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Messages - Ploluap

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31
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.

32
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.

33
Builds / Re: Most viable dex melee build?
« on: January 13, 2021, 04:07:05 pm »
Hmm i'd probably say a fist weapon build, but i can't tell you precisely what build is the "most viable", there are too many options...

34
Builds / Re: Assault Rifle / Thought Control hybrid
« on: January 11, 2021, 01:21:46 pm »
Started a new playthorugh with this build. It has been great so far! My only issue is that I am playing on oddity and having 0 lockpicking is making me feel like I maybe missing out on exp. Also, the GMS compound level with the bots was a bit harder because I couldn't get vents open with an omni-tool. It sure was fun to stealth doge all the bots though. I am wondering if having 0 lockpicking will cause any serious issues later on.

You'll miss mostly some loot and some missions will be harder due to not be able to access vents and some doors, but that's it, not really a serious issue, just a little downside of the build. I don't think you'll miss a lot of oddities but i have no reference for that.

35
Builds / Re: Advice for a Stealth/Sniper/SMG Build?
« on: January 10, 2021, 12:38:16 am »
Unless you wanna do the versality thing (which doesn't seem really good for sniper especially during early and midgame), i'd suggest you aim for at least 14 perception at lvl 24.

7 agi seems plenty enough  for your build, you can go up to 8 if you want uncanny dodge.

Also snipe is a good feat you should consider if you plan to mainly use sniper rifle. And pick shooting spree asap.

Pumping evasion instead of both dodge and evasion can be a good idea for conserving skill points and still having some passive defense (and maybe using some for a psi school like temporal manipulation, unless you really don't want any psi ability).

7 int is good even with just gun nut, it'll give you a ton of free skill points which is always nice. And some other crafting feats are nice too (skinner, power management... though not mandatory at all)

36
I don't play oddity on dominating, mainly due to how hard it is to level up once you reach higher levels. With high quality tabis I get about 50 mp, which is usually enough to break line of sight if I have proper positioning. 90% of the time I clear encounters without being attacked, so the low health and dodge/evasion doesn't really matter. You cant get netted/webbed if everyone is stunned, incapacitated, or dead. Special attacks with the electroshock pistol are good enough for crowd control, and I use a fair amount of Molotov's and Flashbangs to slow down any survivors. The plasma pistol is pretty useless against Nagas, but the electroshock pistol can easily take them down. The builds biggest benefit is dealing primarily electric and energy damage, since no enemies strongly resist both of them.

okay thanks for the feedback  :) yeah i suppose at level 26+ you start to get high enough accuracy and damage for clearing most encounters in one turn

37
Let's Plays / Re: Balor traps only no reloads
« on: January 07, 2021, 07:19:14 pm »
cool :)

38
hmm i guess you get a nice damage output once the build starts kicking, but it would seem to be a nightmare to play in oddity/dominating.

Low agility (low mobility, no uncanny dodge), low health, no escape artist, not much crowd control... In the Expedition in particular i'm pretty sure you'd die a lot with this build.

By the way is the plasma pistol doing any damage agains't NAGAS ?

39
Builds / Re: Another Stumped N00b Thread
« on: January 02, 2021, 05:02:37 pm »
In case OP still lurking, don't play oddities on first playthrough. It requires some serious meta knowledge to know where to get them. And without that knowledge, you'll underleveled on most place. Especially so on Depot A, where it seems like you need a lot of things at once

Well if the question of the op was "how to make the game easier" that would be good advice, but i enjoyed so much the oddity system on my first(s) playthrough (even though i missed a lot of oddities) that i can't agree with this as a general advice :)

I'd tried clearing the burrower caves and lunatic camps before and couldn't make a dent in any of them. I think I also locked myself out of Abram's quests. But, with a lot of luck and patience and thanks to the advice you folks gave me (thank you all so much), I managed to get the drill circuit board (and get to level 10) from Depot A earlier tonight. The trick with the doors and molotovs was especially helpful, along with the siphoner armour and a shield emitter I managed to pick up during the Scrapper raid (I am really curious about where to find a crafting recipe for those, I'm assuming nobody in this beginning area sells anything more than component parts for shields).

It was a hell of a challenge and I certainly left several stones in the area unturned (not going back to that hell again until I'm a bit higher level with better gear). But I'm relieved I won't have to restart and redo my character completely again (for now; hopefully not jinxing myself there lol). I've heard the game opens up a lot more from this point on, but is it true that the game's a bit more smooth sailing (comparatively) after Depot A, or does it only get harder from here? No spoilers please, just wondering if my character still stands a chance even though it passed the Depot A test (I'm thinking I might need to spend a level just dumping points into stealth since I definitely have more fun with the game when I'm not always immediately spotted and ganked by all the enemies on the map, is that possible to do without crippling my character at this point?)

Well done ! Honestly do whatever you want and just think about how you enjoy the game the most. Mistakes are kinda forced to happen on your first(s) playthrough, there is so much to learn that even if you restart now you'll probably still make some errors... The good thing is that the more you play the more you learn and get better.  Especially about the crafting system which is really going to kick in after depot A if you invest some points in it.

About skills : They are all useful and depend on your build so it's hard to give general advice.

However one rule of the thumb is that you HAVE to max your main offensive skill (gun or melee, or PSI school(s) ), no question about that.

Other points you have to think depending on your needs.

About crafting :

- Electronics is the crafting skill i'd recommand for almost any build, so you can craft a good shield and googles (among other things you'll discover).

- Mechanic is also very good to invest in for most builds, for crafing good weapons (or metal armor). Even though there are some cool premade weapons, they are usually inferior to crafting or hard to find.

- Tailoring : very good, mainly for armors and boots, but not mandatory because there are really good premade armors you can find/that will be given to you.

- Chemistry and biology aren't as necessary, especially for a beginner "standard" build. CHemistry mainly serve for grenades and chemical weapons. 20 effective skill in chemistry is enough for gas grenades, which will serve you well for some tough fights. You can buy most things biology will offer you so i suggest you skip this one if your are starved in skill points.

If you get really frustrated with this character you can restart, but if things are going well i suggest you just continue to play to learn some more, and maybe restart later on or just finish the game with your character if your doing fine :)

Feel free to ask any advice on build quest etc...

40
Builds / Re: Another Stumped N00b Thread
« on: January 01, 2021, 06:18:27 pm »
okay thank you it's always interesting to see how other players play the game :) i did'nt know metal armor was this powerful so early in the game

41
Builds / Re: Another Stumped N00b Thread
« on: January 01, 2021, 03:19:27 am »
" On Oddity, you can easily make level 10-11 before hitting the Depot"

Maybe it's possible but not easily, i have pretty good knowledge of the game and i don't remember to have ever reach lvl 9 beforce entering the depot.

42
Builds / Re: Another Stumped N00b Thread
« on: December 31, 2020, 01:07:14 pm »
Well there's a lot of possible strategies but, when i want to rush depot A and not bother too much i :

- get grenadier and spam molotovs on muties with guerilla tactics (or mk III grenades if i have already 50 chemistry) :
- get 55 effective skill in lockpicking so i can use all vents and open some doors ;
- fight only the muties for the keys, the robots with EMPs and some turrets in the penultimate area (they are immobile so just cheese them by not letting them shoot at you), but avoid all the mutants (60 effective stealth seems enough for avoiding them in the last area, just rush to the door, other areas with mutant are entirely optionnal, of course more stealth help as well as tabis (but sometimes you can't get tabis at that point).

TLDR : fighting mutants is not required at all provided you have some stealth.

You can post the build you wanted for some more advice, but a first playthrough without stealth is probably gonna be hard, "no stealth" requires a pretty strong build to not get wiped at every encounter, and pistol + psychokinesis seems hard to play (it could probably work but i never tried it and i see how it can make you character a bit weak at the beginning).

43
General / Re: Post-nerf sniper rifle
« on: December 31, 2020, 11:14:47 am »
I did'nt try it yet but the idea of the nerf was to compensate it with the rapid reloader buff (chance to restore ap) and the shooting spree feat which is really good (you have to wait until lvl 10 for it though).

FYI :

Shooting Spree :

Grants you an ability that when activated will cause your next sniper rifle attack to refund 100% of its action point cost if it kills the target. this will expire at the end of the turn if unused.

Cooldown: 10 turns

Also, killing a target with a sniper rifle reduces the cooldown of Shooting Spree and Aimed Shot by 1 turn.

Requirements

    Guns 55
    Feat: Aimed Shot


Also you can (or should i say must) invest specialisation points in it for 1 additionnal free shot and up to 4 turns of cooldown reduction.

With limited temporal increment (which seems necessary for this build), it should be pretty strong :)

44
Bugs / Re: The humanoid/human thing
« on: December 30, 2020, 06:32:31 pm »
" As a side note - it would be great if you can update all the character graphic models for all the base game infused leather armors too. The inventory icon for infused Rathound/cave hopper leather armor should stay the same as their respective default icon regardless of fabric used to make them stand out in your inventory. "

would be great indeed

45
General / Re: Best shield emitter?
« on: December 30, 2020, 09:32:35 am »
'k -  a total noob on sheilds. Would a Low\High or High\low  work too?

I suppose it would be the same as a medium shield if bot components are of the same quality.

I always go low/low, there aren't that many snipers out there.


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