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Messages - Ravager

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91
General / Re: Free passage deal with pirates dont work?(spoilers)
« on: August 02, 2019, 04:26:12 pm »
Will the pirates be hostile after you complete the infiltration mission and free Professor Oldfield?

Because I am thinking of doing some damage / stealing while I am there, in that case, if there won't be any more relations or quests with them.

92
Builds / Re: Specializations for SMG Character
« on: July 31, 2019, 07:07:22 pm »
Thanks for the advice. Do you think that the bonuses to suppressive fire (such as enemy AP reduction and accuracy reduction) are worth it? Certainly, the 3 extra AP per kill (from Commando?) is worth it to me.

From what you know about my build (Commando, Spec Ops, Suppression, Expertise, Doctor, Sprint), is there anything from those that you would recommend over the grenade and ballistics-based feats?

93
General / Re: Equipment for SMG build in Expedition?
« on: July 31, 2019, 06:43:57 pm »
Yup. After doing some research on the forums, I came to the exact same conclusions.

I'm half-way there. I already crafted a heavy 8.6mm Steel Cat with a barrel compensator and a forward grip. It has +25% burst accuracy, and is basically a sniper SMG, or for using the bonus Commando procs.

I currently also have a new 5mm Jaguar with a rapid reloader and a compensator.

But the next 8.6mm Steel Cat and 5mm Jaguar will be exactly as you described. And I have a quality 140 Impala frame lying around, so I will make it rapid and with compensator. (I have a bullet strap belt.)

94
Builds / Specializations for SMG Character
« on: July 31, 2019, 06:18:49 pm »
Specializations are new for me. I have a typical SMG character, with Commando, Spec Ops, Three-Pointer, Grenadier, Ballistics, Suppression, etc...

Given the situation of large crowds and tough enemies in Expedition, I am thinking the suppression specs might be useful. Ranged-combat suppression looks handy for certain enemy crowds, and I like the AP reduction specialization, as well.

The problem is that there are four or five sub-branches of suppression specialization, so I am not sure what to invest in. But I like AP reduction and range-suppression.

Then there's the grenades. One of the specializations will allow me to reduce the cooldown time of grenades, which is pretty significant.

I also like the 3 AP increase for each kill that comes from Commando or Spec Ops (I forget which). That's a definite one for me.

There's the one for Ballistics, that enables you to increase the DT of the vest by 1 for each level (up to 3, I think). That seems cool, if I'm making more vests. But am I? I have endgame vest equipment already.

Then there's ones that seem potentially useless. I have Escape Artist, but only to get out of traps. I don't need the extra AP after escaping that the specializations provide.

I think the specializations for the meat-and-potatoes feats of the build are best, such as Commando / Spec Ops, Grenade Cooldown, etc...

Are the specializations that increase grenade damage worth it? By the time you're in Expedition, grenades only kill enemies that are already easy-to-kill. What about the damage boosts to Expertise that specializations provide? Are they worth it in late-game?

The only ones I'm sure about are the extra 3 AP per kill, maybe the bonuses to suppressive fire, and maybe the grenade cooldown reduction.

95
General / Equipment for SMG build in Expedition?
« on: July 31, 2019, 05:19:34 pm »
Equipment for SMG character in Expedition


2 Types of SMGs

In the old builds, before Expedition and the Veteran Levels (and the nerf to burst as a "special" damage), I ran an SMG character with an 8.6mm Steel Cat and a 5mm Jaguar.

The 8.6mm Steel Cat had a Smart Module, and a Compensator. The 5mm Jaguar had a Smart Module and a Rapid Reloader.

The reason for the Smart Modules are obvious: they gave bonus damage, since "burst" was considered a "special" damage.

However, in the latest updates, you no longer receive bonuses for ordinary burst damage.

So they had to go.


Improved Equipment for Expedition

I am now running an 8.6mm Steel Cat with a Compensator and a handgrip (leads to +25% burst accuracy), and a 5mm Jaguar with a Rapid Reloader and a Compensator (leads to fast SMG with some improved burst accuracy.)

This is working a bit better now.

Is this the optimal solution for light SMG / heavy SMG combinations?

Because the expedition critters are so armoured and high-HP, that sometimes I wish I was hitting them with more bullets per attack.

Would it be better to use muzzle brakes on the SMGs to get more rounds per burst, along with extended magazines?

This would lead to lower accuracy, but if the bullets miss, won't they just hit other enemies in concentrated formations?

The reason I ask all this is because I find myself facing larger concentrations of tougher enemies.

In classic Underrail, I mostly faced small groups (even during larger battles). I could wipe them out very quickly, with minimal expenditure of ammo. Ammo saving was significant, since there were so many small engagements.

But in these larger free-for-alls, I'm thinking it may be best to just unload mags on everything. I'm often a few bullets short of a kill after 2 8.6mm bursts on tough critters like crabs, so I'm thinking 2 larger bursts would take care of the enemies without requiring a wasteful third burst.

[My character is a classic SMG build, with Commando, Spec Ops, Suppression, etc...]


Smart Goggles


Also, obviously I am no longer using my Smart Goggles with 36% bonus damage to special attacks, since it is irrelevant to SMGs. Instead, I am using goggles that give 15% higher critical chance. Are there some other type of goggles I should be considering?

96
Suggestions / Allow player to label storage items in owned houses
« on: July 31, 2019, 12:28:29 am »
We all have a locker, etc... in SGS, and eventually get a mansion in Core City.

I have a number of shelves and storage containers in the mansion, which are used for different purposes.

Sometimes, I might forget after coming back to a game what the individual lockers were for.

Is it possible to allow the player to label the storage items in their own house(s)?

BONUS: All labeling of all storage containers, since they are often used as stashes and such.

97
General / Re: [Spoiler] Medical Supplies For Mutants
« on: July 30, 2019, 07:15:37 am »
I stealthed the area, even though getting the medicine was viable.

That wasn't the optimal resolution, I guess.

98
I've got a no-crafting gunslinger up to 16th since the new update.  It's still not bad when you don't really need money much; I've got 9k charons and I quit making merchant runs before finishing depot A.  I'm sure it'll be hellish on early-game crafters.

Could you please tell me about your character?

I am interested in builds for Dominating mode.

99
General / Is Gorsky ever satisfied with your speed?
« on: February 09, 2019, 05:20:25 pm »
Gorsky is always saying things like "Took you long enough" when you reach him after being instructed to do so.

Does the time taken to meet Gorsky after the assignment is given ever effect his dialog?

I've never really rushed to see him, so I don't know if it is possible to get a favourable response from him, or it is the case that he is always gruff and overly demanding.

100
Builds / Re: Sniper Rifle build for new update?
« on: December 30, 2018, 09:04:28 pm »
Yeah, sniper still relies a lot on regular damage, so the nerf doesn't hit it as bad.

Good advice, thanks.

101
Builds / Sniper Rifle build for new update?
« on: December 30, 2018, 08:40:01 pm »
I understand burst has been nerfed, which is going to hurt SMG and assault rifle builds. Does that effect all special attacks, though?

I am thinking of playing a sniper on hard. Never done it before, and want to know if I can rely on Nerd Commando's build on Youtube.

Given that there are upcoming changes to armour and such [different leathers are going to become more important], how would you build a sniper for the new update and projected future changes?

102
General / Re: Post your experiences with the new Dominating difficulty!
« on: September 12, 2018, 04:16:03 pm »
Molotovs are nearly a necessity now. Especially for rathounds, but in a lot of other scenarios too.
I haven't used a single molotov so far, I'm inside Depot A right now. Basic frag grenades are still enough to insta-kill normal rathounds regardless of how numerous they are and take a good chunk of alpha's HP.

Playing a sniper/pistol build, no quick tinkering, no trap abuse (I do use them occasionally, but no more than I would on Hard), no cheat engine, etc. The only thing I kind of "abuse" are doors. For example, I saved Newton by letting a single psi beetle wander inside a room, close the door, kill him, repeat until all are dead. In most cases it's easy enough to sneak past groups I'm not able to tackle yet, at least so far.

Oddity drops seem perfectly fine. I would say they are even better considering how many enemies there are, I never maxed beetle brains so early.

I know it's been a while, but can you post this build? I'm interested in playing a sniper/pistol in Dominating.

103
There is something I am not clear about.

Several weeks ago, I started a new Crossbow build, as I had never played that build before (and now Bowyer is available!)

I just completed Depot A, and am ready to move onto the bigger game.

Knowing that this 1.0.3 update is coming, I have not moved beyond the SGS/Junktown/GMS starting area, because I heard that many zones will be updated. Someone mentioned that zones you haven't been to yet are the ones that are updated by the update.

Is this true? I haven't moved to Camp Hathor yet, because I want those (and all other) zones to be created by the maps from the new update. Is this the right idea? Should I hold off on venturing beyond the pre-Depot A areas until the update is officially released?

Or does this have no bearing on the maps, and I should just go to Camp Hathor now?

104
Suggestions / Re: Need achievement and achievement name suggestions
« on: November 11, 2017, 08:41:46 pm »
Random / Combat Feats

Jump the Jumper

-kill 10 siphoners in the first turn

Electric Boogaloo [copyright?]

-get killed 3 times in a row by the same electrified tile

Electric Personality

-kill 3 enemies with the same lightning bolt

Confusion king

-Cause an entire group of enemies to kill each other


Crafting Feats

Shield's Up!

-Craft a shield with a capacity of over 1500

Time to Take Out the Trash

-Craft an SMG with a damage of 60

+Feats for using rare crafted items, such as Trance, Super Health Hypos, etc...



Quest Feats


There and Gone Again

-Kill Balor without killing anyone else in his camp [or without being spotted]


I wasn't here

-Return the Reaching Man without killing anyone / or without being spotted by the people near it


Shielded from barbs

-clear Camp Hathor of Burrowers without taking a scratch


Secret Feats / Deep Cavern Feats

Fabet about it! or What a Drag!

-enter the Deep Caverns while heavily (red) encumbered


Friend of the Faceless

-be accepted as an ally by the Faceless

Loner Victorious

-complete Deep Caverns while hostile to all factions

Playing Both Sides

-complete Deep Caverns while friendly to all factions

Evading the Eye

-complete Deep Caverns without spawning a single Tchortling [aside from boss battle]

Fisher King [copyright?]

-complete the fishing quest before reaching Deep Caverns

No Ugly Sister

-successfully reset IRIS

105
General / Re: Requesting crossbow build from Wildan
« on: October 30, 2017, 03:22:05 am »
This is a really cool build, so thanks Wildan. But how is it affected by the Bowyer feat?

It's just a direct upgrade to Critical Power. Extra 90% critical damage on all crossbows. If you are using the build described here I would replace Pack Rathound with it, which should be soon enough for you to make use of it before the Institute/DC.

I'll take the opportunity to say once again that I love where crossbows are at the moment. I think they're in the sweet spot of game balance that all of the weapon classes ought to occupy.

I agree. I am on my fourth playthrough, and I find crossbows to be very versatile. Not as much raw firepower as guns, but more stun and other effects. And stun is so powerful in Underrail.

I have to echo the others who say that crossbows are in a very good place right now. Their balance serves as an example for the other builds.

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