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Messages - Turbodevil

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91
Builds / Re: Suggestions? Melee-Pistol for Dominating Oddity
« on: April 12, 2021, 08:23:54 am »
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I can see your point~ I chose 5 will instead of 5 str mainly because i wanted a more melee-oriented build, otherwise take steady aim, stack up like 18+ perception and get around 500 effective gun skills which turns .44 into real hand cannon seems more interesting imo.

I made some theorycrafting around pistols (for fun) and concluded there is never ever any sensible reason for raising your perception over 11 (Scrutinous feat) for pistols. The only possible exception is playing hybrid pistol/sniper rifle build and even there it's a stretch. Why:

- Pistols are accurate. 11 perception will guarantee hits on effective guns range and if you find that one enemy with high evasion, just move closer.
- 11 -> 19 (18 + food) perception is 30% more damage
- if you spend these 7 stat points on dexterity instead (which needs to be at least 9 for Bullet Time) you get 40-55% more shots per round. Optimal breakpoint for Bullet time is 17 dex (4ap 9mm shots, or 6ap .44 shots)
- more shots = more likelihood your rapid reloader kicks in giving those precious 10-20 AP
- pistols have huge damage variance. One time you hit for 50, next time you crit for 600. More shots help with averaging this out into reliable source of damage
- dexterity gives also initiative, throwing and subterfurge skills. Perception over 11 only boosts detection

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Yes, hit and run is better, i dont know why i didnt take that.
I'm loving Hit and Run under Bullet Time. Worth maxing spec imo.

92
Builds / Re: Suggestions? Melee-Pistol for Dominating Oddity
« on: April 11, 2021, 04:57:49 am »
Drop Expose Weakness. You have W2C bullets for dealing with armor and pistols are ammo efficient.

80 stealth and not Blindsiding?

Mixed feelings on Execute and Rapid Fire. They are great single target damage, but .44' Hamerrer in melee distance can crit for 600+ damage. Is it worth a feat + extra AP points to use such high damage skills? I didn't pick them in my build (although I'm not playing on dominating).

Versatility is worth it starting from levels 14-16.

Premeditation. Lvl 6. This + psychotemporal dillation + few steps back effectively dissables one opponent early game. Late game it saves lots of AP for Statis.

Speaking of Statis, you know the Bullet Time trick? Bullet Time, kill everything in sight, end combat if you can. If it worked, you have 6 seconds to move in real time to next enemy group (and they usually go after you lured by noise). If you get to them in 6 seconds, you still have bullet time. If you can't end combat, cast statis on yourself at the end of turn. After statis ends, you still have bullet time. I could sometimes get even 4 consecutive Bullet Time turns this way.

93
General / Re: are silenced pistols useless
« on: April 06, 2021, 10:26:20 am »
I'm playing pistol build this patch and I kind of agree silenced pistols suck. The highlight of the pistol now is Bullet Time and it's viability with silenced pistol is, well... You can use it ofc to kill off lone targets. But low caliber pistols already has low AP to begin with and wasting 10 round cooldown skill to kill two stragglers is counterintuitve. What I do instead is grab biggest baddest gun I have, Bullet Time, murder everything in vicinity as loudly as possible, then finish combat. During next 6 seconds real time, I move forward, towards enemies lured by noise. Combat starts and I still have bullet time! So I finish another screen of enemies and cast Statis on myself. Even more enemies lured close in, and after Statis ends I still have bullet time for the third round! After it ends, there is usually no enemy on screen.

Pistols are beasts now.

94
Builds / Re: Basic firearms build
« on: March 31, 2021, 08:06:33 am »
Gear:

- Rapid .44 Hammerer LS, Rapid Smart .44 Hammerer, Rapid 9mm Falchion LS, Rapid Smart 9mm Falchion, Throwing Gloves. Pick what you like and adjust. You can use lower calibers on early levels, but as your Dexterity increases use heavier guns (better returns on rapid reloader, better crit chance, better damage)
- W2C bullets. Pistols are very ammo efficient. Finish depot A, visit foundry, buy crafting recipe, stock up on W2C ammo, load it and never worry about enemy armor again
- Seeker Nigh Vision Goggles. You can buy pair of good enough goggles so don't really need electronics. But you can choose to get Electronics if you dont find goggles at shop, intend to use smart module, need better energy shield etc
- Infused Rathound Leather Armor
- Tabi boots of your choice, preferably Infused (Greater) Siphoner Leather
- Hardcore chips
- Adrenaline shot + Focus stim
- Bullet strap belt

95
Builds / Re: Basic firearms build
« on: March 31, 2021, 07:48:09 am »
There you go:

https://underrail.info/build/?DAUNBwMGAwZGMgAAAAAyPDIyHjIaEgAAAAAARgAAIysXGR1ZKls6w5Lfvw

I'm playing different pistol build now, I went with Versatility and 3 Perception. The idea was to min-max Bullet Time and create powerful alpha strike, so I figured Point Shot and Rapid Fire would not be necessary. The build is coming together but I regret how weak it was on lower levels (Point Shot is amazing but its releative benefits slowly decrease once you get more shots per turn).

So I came up with this one instead.

Stats: You need 17 Dex, pick Increased Dexterity feat at lvl 26. You have one spare stat point which can go to
- Dex (Initiative, skills, throwing, AP reduction but not under Bullet Time, you only need 17 Dex for best Bullet time)
- Per (Accuracy and damage)
- Int (Skills, access to Skinner and Gun Nut feats)

Skills: Guns, 70 Temporal Manipulation, 30 Electronics for laser sight, 20 chemistry for W2C bullets, 100+ effective mechanics for crafting best hand mounted cannon of doom. Other than that, seriously consider investing in:
- Max throwing. With so high dex your throwing will get ridiculous. You can combine it with Fatal Throw. Pistols have wide damage range, expect enemies to not get instatly deleted after 1 shot. Many of them will be below 25% hitpoints. So, throw a knife, delete him, get 18 (27 fully specced) AP back. Or, pick Three-Pointer feat and enjoy 50%+ crit chance on your grenades.
- Chemistry for those Mark V geenades
- Biology for focus stim
- Evasion for not dying
- Tailoring for Infused Rathound leather armor and tabi boots
- Stealth 80 for Blindsiding feat.

Feats: Lot's of room there, pick what you like. You need Increased Dexterity at lvl 26. I recommend Fatal Throw and Recklessness. But you can really pick whatever you like: Nimble, Grenadier, Blindsiding, Ambush, Expertise for when you are not criting, crafting feats if 7 int, Sprint, Pack Rathound, Psychotempral Acceleration...

Spells:
- Psychotemporal contraction (duh)
- Limited temporal increment (Point shot -> LTI -> Point shot again, also cooldowns on grenades)
- Psychotemporal dilation (Premeditation + dilation+ moving few steps back can disable one enemy, that's why pick Premeditation at lvl 6)
- Statis. Cast it on the end of Bullet time turn (after Premeditation). You are immortal for two turns as angry enemies get close to you. Then you start your turn and Bullet Time is still up! (I tested it. It works. 2 turns of Bullet Time for you all :D). You are surrounded now, which is excellent news because now you can shoot at every direction. On Bullet Time.

96
Builds / Re: Desparado Firearm pistol and knife build
« on: March 14, 2021, 12:27:41 pm »
I was right! Sadly, I'm not right anymore...

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Fixed the bug that would cause Bullet Time to incorrectly modify AP cost by being applied prior to Gunslinger

No 4 ap .44 barrage anymore...

97
Builds / Re: Desparado Firearm pistol and knife build
« on: March 11, 2021, 11:22:31 am »
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A rapid 44 hammerer is 15 AP per shot BEFORE bullet time and gunslinger are applied (12 ap after gunslinger, all the way down to 6 with BT, point shot with jkk might even reach 1 AP with eel sandwich)



You sure about that? I'm making a Bullet Time based build, just started though. I also thought it's going to be 6 ap at 18 dex but numbers on my lvl 12 char didn't add up to what I saw. I now think Gunslinger bonus is applied last, after bullet time. There is also rounding. The formula that matches my ap cost so far is:

Floor( [Base AP with Rapid Reloader] * (1 - [dex reduction]) * (1 - [Bullet Time reduction]) ) - [Gunslinger (3)]

According to that, the cost of rapid .44 hammerer at exactly 18 dex and 5/5 spec should be... 4 ap. Biggest gun, lowest cost.

Can you confirm / deny?

98
General / Re: Mercantile skill
« on: November 05, 2020, 11:58:16 am »
Does the mercantile skill also increase the quality of items sold by vendors?

Not directly. It unlocks new tier of special merchandise. This tier gives you more item to choose from, greatly increasing chances of finding good quality item you need. It is also said that this tier has higher quality items in its pool, but someone more knowledgable than me should confirm/deny that. New tier does not override old non-merchantile related items, you see both in trade window and they are expicitely marked as merchantile/non-merchantile items.


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Does the mercantile check passes ONCE in dialogue only? For example, when Hypercerebrix used and requirements met.
For merchants you get multiple attempts. For quest rewads, only once.

Side note: IMO Merchantile, up to minimum breakpoints for speical merchandise tiers, is essential for crafting top tier items. Do not attempt crafting min-maxing without it.

99
General / Re: Need advice on sneaking past a certain lab
« on: October 02, 2020, 10:51:05 am »
Lure him away with noise (throw grenade but don't hit anyone)

100
General / Re: Where to find what?
« on: September 30, 2020, 08:23:17 am »
I find it intuitive to be honest. Quick glance at merchant inventory gives me information about what should I expect from him. Gun merchants sell gun related items, electricians electronic components, physicians sell meds etc. Metal bars are in metalurgy related city. Later areas have merchants with higher quality stuff. Core city has sealth/combat/electronics related factions I can join for adequate gear. All seemed easy to figure out and I only needed wiki for min-maxing to endgame, which is not needed but helpful if I want to push my build to the limits. Which is fine for me.

101
Suggestions / Prequel idea: Descent
« on: September 06, 2020, 10:19:10 am »
First off, I understand it's not going to happen anytime soon as the development team is busy with sequel and add-on.

But whatever, ideas are fun so I wanted to give my opinion on what could Underrail prequel be like and why it would be awesome :)

WORLDBUILDING SPOILERS AHEAD!






I would like to see an Underrail game about times just before humanity moved below the surface. Game is giving nice setting/explanation of what the cataclysm was and how the political structure of world above functioned. We have 6 megacorporations/factions that took over the role of nations (while it's possible previous nations survived in some state, as evidences by multiple langauges existing - Grey Army, snake people). Cataclysm itself is also interesting because, rather than cliche 'humanity doomed us instantly all with their weapons!!1!', we have creeping terror of surface slowly becoming impossible to habitate, possibly because Earth is moving too far from the Sun.

Corporations reacted rationally to this fact by building vast, underground complexes where survivors could hide and continue their existence. Additionally, these complexes were seemingly built in areas where mysterious, alien technology can be found.

This is perfect setting for cRPG game. We start with conflict between 6 factions, need to cooperate during extended period of time for humanity sake, need to build and maintain Underrail as we know it, possibly other axes of conflict (nations vs corporations? Poor people against corporate oligarchs?). Also, world in rapid, inevitable decline.

A highy believable and interesting setup.

Example: Corporations, as any other company, would operate mostly based on egalitarian model. You work for them as long as you are useful for them, and in return they give you employment, money and status. And most importantly: shelter. Most likely, pre cataclysm they had retirement plan for their members, as noone would commit all their life for someone only to die in poverty in the old age. But, all these loyal members would be a liability during hard times. Only most able would be given a spot down below. You could tell such story by introducing subfaction of old rebelled people who fear they will left behind, using their accumulated knowledge and connections to prevent it. But they are at odds with younger, more practical majority concerned about humanity, and their own, survival. As you do tasks for both sides conflict escalates over time, and you eventually are forced to join one of these groups, or perhaps abuse them for your own best interest.

Another example: creating Underrail, which could just as well be main questline of the game. Obviously such large secluded, well equipped area would not happen to exist on its own. Someone needs to build it. What if the game was splitted into time periods/years where you work towards reating this space? In first year you would do recon in old metros and caves. Then you would need to expand the area by drilling, maybe using nuclear weaponry just so the space is huge enough. Then you help setting up camps and protect them from disturbed land life. Eventually you move resources down there and assist your faction with building facilities. Next thing you know it, you built the core of Core City. And in the meantime, you witness gradual decline of world above and raising tensions between desparate groups of people. Game would end the moment you seal the door shut and begin new life as a morlock.

Just a rambling, again I'm fully aware I won't see such game anytime soon. But wanted to signal that I would love to see it and hear what you guys think :)


Cheers!

102
General / Re: PSA: Statis is good
« on: August 07, 2020, 05:43:25 pm »
While I agree you can use it to disable enemy and there are niches uses for it, I found it objectively worse than casting it on yourself 99.99% of time. If you cast it on yourself you gain extra turn and your cooldowns are reduced at the end by whole 2 turns. If at this point you need to disable someone, you can throw EMP or flashbang and spend the rest of your augmented AP to do whatever you want. Why disable one enemy for 2 turns when you can disable ALL of them for 1 turn and get cooldowns, extended status effects, positioning benefits and regeneration?

103
General / PSA: Statis is good
« on: August 07, 2020, 05:24:52 pm »
Easily the most OP spell in Temporal Manipulation psi school. Took me a while to understand how good it is so here's brief explanation for why it beats other, more iconic spells by huge margin, when cast on yourself. Tldr:

- gives more AP than psi haste
- gives 1 tour of cooldown reduction, like LTI
- gives 2 tours of immunity
- extends all status effects by 1 tour
- lures enemies to your line of sight

What is important to note is how long does it last, which was not obvious to me at first. It says the statis effect last for "2 turns". What does it mean? After you cast it, it's the first 'your' turn it is active. You cannot act during that time so it's best to cast it at the end of your turn. Statis is in effect now, so when you end your turn, all existing status effect will NOT progress/expire, even when they were at their last turn. Then there is enemy turn. Normally, enemies would attack you. Now, they still attack you, wasting their cooldowns and such, but you are immune to all the damage. Then it's another 'your' turn when you cannot act. Doesn't really matter as no harm can happen to you and no status effect can be applied to you. Then there is another enemy turn, where possibly another bunch of enemies from offscreen come to attack you, wasting their cooldowns and dealing no damage to you. Then, it's your turn again, statis is gone but your status effect did not progress.

It's as if you continued your last turn before statis, but with full AP, with exact same status effect as previously (Adrenaline shot did not expire, PSI haste did not expire) with 2 less turns for cooldowns and no damage dealt to you since the end of the turn when you cast statis. I repeat: you get another turn (50AP) + all the buffs you had on your last turn, which means one extra turn of psi haste, adrenaline shot and sprint, and tons of other buffs you aplied to yourself.

Immunity, -1 to cooldowns (on top of -1 to cooldowns which you would get anyway if you just ended you turn without statis, so -2 total), +1 turn to every status effect you had and nicely grouped enemies for your AoE attacks.

As a bonus: for some reason regenerative vests work during statis. Easy +100hp

Best spell in game. Beats two of other temporal spells combined and gives ton of additonal benefits.

104
Suggestions / Re: New Update
« on: July 22, 2020, 08:36:25 am »
The point I'm getting at is that the system has a solid framework, although it feels pretty bad right now.

We already have solid framework for limitting spells and adding another heavy limitation seems off. You sacrifice 25% of your health points to cast spells, then you invest skill points into given school, then have to find/buy and learn the spell, then optionally augment it with a feat or two, next you spend 2 limitted resources: mana and action points.

And then you still cannot cast a spell you want because you did not memorize it prior encounter, so you need to reload the save.

It's too much mechanical limitations for my liking.

I understand the need to nerf generalist psi archetype but there is no need to introduce such annoying, limitting and counter intuitive mechanic to achieve that.

Just an example what could be done instead: casting a spell raises AP and PSI cost of spells from different psi disciplines by 5 AP and 5 PSI cost until the end of a turn. Now you have to consider if psi haste or force field is worth casting when all you want to do are metathermic combos.

If the idea is limitting the amount of utility psi provides for generalists, which is entire point of being psi generalist in the first place, then this new mechanic is spot on. But it goes against the very core of what versatile mage should be!

105
  • Psi gives you too many utilities. Due to how the psi functions now (prior to this update) it's almost impossible to add new stuff to psi without extending the already bloated spectrum of combat utilities of any given psi generalist (which most psi builds are) even further, since, unlike with combat utilities, there are no limits to what a psi invoker can access during combat.
That's the point of magic though, to have spellbook full of varied spells and cast them on a whim. Sure, it's OP but how can wizard not be OP? Limitting amount of psi abilities that can be cast is disastrous change and I hope you reconsider.

I fully agree PSI needed nerf and making people focus on their spellbook is ok concept. Just the execution is bad because it prohibits casting spells, opposite of what is fun.

Maybe allow casting not-innervated spells with significant psi cost/ap penalty?

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