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Messages - Turbodevil

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61
Builds / Re: Gun Fu build
« on: July 28, 2021, 07:17:24 am »
Pistols strong, you will do DOMINATING but there are couple of things to improve.

 - Initiative is high enough without Trigger Happy, if you are worried about couple of situations when you get unlucky roll, pick Paranoia as it has other benefits 
 
 - Expose weakness is strictly worse than W2C bullets, drop the feat

 - What's the deal with Mercantile so high and with feat? If you worry about money, get some pickpocketing, great way to replenish ammo and some traders have lots of cash in their pockets. You only need 105 effective Mercantile for all special goods merchant inventory, more is overkill for cheaper vanity Jet-skiis mostly

 - Opportunist + Execute is meh, you would get better returns from Point Shot and Aimed Shot. But you do you, it will work too

 - You lack damage a bit. No crit feats, no Blindsiding, not even Expertise. Pistols pack a punch, but you should improve it for those juicy one shots. I recommend Blindsiding and Recklesness

 - Premeditation saves 15 AP on self Stasis at the end of Bullet Time turn, 1 Con less and 1 Int more



- Most importantly: You are melee shooter. You need to move a lot. Hit and Run - max spec is HIGHLY recommended. You won't be able to use Gun-Fu if enemy is too far.


EDIT:

 - I don't see a point in Psychotemporal Acceleration and Future Orientation. You get 5 AP more from psi haste but LTI and Stasis cost 5 AP more, but have cooldown reduced by 1 turn. What do you need this cooldown reduction for? Why do you need 5 AP from psi haste so badly that you invest a feat? So it lasts more? 3 turns (2 + self Stasis gimmick) should be enough to finish combat.


EDIT 2:

 - you need at least 30 Electronics for Laser sight, 20 Chemistry for W2C bullets, and you don't need Biology so high

Edit 3:

 - just realised you have no stealth. Highly recommended, it makes you start combat on your own terms. If you prefer to play without it however, you should be fine. I think.

62
Suggestions / Re: Telekinetic Proxy should work on water
« on: July 26, 2021, 11:25:09 am »
Inb4 Christianity memes

63
Suggestions / Re: Intresting scaling
« on: July 26, 2021, 11:24:30 am »
Conditioning, High Technicalities, Corporeal Projection and Parry already do that.

64
Builds / Re: Spear and Shield build help
« on: July 26, 2021, 10:18:30 am »
I played this on hard with great success. Fun option, tanky and versatile. Immune to melee. Main benefit of Riot Gear was Shield Bash. 5 specialization points made it free attack I can use once per round, or twice with LTI, dealing 200 damage. It may look unimpressive but having extra attack on such a slow weapon helps a lot. Need to kill weak enemy? Finish off wounded enemy? Or daze strong enemy? Shield bash then.

Electroshock generator works well with Sweep. By 'well' I mean it's bonkers. Spec into cooldown.

Spec into Spear Throw AP reduction so it costs 16 AP. If you wear tabis, You will be able to attack twice with TiChrome Spear, throw Winged Tungsten spear once and shield bash once on normal turn. You will be doing so much more with Adrenalines / psi haste / LTI

Spears are IMO perfect candidate for hybrid build: powerful with special attacks, weak without. Why not cast a spell when Impale is on a cooldown? I was playing around with Metathermics for fire aura and Destablization triggered by Spear Throw. It was ok but before psi nerf. Psychokiesis seems to be fitting as well here, electricity will wreck tough robots. If you don't want hybrydding into damaging schools, stick to temporal maniulation as LTI is great fit.

65
I did REALLY want that 40MP Hit and Run, it's a pillar of this build.

Fatal throw spec almost kind off offsets 1 AP higher shooting cost.

Versatility 17 Dex with max spec is only marginally better than 11 Per, and I can raise Per with the Juice and Marsh Honey.

Steadfast Aim gives only 7% crit chance. I know, I know... But it does! Probably rounding issue.

Sharpshooter is massive Damage boost, comparable to Gun-Fu. Works only on crits, but at any range.

Versatility builds are much worse in early to mid game, it's only profitable to take Versatility around level 16 or later. This build starts with 8 Per and it helps set thing off.

Lastly, Perception route has 70 base skill points more to spend.


TLDR: more movement, more skill points, and easier levelling. Versatility is fine too for more shots and throwing

EDIT: I forgot to mention that Perception route uses the same number of feats as yours but you do not take Gun-Fu. Your average damage will be less than mine unless you take Gun-Fu (then the damage per shot is roughly the same) and ensure you are within melee distance of enemy, which will be harder due to 25 MP Hit and Run. So there are another opportunity costs of going Versatility.

66
Core setup

- rapid .44' hammerrer pistols
with: laser sight (one hand) and smart module (other hand)
.44' caliber is a must as it deals around twice the damage of lower calibers while costing no more than 50% AP

- Bullet Time
max spec first
Bread and butter, makes foes dead and in the gutter

- high Dex
Bullet Time breakpoints for .44' - Dex(AP) - 9(9) | 12(8) | 14(7) | 17(6) | 20(5)
14 is a sweetspot for this build, effective without dumping all your points and you can reach next breakpoint with All-In or SSD + Eel Sandwich

- Hit and Run
max spec second
Mobility is life. Mobility is range. Mobility is accuracy. Accuracy is damage. Sniper rifles are accurate and have great range, but can they kill enemies hidden behind 3 corners past two corridors? No? Well, pistols can. Seriously, I once killed all 4 Magnar shamans in the first turn, starting at entrance and killing warriors as stepping stones to move forward.

- Stasis
Used exclusively to double Bullet Time duration

- extra AP
Adrenaline, Vitality Powder, Psycho-temporal Contraction, Rapid Reloader

- Crit
Googles, infused rathound leather, 11 Perception for feats

- Bullet Strap belt
You reload twice per turn. Gotta save those AP for more pew pew.


--- optional, but this build is optimized for these ---


- Special attacks
Point Shot, Aimed Shot, Rapid Fire
These attacks are around twice as strong as regular attacks per AP and get ~60% damage bonus thanks to Smart Module. Their usefulness diminishes once you get more normal attacks, but they still work great, are amazing early game and will save your hide during non Bullet Time turns.   

- Premeditation
Mostly used with Stasis at the end of first turn if all enemies are not dead yet. It saves 15 AP. Also helps early game and conserves mana.

- Fatal throw
max spec third
They say huge damage variance is a downside... In reality, most of shots are insta kills, except of few that still pack a punch. Sometimes, enemy will be reduced to low health. Did you waste an action? Nope, throw a knife, kill the enemy, and restore enough AP to shoot twice again.



How to Play

Stealth, engage enemy, initiate combat, activate Bullet Time. Special attacks for special enemies. Laser sight pistol for regular patrons. Kill, move, kill, move (remember, movement = accuracy = damage!) and count survivors. Suvrvivors count > 0? Premeditation + self Stasis. Repeat during next turn. Loot bodies because there is nothing else left to do at this point.

Remember to hoard ammo, especially W2C bullets.



Watch out for

- Dogs
They tackle you through Stasis, reducing hit chance

- Pseudo-spatial Projections
Why waste bullets shooting mirages? Kill psi users / Goliathusses first



Notable fights

- Carnifex
1 turn

- Lunatics mall upper level
3 turns for section with bosses (needed to hide behind line of sight)

- 4 Naga Protectors
1 turn

- Magnar
Shamans on 1st turn, Magnar on second, incapacitated leftovers on 3rd. Needed SSD. Didn't want to cheese with Gas Grenades

- Natives raid
2 first waves defeated on Bullet Time with no health loss, fallback to allies, kill some more, toss a grenade and easy victory is ensured.

- Faceless Commander
2 turns, used SSD

- 10 Golitathusses guarding DC exit
1 turn

- endgamespoiler boss
Lol, I shouldn't even need to pop Bullet Time



DOMINATING levelling guide

Hoard ammo, poisoned throwing knives, poisoned caltrops, some hexogen, adrenaline potions.

Search for rapid reloaders, laser sights, Image Intensifier Tube.

Collect pistol frames, seeker lenses/googles, high quality rathound leathers and smart modules.

Don't use high callibers from the begining. They are too slow. Since level 20 you should use exclusively pair of .44', use whatever you find comforable on lower levels.


Lvl 1: https://underrail.info/build/?AQMKBwMIAwYPDwAAAAAPDw8PAA8AAAAAAAAADwAAABcZ378

This build starts viable but mediocre. There are two main breakthroughs in its power. Early game, your best friends are stealth, throwing (nets and caltrops), grenades (get 50/69 chemistry asap!), special attacks and traps. Caltrops (preferably poisoned) and High-explosive grenades are your best bet to saving Newton early). To my surprise, Temporal Distortions proved to be extremely effective around robots, as it ignores half of their armor and have high range, allowing you to kite them. Your accuracy at long distance is bad this early so 100% chance to do some damage and not receive any at expense of redundant psi boosters/inhalants is quite effective. For this reason, I recommend picking premeditation early. Lastly, Fatal Throw deals lots of damage and single enemies are often on low health, so pick it asap. You can't clear Silent Isle without patience seasoned in cheese so just go east, kill rats, stealth, pick cargo and run away. Pickpocket ammo and adrenalines.

Your weapon will be whatever you pick in the dumpster, your goal will be lowish quality rapid 9mm pistol with LS. There is no guarantee you will obtain it before finishing Depot A so bring molotovs...


Lvl 12: https://underrail.info/build/?DAMMBwMIAwdGRgAAAAA4PCgtAC0YKAAAAAAARgAAKCsXGR1ZKltRAd-_

Once you clear Depot A, the metro is your oyster. Go to Rail Crossing and learn Psycho-temporal Acceleration. Go to Foundry an buy W2C ammo recipe. Visit merchants for parts and get rapid 9mm pistol with laser sight. Now, your power is more than double than before. You can pick Bullet Time as early as level 12, it's nice to have, but seriously underwhelming. Rapid Fire is more effective, versatile and reliable at this point. Bullet Time shines when maxed spec on level 20 with 14 Dex and .44' pistol and the objective is to get there. We'll also focus on big fat crits and crafting 100+ quality gun. I recommend doing Foundry Faceless quest before Buzzer to save pipeworker's life. Killing Beast is managable once you get high quality .44' as you can pickpocket Saban, he has 90(!) W2C bullets of that calliber. You don't need high level to deal with Beast as you will be levelling mostly around crit now and Bladeling are immune to crits. The final fight is easy if you stock up on Gas Grenades.


Lvl 20: https://underrail.info/build/?FAMOBwMIAwdaUAAAAABQPC0oMlUoMjcyAAAARgAAVSsXGR1ZKltRAcOSwoVTJ-K9hAXfvw

Around level 20-24 you should have high quality rapid guns, fully maxed Bullet Time with 14 Dex, making your .44' shots cost 7 AP and crit gear. Once you finish Oligarch quest line visit Pasqual and learn Stasis. Then forget about everything you learned about enemies because you don't need it anymore. They are harmless lootsacks at this point.

Just max spec Hit and Run so you can reach them faster.

And get moar damage for that 2-3 fights that last longer than 1-2 turns.



Final note

This build was extremely satisfying to play. Early game it wasn't strong, but I got plenty of special attacks and various tools. This forced me into smart, tactical play and allowed to progress without cheesing much. Then, after each significant story progression I received boost of power that elevated me to another power level. It felt great to progressively become stronger up until my power level was over 9000 (literally, I calculated this in Excel) and was able to mow through most difficult encounters using sheer firepower.

Highly recommended, rated 11/10 by independent, objective judge: build creator himself.

67
Builds / One Turn Man | .44' pistol Bullet Time | DOMINATING | OP(aF)
« on: July 25, 2021, 11:00:50 am »
Have you ever looked at the time played and wondered: 'is there a way to speed up the ingame combat to prolong my lifespan spent on doing other things'? Did your synapses grow tired of memorizing enemy attack patterns? Do you stroke your ego by playing on DOMINATING difficulty only, only to wish 'if only I could have infinite action points and kill everything in a single turn, to show my mad skillz obviously'?



If you answered yes to any of these questions, here's a solution for you:

One Turn Man build

https://underrail.info/build/?HgMOBwMJAwfCoMKgAAAAAFBQMjwyVWRLN1oAAABGAABVKxcZHVkqW1EBw5LChVMnMUvCtcKkM-KgigXio7oC4qi7A-K9hAXfvw



 - 10k damage per turn
 - ~15 accurate ranged attacks per turn
 - 2k+ crits with 60% crit chance (without food/focus stims)
 - 500+ movement points
 - attacks first: stealth, high initiative
 - ignores most of armor, energy shield and evasion
 


About build

This is a pistol Bullet Time build. It's focused on Most Effective Tactic Available in this game: alpha strike. Attack first, burn your cooldowns and do as much damage as possible before enemy has a chance to react. Best defence is offence, as dead enemies deal 0 damage per turn (except those acid muties). Bullet Time feat synergises absurdly well with this tactic.

We are going to use highest caliber Hammerrer pistols, which have bad reputation for being unreliable due to high damage variance. Which is funny, as they are the most reliable weapon in this game. High average damage, decent range, high hit and crit chance, no penalties for moving/close distance, ignore evasion, pierce armor, damage so high that normal bullet pierces energy shield + high DT, work on crit immune enemies, have low ammo consumption and slow durability degradation rate.

And each shot costs 7 AP.

Point Shot costs 3 AP and it can one shot Naga. Yes, probability of that hapening would be around 5%... But what other build can kill Naga Protector on DOMINATING with 3 AP at all?

Worst case scenario? You shoot at enemy and miss or hit for 80 damage. Wasting 7 AP. Huge hit chance, massive upper damage and powerful crits makes this unlikely. More likely outcome: you spend 7 AP and enemy spend rest of its lifetime contemplating massive bullet shaped hole in a place previously occupied by his flesh. Overkill damage is good for you as it increases probability of one shoting foes.

It has almost no counters, works against every enemy in Underrail.

It kills 10+ enemies per turn. Each kill restores movement points, allowing you to charge well into the opposite end of a map killing targets.

But it only lasts one turn, after which you are defenseless and in the open...
[uses Premeditation][casts Stasis on self][enemies gather around failing to do any harm][new turn begins][Bullet Time is still on]

...but it only lasts 2 turns. Hardly anything is left standing by then.

68
General / Re: Oddity or Classic?
« on: July 22, 2021, 11:34:38 am »
Oddity was great on my first playthroughs. It limits progression so you don't overlevel content, encourages exploration instead of grinding and rewards characters who invest into subterfurge skills, promoting smart play.

But after playing couple of times you realise it's a chore to explore every map and look into every container. You still need to participate in combat for loot and securing areas, and you don't want to feel gimped for not willing to clear that lurker hideout this time around. So I grew to like classic more, as it allows more freedom in how I approach the game and rewards my actions more at the same time. See those 4 Goliathus? Kill them and get xp reward. Or sneak past them, you can make up for not getting that xp in other areas.

69
General / Re: 16 TiChrome Tabi builds, possible nerf and discussion
« on: July 19, 2021, 06:49:30 pm »
Nah, you are Hammer + whatever you want build. Most builds use grenades, mines, medicines, tasers, throwing nets, caltrops and/or spells, in whatever combinations they desire. Mr thick hammer head still has 2 utility slots and innervation spots for a reason. If you decided to be pure boinker, that's fine too, and your analysis fits there much better.

70
General / Re: 16 TiChrome Tabi builds, possible nerf and discussion
« on: July 19, 2021, 05:19:48 pm »
Adrenaline gives on demand ability to kill more enemies now, when most of them are around and dangerous. It definitely should be used during prolonged fights. The fatigue turns won't really be toughter because there will be less enemies alive to harm you.

You can reduce grenades cooldown with Grenadier, LTI, you can alternate throwing damaging/flashbangs, you can consume medicine, there's plenty of opportunities to spend AP every turn instead of boinking.

71
Long stick could be a nice feat. Requiremetns:

10 Con
Male only

72
General / Re: 16 TiChrome Tabi builds, possible nerf and discussion
« on: July 19, 2021, 08:16:15 am »
^ Analysis based on optimal attacks achievable should always be treated with huge dose of "yeah, but..."

Don't you use Adrenaline Shots? 70 AP is optimal for 2 Tungsten and 2 Tichrome attacks and 35 AP gives 1 Tungsten and 1 Tichrome.

...and then you throw a grenade and whole plan goes to drain.

3 AP lower cost is huge advantage but it does not universally give you 1 additional attack.

73
General / Re: 16 TiChrome Tabi builds, possible nerf and discussion
« on: July 18, 2021, 07:49:04 pm »
^ Hammers exists in many contexts. It totally makes sense to nerf one hammer because other hammer types underperform in comparison. Even if ARs are stronger.

I don't want to nerf Tichrome hammers btw.

That being said:

1. Leftover action points can be well spent. Non-tichrome hammer users can consume one medicine, or move one tile. This is significant advantage. Sure, having 1 more attack is better, BUT we are comparing 1 more attack to higher damage AND 8 AP points.

2. You have two weapon slots. You can and will use variety of weapons that fits your needs, in particular: fast one and strong one.

74
Builds / Re: Energy (or Chem) pistols or Sniper for Dominating?
« on: July 12, 2021, 08:48:48 pm »
If I were to pick non-stealthy (which means tanky) build using energy, chem or sniper, I would go for chemical pistols.

Sniper: requires good positioning, surveying area etc. Goes well with stealth.

Energy: requires high crit chance, and what is better than Survival Instincts? Congratulations, you are glass cannon now. Needs stealth.

Chem: dots. Entagles. Burning people running around. Acid pools everywhere. Pure chaos. Can go with stealth but also with being incredibly tanky to stand in the middle of this and enjoying the show.

That being said, no clue if it would work for DOMINATING

75
Suggestions / Re: Reconsider PSI slot count
« on: July 12, 2021, 08:31:33 pm »
Exothermic aura is niche? This thing can cover massive area in environmental fire, forcing enemies to go around. It can cover your escape if things go awry too. Gives immunity to fire. Negates chills, environmental hazard included. Negates stealthed crawlers!

I wish more spells were as useful. It was one of the reasons of psi rework: to create environment where you can add/buff spells without worrying about giving too much power to wizards. There's long road ahead until this happens. But we got 6 new spells, so we are getting there.

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