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Messages - Ploluap

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91
Builds / Re: Any idea for a build with Temporal Manipulation?
« on: January 28, 2019, 04:10:45 pm »
But we don't know yet the new feats that'll come with the expansion and maybe boost temporal manipulation, do we ?

92
General / Re: Ninja Looter
« on: January 25, 2019, 10:42:01 am »
Is there anyone that don't think Ninja looter should get a buff ?

93
General / Re: Smart Modules on ARs and SMGs now useless?
« on: January 17, 2019, 03:30:18 pm »
Is there an absolute answer ?

Muzzle + Rapid will be optimal in a majority of cases i think, especially if you don't have full auto.

If you have full auto, want to save some ammo and be able to burst from a longer distance, rapid + forward grip can be good. But it will still be less powerful than muzzle at point blank range, unless maybe against high evasion ennemies.

Muzzle + forward grip : if you calculate that you don't need the AP reduction in you specific build, or for secondary SMG, that's the way to go.

Forward grip adds more burst precision than laser sight.


94
General / Re: Smart Modules on ARs and SMGs now useless?
« on: January 17, 2019, 11:34:12 am »
If you like Kneecap shot and rapid fire, i guess you can for example wield dual SMGs, one of them for burst and the other for special attacks with smart module.

But yes, in most case you won't need smart module for those weapons.

95
Builds / Re: I hate this build (why low INT is bad)
« on: January 16, 2019, 09:52:43 am »
With those stats i think you would have been better by maxing dodge and evasion and less in crafting.

Investing so much in crafting + mercantile with 3 int indeed doesn't seem optimal.

If you really wanted uncanny dodge you might have gone for con 5 and int 5, or con 3 and int 7. You could have saved a lot of skill points, craft better gear and invest a bit in throwing and maybe max evasion.

96
General / Re: High density foam padding additive ? [edit : my mistake]
« on: January 14, 2019, 11:50:08 am »
Yes that's it, i never really paid attention to it but gloves and knives encur 125% of resistance and treshold.

Carnifex uses gloves, so indeed he encurs : "normal resistance" * 1.25 * "high density modifier" !

That makes the high density modifier quite good against cutters and brawlers (though less than if it was additive but that would be broken).

I'll definitely use it more from now on.

97
General / Re: High density foam padding additive ?
« on: January 13, 2019, 04:19:12 pm »
Oh you're right !

thank you and sorry for the useless topic

98
General / High density foam padding additive ? [edit : my mistake]
« on: January 13, 2019, 03:30:21 pm »
Hello guys,

It seems that high density foam padding bonus is additive, or do i just suck at maths ?

Image :


Is it working as intended ? Description led me to think it was multiplicative.

Is it the same with super steel sheets ?

99
General / Re: is High-Technicalities actually worth it?
« on: January 12, 2019, 08:08:01 am »
It's very good with 8+ int because int also gives you a ton of free skill points for crafting, so i would rate it over practical physicist and sharpshooter for crafting builds.

I personnaly went 14 dex 10 Per 8 int chem/laser and it was nice.


100
General / Re: Did I mess up by not taking Electronics for my sniper?
« on: January 11, 2019, 06:57:24 pm »
It's useful for sniper rifles in order to use smart module and Anatomically-Aware Scope.

It's also useful for crafting googles and shield.

You're probably not forced to restart though, you don't need to max all skills; especially with 7 int.

Also i would'nt max lockpick with 3 dex, around 50 effective skill is enough for all vent shaft. Not being able to open some doors or containers ain't that bad.

101
I never went the "truce" path with rathound King so i'll just ask a question :

Have both parties agreed on free movement on their respective territories, or is it only a non agression pact with no trespassing allowed ?

102
General / Re: Mechanics workbench
« on: January 07, 2019, 01:24:29 pm »
As epeli said, there is no requirement for buying the mechanic workbench at full price (same for every workbench).

Maybe you asked the wrong NPC for it ?

103
Builds / Re: Beginner looking for advice regarding Psi/Sniper build
« on: January 05, 2019, 09:26:45 am »

However thermodynamicity feels like a complete waste so far, the AP gain gives me nothing significant and i run quickly out of psi anyway. Maybe i'll find more use for it later.
Try Cryogenic Induction for your next playthrough. Even SMG aimed shot is capable to shatter enemy with 150~200 hit points, and you can restealth with it in dual fights (for another snipe chance)

Thx i just took it, quite fun indeed :p i'll have to chose a feat not not take now though, maybe thick skull and relying on bullhead instead; investing a bit more in biology; Doctor's Pouch is probably the best belt for this build anyway.

104
Builds / Re: Beginner looking for advice regarding Psi/Sniper build
« on: January 04, 2019, 06:01:08 pm »
To Reallyhairydave : i'm noob with that kind of build but it seems good as long as you can start fights on your own terms (low initiative, 3 con, 3 agi, psi, no evasion and dodge = you're probably dead in on turn if anything surprises you).

I'm currently lvl 8 with this build on dominating : http://underrail.info.tm/build/?GQUDBgoNAwbChzgAAADCh8KHADIAAHNzDipnAC3ChwAAACsBJmI9LioCH0s5MyhjNQ

Started with 9 con, i'll definitely pick last stand as suggested by paulkirikawa, wondering if going to 10 for thick skull is worth.

All fights went pretty smoothly so far, mostly thanks to little tricks with doors... Gonna tackle those big green mutants when i'm back home.

Pyromaniac is great, the 3 turn duration of burning gives great crowd control when cast at the start with premeditation.

However thermodynamicity feels like a complete waste so far, the AP gain gives me nothing significant and i run quickly out of psi anyway. Maybe i'll find more use for it later.

Have to wait lvl 10 to see how my "ambush"+pyromaniac + survival instincts strat work. If it's good i could probably dump the "snipe" feat, well maybe not because of those immune to burn guys...

As for gear i'm planning to go for Smart 24 AP Spearhead and ... a laser pistol. Those things are pretty insane when you got a high crit chance, got long range, good precision, only 15 AP to shoot even with 3 Dex. 

I really don't know for the rest though, i could either go the "max con" way with infused pig leather, or the max "crit chance" with infused rathound. I think pig is probably better for that build, surviving one more turn basically meaning you get +50 AP.

Any suggestion is welcomed :)


105
Builds / Re: Beginner looking for advice regarding Psi/Sniper build
« on: January 03, 2019, 11:43:07 am »
By the way the wiki says nothing about the "chance" to burn enemies with pyromaniac
Now it does! http://www.underrail.com/wiki/index.php?title=Pyromaniac

Great, thank you very much epeli :)

50% is good, there's definitely a way to use this in synergy with the ambush feat.

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