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Messages - Turbodevil

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76
Builds / Re: Casino Underrail - a .44 Hammerer build
« on: July 08, 2021, 01:24:30 pm »
Why critical power? Hammerer only has 125% crit damage and afaik no way to increase it
Check post dates. This build is very outdated. Pistols got buffed since then. It would still work, but new Bullet Time makes you shoot so many times that Casino Underrail averages into nice Gaussian distribution. You can also increase Critical Damage with Sharpshooter, which was buffed for pistols as well and no longer requires focus.

That being said, in context of this build almost fully specced Critical Power is weird.

77
Builds / Re: Need help with a spear build, somewhat new player
« on: July 03, 2021, 06:07:29 am »
It's not extremey bad, just suboptimal (Fend?) you should be fine for normal/hard. In two levels you will get Sweep. Spears has lots of short cooldown based feats and they benefit greatly from LTI, so I would recommend getting Temporal manipulation soon. You have high throwing an enough chemistry for Mark 3 fragmentation grenades, them + spear throw + Impale should carry you on through Junkyard. Focus on either Strength or Dexterity, no point in raising them both.

Just don't do burrower nests until you got sweep and/or electroshock generator. Hitting those little buggers is annoying.

Spears have worst stats but best utility. Range, AoE + Offbalance, guaranteed crit, spear guard. It's very versatile weapon to play around, offers many tactical options. Sweeping with electroshock generator is fun too :)

78
General / Re: [Spoilers sort of] Anyone know what Flottsørmir is?
« on: June 10, 2021, 09:15:18 am »
Also, Godmen did not like Flottsomir so they installed Glowing Canine at the entrance to black sea. It doesn't allow to spread his influence.

Scientific proof: it glows. Shadowlith is dark. Light disperse shadows. Cosmic logic, it is unbeatable.

Natives are under Flottsomir influence, therefore when they go near Glowing Canine it zaps them and they die.

79
Suggestions / Re: Tichrome spear ap cost issue
« on: May 29, 2021, 06:34:57 am »
Fully spec spear throw for 3 attacks per round

80
Builds / Re: Help a rookie fine tune his Pistol/Crit build
« on: May 16, 2021, 09:42:54 am »
Recklesness spec is definitely worth it unless you have better options.

For me the best spec for pitols is bullet time then Hit and Run, after that it depends playstyle, more chance to crit = more likelihood enemy dies in one shot so it is solid choice.

81
Builds / Re: Help a rookie fine tune his Pistol/Crit build
« on: May 16, 2021, 08:32:00 am »
Drop opportunist and Execute. You don't need such strong attack with high caliber pistols. Grab critical power.

5 spec points in Bullet Time. No exceptions. Taka Bullet Time at level 12 and max spec it first. One of the best feats in this game.

Hit and Run should also be taken sooner, even at lvl 1.

-5 Perception, +5 Dexterity. This will reduce base AP cost of Wasteland Hawk to 22 AP, or 11 under Bullet time, allowing you to shoot 2 / 4 times per round without AP boosting things.



Usual advice: 70 tempral manipulation is massively good.

Another usual advice: crafted gear is better than unique one. .44 hammerrer with rapid reloader and laser sight/smart module will outclass uniques.You also want to wear Infused rathound leather armor for extra 11% crit chance.

82
Suggestions / Re: Free Drones vs. Protectorate (Spoilers)
« on: May 14, 2021, 10:47:47 am »
You see only Protectorate doing good things because they are origin of everything this storyline. They do all the stuff. The existence of Free Drones is also direct consequence of Protectorate being what it is. Every Protectorate action falls into gray area. Helping a station vs claiming its sovereignity. Civilized diplomacy of United Stations vs militaristic dictatorship of general Melek. Order and safety vs brutal regime, oppresive enough to spawn terrorist organization. Free Drones are simply opposition to the full picture represented by Protectorate. They wouldn't exist or do anything without their rival. As such, they don't need to do anything, good or bad. That's Protectorate job. You choose to thwart it or not.

83
Suggestions / Re: Free Drones vs. Protectorate (Spoilers)
« on: May 13, 2021, 05:50:40 pm »
But I think it would be better to actually see the protectorate do something bad, otherwise, in my opinion, there is just not enough of a reason to side with the free drones over the protectorate.
This I disagree with. I much prefer broad political context, subtle dialog and visual clues over in-your-face storytelling. This way I can make my own decission based on my feelings, not game creators'. And for the full picture, you can have two playthroughs :)

84
Suggestions / Re: Free Drones vs. Protectorate (Spoilers)
« on: May 13, 2021, 12:17:33 pm »
There is a Free drones vs Protectorate discussion ongoing on steam and you can check this out.

By the time you enter Rail Crossing, you can have your opinion on Protectorate set. They are clearly more than meets the eye by this point. On the surface they represent unification under common banner. Not a bad idea in this world. But they are clearly expansionist and ruhtless. NPCs are concerned about their methods and losing authonomy to them. There is a Free Maura questline in Junkyard which reveals both their sides. On the surface: good, caring and reasonable, under the surface: prisons, torture chamber and dubious genetic research.

Rail Crossing itself is an interesting station. They outright ask for help because they can't handle their problems on their own. When you help them with problems, they still are too incompetent to persevere and they made, in their own words, a pact with the devil: resources in exchange of their sovereignity.

As a Free Drone sympathizer, you can label them as a part of Protectorate at this point, and they did this because they are too weak to handle problems on their own. Ie: their fault.

Does it justify working against them? Up to you to decide. Do you prefer Protectorate (deadly) authority and order over Free Drones (deadly) anarchy and freedom? Up to you to decide.

85
Builds / Re: New player here, looking for some help
« on: May 12, 2021, 05:48:40 am »
This is theorycrafting from my side, I played a lot of Dex builds but neither chemical nor energy yet. Still, chemical pistols have a belt that reduce AP cost by 4 after Dex reduction, so it should be obvious to stack dex high. As for certain unique pistol, it looks good and there are builds focused on that. It only has 15 base AP cost and you can reduce it to 5 with high Dex. I would probably load one normal chemical pistol, the unique on weapon swap, then used unique until I can't do it anymore due to self-rooting. After that - Escape Artist feat and back to using normal pistol.

As for Energy weapons: they suck until they crit. Numbers are clear on that. Energy weapon builds typically start with Survival Instinct and I would not recommend SI build to a newcomer.

86
Builds / Re: New player here, looking for some help
« on: May 11, 2021, 01:04:29 pm »
You will be using chemical pistols and lots of grenades to keep breaking Geneva Convention. There is also nice thematic CAU armor to be obtained later in game, so google it if you don't mind spoilers. Also, Advanced Catalysing Belt is a must.

I wouldn't recommend going crit if you are new player. But that's my bias.

Str: 3
Dex: start with 10 and go all the way up during levels up to 16. This way, with Advanced Catalyzing Belt you will have nice 12 AP cost per shot, allowing to shoot 4 times per turn
Agi: 7 for Hit and Run feat. You will need it to close distance (or run away) as Chemical Pistols have low range
Con: 3
Per: Put all remaining points there (which means 7 perception)
Int: 7 for Mad Chemist feat (you want to craft your own chemical pistol)
Will: 3

For skills:
Guns (max)
Throwing (max)
Stealth (80-max)
Evasion (max, so your own grenades won't hurt you)
Mercantile (105 effective)
Temporal Manipulation (70 is recommended for any build, if you don't want to cast spells, 0)
Chemistry (keep maxing until you have 100+ effective and can craft gun you need)
Electronics (100+)
Mechanics (some)

For feats, I recommend improving Grenades by Grenadier and Three-Pointer, picking up nice special attack feats (like Point Shot, Aimed shot, possibly Kneecap Shot but most importantly, Cooked Shot). Hit and Run is essential, so is Mad Chemist. Other than that, up to you, I would pick Pack Rathound, Interloper, Sprint and Blindsiding but it depends on how you wish to play.

87
Builds / Re: Subterfuge oriented build assistance for a new player
« on: April 27, 2021, 06:59:48 am »
Looks solid. As for crafting, you need at least 120 effective mechanics to craft best weapon. 7 Int is for specific crafting feats, if you don't want them lower it to 6 which is for Premeditation feat (if you want to use psionics, Temporal Manipulation is obvious choice for many builds). You could use more points in Dexterity for Leading Shot feat and / or throwing feats (grenades are strong).

Electronics for crafting Energy shield is widely considered better than evasion. Tailoring will help you have more defense and movement points. Best part of crafting is that you can customize your gear to do exactly what you need and I wouldn't skip it.

88
General / Re: The value of perception
« on: April 26, 2021, 04:45:10 am »
Damn, didn't notice. Why are they doing it though? Link in op has noopener noreferrer (which means internet crawlers won't follow it) and crawlers tend to ignore forums either way.

89
General / Re: The value of perception
« on: April 21, 2021, 03:03:47 pm »
It's worthless for melee. Snooping + per goggles + per food is good enough for most perception checks, and you can solve the rest later in the game when you get access to a specific medicine.

To detect traps invest some points (40-60) in Traps skill.

Paranoia is a nice feat, more detection, initiative and reduced chance to be critted.

Detecting stealthy characters is hard in this game, 5 per is not sufficient. There are detection goggles. But I wouldn't count on it.

What do you need Will for?

90
Suggestions / Re: Glove you can load bullets into
« on: April 14, 2021, 09:27:48 am »

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