pistols can also benefit from this while shooting at distant enemies.

27
Builds / Re: Versatility pistol builds
« on: November 20, 2021, 07:43:10 am »
Tips:

- Bullet Time should be max specced first

- Hit and Run is a must. I recommend you max spec it second. You have low AP instakill shots, 40MP after each kill turns you into god of mobility.

- 70 TM and Stasis is for extending Bullet Time duration, Premeditation before Stasis saves you 15AP

- Max specced bullet time makes your .44' cost: 7AP when 14 Dex, 6AP when 17 Dex, 5AP when 20Dex (final breakpoint). Versatility build shines when it reaches this breakpoint (and it can get there thanks to savescumming Junkyard Surprise, SSD or All-In).

- Special attacks are good because in addition to what they do, they get up to +60% damage thanks to Smart module. But you would need perception for Point Shot and Aimed Shot.

28
Builds / Re: Versatility pistol builds
« on: November 19, 2021, 12:12:37 pm »
Commando belt doesn't work well with pistols as they reload 1-2 times per round and bullet strap belt shaves 11AP out of each reload.

Versatility pistols are viable (and OP in endgame) but be aware pistols take long to setup for OP mode and Versatility route (in comparison to Perception) makes it even harder. I other words: prepare for pain during early and mid game.

29
Builds / Re: grug want shotgunnah
« on: November 09, 2021, 08:12:46 am »
Aimed Shot doesn't work with shotguns.

Grug has too much throwing points, they are only useful for Three Pointer feat.

Grug wants to haggle better to buy components for shotgun. 105 effective mercantile after buffs. Also, tailoring (and more electronics) points wouldn't hurt. Lower your stealth and put your points there. There is also too many oints in lockpicking/hacking/picpocketing

Grug eyes too good. Perception this high surely helps but it's not needed (if you take leading shot). I would consider spending a point on +1 dex for Three Pointer. 10 agility for Blitz is worth considering, but it's up to Grug to figure out if 20AP at combat start is worth the movement points.

Perfect scattering is good if Grug likes to gently tickle enemy belly so he laughs hard and then hug. But is no good when Grug wants to see his innards on the floor and pain.

30
General / Re: Ferryman with low int
« on: October 28, 2021, 06:42:05 am »
All-In coctail gives +3 to every stat, it's very rare and bought at Drag and Drop bar.

Hypercerebrix gives +2 to Int.

Philosophy has 3 tiers which require 7, 8 and 9 Int.

4 Int character can get it all if you visit the bar and have 70 biology for drug.

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