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Messages - jubisloviu

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16
General / Re: Your opinion on uniques?
« on: February 15, 2019, 01:29:49 am »
Some uniques from other weapons categories can be on par if not better than crafted stuff
like Melee Weapons
Rippers Gloves is amazing to proc bleed and stack taste for blood really fast
The Claw is one of the few weapons that does bio damage, and that's amazing to boost your overrall damage
Power Glove is the only fist weapon with both shock/pneumatic hammer
Balor's Hammer is a beast, even if you don't get 20STR to wield it without drugs you can just use it with the STR penalty and get used to the -% to hit penalty, the damage is just so great it doesn't even matters.

them we have some meme options like the Tommy gun, wich is the only "SMG" that can use .44 rounds, have you ever burst fired it with explosive rounds?, kinda amusing.

but yeah man, i kinda feel like a bunch of them are flatout underpowered
One of the examples of this would be the Phase gun, it's gimmick is that it removes shield, but with 40AP per shot, i'd rather just throw EMP nades when i need a shield down, you need to munch eel sandwiches while having 16 dex just to be able to fire it twice
doesn't sounds like a decent investment.

17
General / Re: Milk
« on: January 31, 2019, 01:12:25 pm »
If almond "milk" is a thing, i wouldn't doubt there'd be some sort of mushroom that can be processed for milk in the same way.

18
Builds / Re: Any idea for a build with Temporal Manipulation?
« on: January 30, 2019, 01:12:27 am »
I feel like with temporal manipulation there will be almost no reason (besides personal choice) to not take the psipill and make a hybrid.
it offers so much in terms of utility that even if you don't focus on maxing it at every level up, stuff like Stasis, Psycho-temporal Contraction and Limited Temporal Increment will probably fit in 99% of the builds, and 25% of your health isn't a price too heavy to pay if you postphone the pill for later when you have health to spare.

As for build ideas, i don't know you guys but i'll try a time manipulating swordsman (using machetes) once it releases.

19
General / is High-Technicalities actually worth it?
« on: January 12, 2019, 03:46:48 am »
hypothetically speaking you'll always get 7 int when doing a energy pistols build for power management and practical physicist
with only 7 int, that's a "FREE" 16% damage boost
usually you'll want to pump out your DEX and PER to be able to fire consistently and hit enemies with your guns
is that 16% damage increase worth it after all?, would putting more points on INT flat-out be a better investment of your points than on PER?
i feel like it isn't the case on dominating since enemies have a higher dodge/evasion rate, meaning every extra point on PER will help you out, you could theoretically live with having to spam throwing nets/flashbangs/bear traps on every single enemy in single encounter, but that's more of a pain than it's actually worth it.

20
A level 4 with a energy shield?
Dayum, i bet it made GMS compound a walk into the park.

21
Builds / Re: Hook me up with Energy/Chem pistol build please
« on: September 30, 2018, 12:18:12 pm »
For Energy Pistols i would suggest going with those stats at the game start:

STR 5
DEX 9
AGI 3
CON 5
PER 8
WILL 3
INT 7

-Put points into Dex until you're confortable with the AP cost reduction from the pistols, i usually stop around 13 because with a eel sandwich you'll be able to fire Laser Pistols for 10AP per shot, and fire 2 shots of plasma pistol per turn if you use Point Shot
-You need 7 Int for the crafting feats like pratical physicist and power management, they're amazing feats to have and practical physicist stacks with the circular wave amplifier when crafting energy pistols, wich means that with Critical power you can reach +600%~+800% crit damage bonus with a good Circular Wave Amplifier, and this gets further boosted with a Smart Module.
-I honestly wouldn't really bother with non-crafted energy pistols because they'll lack what makes energy pistols decent powerhousers, wich is the amazing critical damage.

You could argue steadfast aim isn't necessary if you have the patience of using the ambush feat, if you plan on using it you can drop STR to 3 and raise your Per/Int even further for more damage

I used this build for dominating and managed to finish the game only needing to spam beartraps in some few situations.
http://underrail.info.tm/build/?GQUNAwUIAwnChzwAAAAAwodPMwAVUFBLMVAAAAA3AD8BJikeWjrCmhFLMQ

blind spots would be the following
-Crit Immune enemies
-Enemies with high Heat/Energy resistances
-Lower Range compared to other guns
-Unreliabily of the Electroshock Pistol bounces

22
General / Re: The dreaded black crawlers.
« on: September 18, 2018, 11:16:57 pm »
Did anyone fight the new and improved black crawler yet? I was going to on my latest Dominating run but forgot all about him.
i did try him on my chemical pistol build on dominating
you're pretty much dead if you don't win the initiative roll, since he also has 1~2(can't really remember) death stalker buddies to ruin your day
he also deals tons of damage, so you have to either one shot or stunlock him while you deal with the death stalker(s).
a shame he doesn't drops any new oddity, you'd think the only black crawler in the game would have something interesting, i wonder if we'll see more of them in expedition

23
Bugs / Re: Possible bug with Foundry's Prison
« on: August 26, 2018, 12:22:23 pm »
Did you leave any cell doors open? The guards will notice that.
yeah, after genociding the foundry guards to check it i found out that was the cause of the lockdown

24
Bugs / Possible bug with Foundry's Prison
« on: August 25, 2018, 10:07:05 pm »
i was trying to get the Old Religious Scripture without triggering a prison lockdown
i thought that the prison would only enter in lockdown if you exploded the rocks in that room creating a exit to escape
soon after i got the scripture i managed to leave the foundry's prison normally and kept going on with my character

but later when i returned to it the prison was on lockdown and now i'm unable to speak with Todor to complete certain important mission

25
General / Re: Beginner, looking for a Psi/Sniper Build
« on: July 22, 2018, 11:26:42 pm »
In my honest opinion you don't really need evasion/dodge if you plan ahead and abuse items like beartraps, throwing items and energy shields so you could make a 3CON character work, with a decent armor (i recommend tactical vests or leather armors, the later requires you to do a long quest on a specific city later on but i'd rather not spoil you it) you can mitigate tons of damage.
Don't worry about getting wiped on Depot A that probably happened to everybody, a good tip is to make a leather armor from the mutated dog's leather, it'll mitigate a lot of the acid damage but you'll need to invest into some chemistry for it.
you don't even need to level your throwing skills, so there's no shame into taking lots of molotov cocktails, throwing nets and flashbangs to depot A with 0 throwing, you need all the CC you can get early on as a low CON character.
also crafting RULES!, crafted armors, drugs, weapons and utility gear are on majority of the time the best you can get.

26
General / Re: [SPOILER] list of all random encounters
« on: April 18, 2018, 04:28:03 pm »
Found a group of exiled muties while looking for oddities on the under passages to get a level or two before going to the GMS compound.
they spawned near the toxic barrel wich killed half of the group, sadly the 2 remaining survivors were too strong for my low level jack to handle.

27
How do you get "late bloomer" builds through the Newton azuridae quest? I've hit a roadblock with several. Should I roam Lower Underrail looking for trouble and XP?
molotovs, beartraps, caltrops and throwing nets are going to be your bread and butter in early dominating for "late bloomers"

28
Suggestions / A way to deal doppelgangers without psi.
« on: February 02, 2018, 10:53:53 pm »
Honestly this has been bugging me for a while now, the way all my non-psionic characters are absolutely devastated by a mental breakdown + bilocation combo from thought controllers stops being hilarious after some dozen of hours in the game.

i've been thinking on ways to actually deal with them besides tanking or going in a short trip to reload-save town.
1- Killing the Thought Controller kills the Doppelganger.
2- A new unique helmet made to resist mental attacks, a tinfoil hat perhaps?
3- Doppelganger damage becomes mechanical damage because it's technically just you hitting yourself after all.
4- Black Dragon poison being able to make the Doppelgangers go alway upon poisoning the Thought Controller.

29
General / Re: Bleed based unarmed build viable for dominating?
« on: January 29, 2018, 04:07:36 pm »
I've started to play around with it yesterday, i'm level 14 now, managed to finish Depot A without needing quick thinkering and i'll probably not even need it, Hand to Hand has some nice crowd control skills and gizmos, with combo, cheap shots and a pneumatic fist i'm able to stunlock enemies frequently.
there's also some nice damage spikes, if i can time it correctly i can proc combo damage bonus together with a pneumatic strike for way more damage, once i get crippling strike it'll be even better.
and while we are talking of fists, The Claw is a amazing weapon to get on early game right after the junkyard, it being able to contaminate targets is a great way to increase your overral Damage per Turn.

30
General / Re: Bleed based unarmed build viable for dominating?
« on: January 27, 2018, 02:18:05 pm »
Stupid question -- how is bleed viable if in most cases you have to ice the guy right in front of you in one turn?
That's a good question, bleed is great not just because of the DoT you'll be applying to enemies, but because the more DoT's you apply the more buffs you get out of it, stuff like vile weaponry and taste for blood are great to amplify your damage per turn, and with fists you'll have plenty of ways to stun/incapacitate/lock peoples in place while snowballing out of the debuffs/buffs.

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