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Messages - Ploluap

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31
Builds / Re: High agility build
« on: September 16, 2021, 02:35:56 pm »
Problem I find with low APM (attacks per minute) weapons and low weapon skill - you can't afford to miss. Building sniper (which is low APM) or Crossbow (mid-APM with Quiver and Cyclon) is that Ambush(ing) then becomes essential on Dominating. Even at 95% you still miss and get irritated. At 60% you will be swearing non-stop. So less of that = more playing and more fun 😆😁

Assault Rifles can also get away with low PER somewhat - at least AOE doesn't suffer. 11PER is really doable. But:
a) AR's are already fine with 3CON and no Dodge/Evasion.
b) All this extra mobility is rather pointless on such a long reach weapon.
c) Who want's to play AR when looking for something different? 😁

Also Sniper's Killing Spree RELIES on you not missing and shots being kill-shots. Otherwise it is a complete waste. So a as high a skill as possible what is needed. Imo.

You're right but not all ennemies have high evasion stat even in dominating, and there are many ways to reduce (ambush, leading shot, pistols) or negate (stun, immobilization, off-balance...) evasion, so high perception is good but not necessary. Also if you have high mobility you are more likely to survive even after missing a shot. Not saying it's optimal but it's playable :)

32
General / Re: Where is a new, BIG update?
« on: September 16, 2021, 02:19:38 pm »
It usually takes between 4-6 months between updates, so I’d expect to see this update by Christmas at the earliest. I’d guess that this might be one of the larger updates, so it might not even come out in 2021. I’d be thankful that we get new content at all, since the developers are under no obligation to release so many free content updates that are more than just bug fixes and minor tweaks.

Indeed, i never expected so much new and GOOD content for the game when i bought it many years ago, i admire Stygian Software for such dedication and quality of work. 

33
General / Re: Found an interesting way to deal with crawlers
« on: September 13, 2021, 01:05:37 pm »
yeah, Stasis is almost too good :)

34
Builds / Re: Looking for Crossbow + Traps + Stealth build (no psi)
« on: September 10, 2021, 07:23:33 am »
Quote
What should I take instead of the Psi skills by the way?



Multiple choices here :
- chemistry could be good if you want to craft higher tier nades and mines (but now that there are "plasma mines" and "plasma grenades" it's not necessary) and use higher tier acid ;
- biology could let you use more poisons and craft more drugs like bullhead (80) ;
- more tailoring for crafting armor and make use of infused leather : i would probably pick this one ;
- persuasion or more mercantile for passing some skill checks
- evasion for ranged and explosion defense (requires a lot of points to be effective though...)

You can check the wiki for crafting skill requirements 

None of these are required so pick what you want.

35
Discussions / Re: How many hours in UnderRail do you have? :D
« on: September 08, 2021, 02:25:42 pm »
a thousand according to steam  :o

36
Suggestions / Re: Energy shields rework?
« on: September 08, 2021, 02:09:46 pm »
I mostly use low frequency, it's not only useful in expedition.

Crafting an early low frequency shield will make burrower and mutant fights much easier.

I think medium is simply for people who want something decent all around and don't bother to switch gear, which is fine in my opinion.

37
Builds / Re: Looking for Crossbow + Traps + Stealth build (no psi)
« on: September 08, 2021, 08:38:48 am »
Hi,

You can play this build from Rewratt here without psi points if you want : https://underrail.info/build/?HgMHBwMQAwcAS8KgAB4Awoo8NUBLZGQkNCgAAABGAABKfzkiMALCgE7Co2pLTC8nJsK1YeKjsALio7ED4qe-Ct-_  , it will still be good :)

38
Other Games / Re: Encased
« on: September 01, 2021, 09:35:16 am »
It's finally going out september 7, do you guys think it will be good ?

39
Builds / Re: Help with chemical pistol build
« on: August 31, 2021, 02:43:23 pm »
Int 7 for mad chemist.

Per can be low if you use versatility and max melee. Without versatility i'd say maybe 7 or 8 per minimum, it's up to you, look  for chem pistol builds on the forum if you want to follow a precise build.

40
Builds / Re: Help with chemical pistol build
« on: August 31, 2021, 02:22:17 pm »
Damage scales with guns.

Chemistry only helps for crafting more powerful chemical pistols.

Chemical pistols are "pistols" but are not firearms, so be careful that some feats which only work with "firearms" pistols like rapid fire won't work with chemical pistols (it's always specified in the descritption of the feat).

Cooked shot is the most important feat for chem pistol build.

Mad chemist is important if you intend to craft your pistols (which you should probably unless you plan on using only a specific pistol).

You won't be able to achieve super high "critical damage" stat with chemical pistol (their base critical damage is 100% so "critical power" is not really useful unless you also have sharpshooter but it's very situational), but getting higher critical chance with feats and gear will get you a significant damage boot.

Fire is super effective against a lot of targets (that is those who are note immune to burning), it causes fear.

41
Builds / Re: Shotguns - Fragmented Chaos & Critical Power
« on: August 30, 2021, 03:55:00 pm »
Thanks for the testing and quoting my two year old post :)

42
General / Re: Soo, did i find Fallout 3? :D
« on: June 01, 2021, 05:42:00 pm »
Hi mate,

Good thing you're enjoying the game, feel free to ask any question :)

One little tip : setting ennemies on fire with some weapons like molotvs gives them the "fear effect" (they'll run like crazy but won't attack you).


43
Builds / Re: Force Emission based puncher?
« on: January 15, 2021, 03:58:15 pm »

Never played with force emission myself but here is our friend Sheepherder : https://www.youtube.com/watch?v=YDR43ASOrVU&t=350s

I'm planning to try a 10 will fist weapon dude with psychokinesis and TC some day, don't know if it will be good but could be worth the try.

Look at the combat log - everything I said pretty much happened in the video. He was playing a bare fist unarmed build meaning the lowest possible melee damage and even so you can see force emission damage is an order of magnitude lower.

It's not huge but it does'nt seem useless to me at all

44
Builds / Re: Force Emission based puncher?
« on: January 14, 2021, 10:02:55 am »
I'm half-way through my 1st playthrough (stealthy chem pistol/sniper), but I'm already thinking about my 2nd.

Burst weapons seems too similar an experience, so I wanted to go melee. I had designed a heavy sledgehammer build, but having recently experienced what lack of stealth does when I explored a bit in heavy armor, it's not something I want to play. I like stealth, and how it keeps me in control of the initial attack, so I want to keep that. So I went another path: Bruce Lee.

https://underrail.info/build/?GQwIBwYDBQUAPADCh8KHwodkADwAGks_AAAVAMKHAADChwArTyZpGBlEIAzCqBNDB2gG
(Ignore the feat levelling progression, I just picked them in the order presented on the site)

Is this viable on Hard or maybe even Dominating? The idea is to use Force Emission to add unarmed damage, and use other psychokinesis abilities as support. Sneak up on enemy groups, activate it, punch away (or flashbang then punch away). The tons of movement points should help me escape tight situations, but I'm hoping the 20 attacks of Force Emission I get out of 100 psi are enough to turn the tide.

I don't have the expansion.

It's viable for hard at least, but unarmed and fist damage comes mostly from critically hits, so you'd be better i think with recklessness than with expertise.

Also you want lightning punches, cheap shots, combo and critical power as soon as possible.

And fancy footwork will make hit and run worthless most of the time, so unless you really know what you are doing i wouldn't pick hit and run.

Taste for blood is also a feat i would advise for, it's a pretty big damage buff for a lot of encounters.

45
Builds / Re: Force Emission based puncher?
« on: January 14, 2021, 09:49:41 am »
I'm just going to copy and paste what I wrote in my FAQ:

Force Emission - some people swear by it when playing psi monk. I think it's garbage:

    While the raw damage on paper could be significant, its damage is a new separate mechanical attack that's roll individually against enemies' mechanical resist/threshold which will usually vastly decrease its effective damage.
    You can get as low as 4 action point per attack if you have high DEX. If you use Force Emission every hit it'll rapidly drains your psi points, leaving you unable to cast other psi abilities when you need them.

Garbage, even for psi monk, don't waste your slot. If you want to try planning a build around it w/ Force User and Telekinetic Proxy, create a new manual save file before the attempt, just in case you want to roll back your char.

I would love to be proven wrong on this one so I'll be very interested for any pro Force Emission argument/comment.

Never played with force emission myself but here is our friend Sheepherder : https://www.youtube.com/watch?v=YDR43ASOrVU&t=350s

I'm planning to try a 10 will fist weapon dude with psychokinesis and TC some day, don't know if it will be good but could be worth the try.

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