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Messages - Shredded Cheddar

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31
Suggestions / Re: Some ideas for feats for firearm pistols
« on: November 01, 2019, 10:40:26 pm »
Sorry, to add on to what I was saying before, silencers suck balls because they nerf damage so hard, and the only benefit is silence, while other mods like laser sight, XM, smart, RR (unless using steadfast aim?), literally just give straight buffs to the weapon. If anything, the silencer should give +3-5% precision because it is extending the barrels length, without any reduction in damage. Now THAT would make crafting pistols more interesting.

Also I think the silencer should be available on at least 7.62 pistols,  OR  should be available on all calibers but have lesser sound reduction on higher caliber weapons.

32
Suggestions / Re: Some ideas for feats for firearm pistols
« on: November 01, 2019, 10:36:19 pm »
As much as I love the idea of buffing firearm pistols, silencers suck because they nerf damage so hard, and the second feat is just too many stats rolled into one and acquired so late it's not really useful. Like my pistols are gonna get a massive boost at level 26 or 28? They need a powerful pistol exclusive feat around levels 12-18 like the other weapons, not something that comes when 3/5+ through the games content.

Also, master assassin is 1/2 crafting feat, does this require mechanics, int, dex, per, like what are the requirements for this feat?

33
Builds / Re: Are snipers just terrible?
« on: November 01, 2019, 02:54:14 am »
Yeah, when you can just grab an AR and fire off 3 7.62 + 1 9mm burst at 9 shots each and then throw a grenade after, you usually dont even need to do anything with premeditation since most of the map is cleared.

It definitely makes other weapon choices that don't have aoe potential feel less powerful on the harder difficulties where theres increased enemy density.

34
General / Re: Why is the hit chance of grenades calculated as it is?
« on: October 30, 2019, 02:24:57 pm »
Quote
Why was it implemented that way? Was that intentional to let all characters use grenades? Cause i think when you are bad at throwing every miss should throw the grenade right in your face.

Probably because there are several types of utilities in the game that anyone can use - bear traps, caltrops, and nades (not even counting the electronic utilities... although the taser requires electronics i guess). Honestly, if you think about how powerful psi is just by itself, it's really good that non-psi characters actually have a couple of tools in the trunk to help them out with cc, aoe, etc.

And yea, I have to disagree. Anyone with an arm - EVEN A CHILD - could underhand toss a grenade like 20 feet, not even to mention dropping it at their feet.

I'd prefer if we minimized suggestions that nerfed non-psi characters as well as being completely unrealistic.

35
Builds / Re: Need opinion/criticism on my psi-monk build
« on: October 28, 2019, 09:40:32 pm »
Quote
Force User worth far more than Blitz. Imo, that feat is extremely situational on certain build, since you could get Psycho-Temporal Acceleration, which gives better buff and you only need 45 base Temporal Manipulation (can be increased further with feat, 15AP - > 20 AP bonus for 3 turn)

You need 55 TM skill level to learn PtC.

36
Suggestions / Re: Efficient shields/converters
« on: September 17, 2019, 12:20:34 pm »
Regenerating shields would kind of go against the main restriction of shields, that being not recharging them in combat.

Did you know there is a combat-shieldrecharger in the files of the game? ;P So it might be intended to recharge /regenerate the shield in the future.

-Azura

That is something that used to be in the game that was taken out. Somehow I doubt Styg plans to reintroduce it...

37
Builds / Re: Tips for a Sledgehammer built without stat dumping?
« on: September 15, 2019, 09:54:16 pm »
Lol I get what you're saying, but I don't see how that is fun. You intentionally gimp your build so you can comfortably play on low difficulty? Why not just make a good build and go up 1 difficulty setting?

Anyway, on normal anything is possible. Personally, I think hammer builds can take any feats they'd like, one of the most flexible and forgiving builds in the game as far as feat choices go. Tons of Quality of Life and crafting feats can be taken.

I'd say that pummel and expose weakness are pretty crucial feats, otherwise take whatever you want.

38
Builds / Re: Can I make a viable build with all this?
« on: September 15, 2019, 06:53:15 pm »
Why don't you try something like this
http://underrail.info.tm/build/?AQcGBgcIAwMPDwAAAAAPDw8AAA8PAAAPAAAAAAAA

STR 7 - access to full auto, juggernaut, metal armor, carry weight
DEX 6 - knocks 1 point off smgs, opens grenadier
AGI 6 - Opens spec ops, sprint
CON 7 - Juggernaut, more hps
PER 8 - Concentrated fire for ARS, guns skill
WILL 3 - nada
INT 3 - nada but you can raise this. This build is not exactly starved for stat points -  8 per is usually enough for burst guns builds up to hard. I would still be putting points in per though as I leveled.

Just craft a 50% armor penalty vest or something, use juggernaut, now you're tanky. Take nimble to drop it to only 35% armor penalty now you can be tanky and stealthy. You can use every type of gun. You can use a low caliber smg for a bullet storm, and you can use a high caliber AR with commando for free bursts/ taking out tanky enemies. You could take aimed shot and use a sniper rifle - even the snipe feat at level 8 if you want to use snipers (won't be as effective if you're using heavier armor but will still get the job done). You don't always have to min max as much as people on the forum say, but you should still spend the time to find a build that has synergies between its feats, equipment, etc.

Put the skills to your content, I just favor crafting over most other skills - you're never gonna pickpocket a regenerative super steel burrower plated kevlar vest......

39
Builds / Re: Tips for a Sledgehammer built without stat dumping?
« on: September 15, 2019, 06:42:09 pm »
Basically any build you can think of is viable if you know the tricks of the trade. There are a lot of tools in the game that are available to you to make things doable in most situations.

To answer your question, sure you can make a viable build with trash stats, but that is your prerogative. In this game having stats at 5 is going to be useless 90% of the time.

Just to explain, let's say we go with your idea. To max out your sledgehammer you want to max strength.

Now we have

STR 10
DEX 5
AGI 5
CON 5
PER 5
WILL 5
INT 5

the dex gives you absolutely nothing, the agi gives you access to 1 agility feat and nothing else, the con gives you access to conditioning, and a meager amount of hp, the per gives you nothing but a slight detection boost, the will gives you nothing, the int gives you access to a couple useful feats. And when I say nothing, I mean almost nothing. Like 10% more effective skill, which is nothing....

On the other hand, if you actually just make a character that is good at stuff - for example you want a tanky dude that swings a big hammer with persuasion, ok that's fine

http://underrail.info.tm/build/?AQoDBgoDAwUAAAAPAAAPAAAAAA8PAA8PAAAADwAMYzk

the 6 agi gives you sprint - vital for melee characters to get into range, 10 con makes you tanky as hell and opens up a bunch of feats, 5 int is good for some melee feats and will allow you to craft decent gear, 10 strength maxes your sledge power.

Bam, you have the a much better character than the one you requested, who is actually good at the stuff they wanna do. you get max persuasion per level through your skill synergy with mercantile. You can craft. you can change these skillpoints around to use evasion, dodge, hacking lockpick, whatever....

40
Bugs / Re: Report spelling/grammar errors
« on: August 03, 2019, 03:17:03 pm »
 Mislead is actually the correct spelling Harperfan7

41
General / Re: Pistols vs SMG
« on: July 31, 2019, 10:41:54 pm »
Pistols builds can be pretty strong in certain situations, but they are less consistent than other builds. This is because the only pistol worth its shit is the hammerer, which has a massive damage range and high AP cost, giving you a limited number of potentially devastating attacks.

42
The 35 gun skill is to unlock cooked shot. You could do the same thing on a sledge build with versatility - put 40 points in guns just to unlock full auto.

I agree on the catalyzing belt point - it seems kind of silly to use a flame pistol to increase the damage of your incendiary bolt, but the advanced one lowers AP cost on chem pistols so it could be  still worth. I usually carry several belts for different situations on most characters anyway... Underrail is easiest when role playing as batman.

43
I thought expertise stacking on gloves with combat spikes was a feature :0

44
Builds / Re: Start a new run for the extension : Psy build help
« on: July 08, 2019, 04:52:21 pm »
Fenix, good point about the food, I forgot they added the Per buff food.

On the second point though, I am not saying that versatility is useless or unusable, I am just saying with only 4-10 points in your attack stat, you will only have between 80 and 120 something skill points in the other two weapon skills by level 25, which would only be useful for trash mobs at that point. It is best utilized on builds that pump str, dex, or per to 16.

45
Builds / Re: Start a new run for the extension : Psy build help
« on: July 07, 2019, 03:30:37 pm »
Build is trash.

Leaving attributes at 4 is garbage, it does nothing for you. The main reason to pump a stat is to unlock feats. I know you "don't want to min/max" but the way your build is it will not be very fun because you will be so weak.

You have 9 int with 0 crafting skills, the fuck? If you are not crafting I would suggest dumping int and putting those stats elsewhere

Snooping with 4 per unlocks like 2 secrets in the very first mission, waste of a feat slot. You either have a decent amount of per or you don't - snooping is pretty useless.

Versatility with low weapon skills is not going to benefit you. Since your per is only 4 you get absolutely no bonus to guns. By the time you are level 25, you will have 135 guns skills which isn't very good, and your versatility bonus will be like ~80 points into melee and crossbows, which will allow you to do absolutely nothing useful with those weapons except against enemies that you were able to kill at level 6.

You want the skill that governs your weapon to be much higher than 4 if you don't want to be weak as shit. The difference between 4 and 10 in perception is over a 50% boost in your guns skill, which is not only going to be more damage but much greater chance to hit as well.

My suggested stats would be something like -

STR: 3
DEX: 9
AGI: 6
CON: 3
PER: 8
WILL: 8
INT: 3

and then you can throw your additional points wherever you want really.

Dex 9 - gets you 16AP bursts on rapid 7.62 jaguar smg, which allows 3 per turn
Agi 6 - gets sprint and spec ops - spec ops is vital for smg build
Per 8 - decent aim, nothing special but can boost with weapon mods (if you keep snooping and never raise this you can find all secrets currently in game I believe)
Will 8 - decent psi skill and unlocks some feats, only 2 points to get to Locus of Control

The way to go with leveling this character up IMO is 2 points into will to unlock LOC & 3 points into INT if you want premeditation and some crafting skills, otherwise raise the stat the is in charge of your main way to deal damage.

This is a game that rewards specialization and min/maxing. Doing Several things decently in this game is just not that good, because against powerful opponents, of which there are many, those skills will not help you. Sorry, it's just how the game is made. I am not saying you can't make a decent psi/smg build, and I am not saying you can't win with it on dominating/oddity mode, but I am saying that the way the build is now is very inefficient and you are in for a bad time. I would suggest planning your character past level one as well, until at least about level 12 so you have a general idea of how the character is going to grow.

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