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Topics - HulkOSaurus

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31
Builds / The Techno-Soldier Shaman
« on: August 23, 2019, 06:15:10 pm »
Hello!

This is the Techno-Soldier Shaman build I just beat the game with. It is a variation of the Jack of All Trades build I posted about some time ago. I prefer this iteration greatly for reasons I will explain.

This is a video showcasing the last boss battle plus some stats. Please excuse the poor quality - I need to reinstall Windows, ect.

https://youtu.be/LD_-EL5T4L4

This is the build in the character creation tool. The feats are not exactly the way I took them.

http://underrail.info.tm/build/?HQUEAwgKCgbCm18AAAAAIwAAAABwfCtqZ8KALcKIRgAAWCsvJywUKmXCsD0hZkrChwhfwrLCiOKilgriorUC4qyDAt-_

For equipment I used Cryokinetic Muffled Uni-Psi Headband, Supersteel Sturdy Psi Kevlar Overcoat, Supersteel (Anti-Melee) Striders, High-low Efficient Shield Emitter, Tactical Rebel, Rapid Muzzled 7.62 Hornet, Sormirbaeren Spiritstaff, Doctor's Pouch, Rathound Regalia, Ninja Tabis, Black Balaclava, Chemical Assault Unit Armour, Bio-Technician's Boots, Aegis Sec-Trooper Helmet.

I think I managed to craft every chem in the game except the Hypercerebrix. I wasn't lucky enough to find a blueprint this time around. If you do manage to find one you can spare some point from both Mercantile and Crafting and put them wherever else you like. Throwing/Stealth are good candidates.

I prefer this build to playing full Assault Rifle hybrid mostly because of the bullet economy. Non-burst shotguns are very good even if the only Feat taken is Sixth Shell. The build also has Concentrated Fire and sometimes swaps between Shotgun and AR depending on the situation, but for the most part equipping Shotgun and Spiritstaff is perfectly fine. The AR is needed when you want to burst down something real quick or for things like bosses and Juggernauts. Burst shotguns are not good here - I suspect they need more shotgun feats in order to become good. Sixth Shell 20 ap Rebel was, on the other hand, really good, and also much cheaper to use.

I was playing on Oddity, and I have to say that this is the preferred option for this build because you can get a lot of XP with minimal fighting. I hit level 10 just as I gave the drill parts to Tanner, and after the global map was opened I was walking all over collecting as much XP as I can, avoiding combat if possible. The build hits full force around level 20 when your crafting skills finally catch up and you're able to make high end stuff with benches. I pushed for 50 Chemistry early on so that I can have MKIII Frags for Depot A and those remained useful for the first half of the game. Later I swapped those for Napalm and Plasma Nades. Do try to get a Spiritstaff as early as possible - it's not so hard to get one, actually, and it does help a ton.

The biggest enemy this build has are EMP grenades and Snipers. The build has low Initiative so I had to be careful when walking around and starting combat whenever I could. At around level 20, but depending on your equipment and how you've chosen your Feats you can tank a sniper round. With Aegis and Morphine on those do about 50 damage to health. Later on they are not a problem anymore, but there is a point at which you have to be mindful. EMP pulses are also not a problem later on - usually you can see them coming and you have options at your disposal.

But why play such a build at all?

Well, for one it has an answer to every situation you find yourself in. It paces the game in a very different way, though. Most builds just kinda start doing one thing, and they progressively become better and better at this same thing. Over here you start as a squishy Psycher with some explosives to your name, but end up as the tank from the video. Your Psi is not at all shabby. With Trance on you can finish Magnar with two Psionic Mania Cryokinetic Orbs, and the Spiritstaff on, of course. You make MKIII EMP nades for robots. You have Plasma MKII/III nades with Psi when you want to burst dense groups of enemies. You make Crawler Caltrops and Napalm nades for control. You have Locus of Control whenever it's needed. Your Psi Booster usage is not heavy, as well. Like I said earlier - having a 20 ap Shotgun helps a ton here.

That may sound like a lot to take in, but the trick to playing this build and having fun is to have a general idea of what's coming up next. I don't think a relatively new player would have fun with it because, for example, I wouldn't go against Coil Spiders without Psi-Cognitive Interruption, ect. I may be wrong, of course. Another thing about it is how craft-heavy the build actually is. There is a huge difference without  the chems and gear. It's just part of the build. You have to take it steady and always be on the lookout for better things to craft. I got lucky with two 150 + quality Supersteel plates from the first and only batch of 3 I ever made. That was enough for me, but it won't always happen, you know. 

And that's it. You have any questions, don't hesitate!  :)

32
Suggestions / Not quite sure it belongs here, but...
« on: August 04, 2019, 10:44:43 am »
When you place down Force Fields in such a way so no enemy can shoot you, human enemies holding either Assault Rifles or SMGs will loop in a really strange way. They will walk to the Force Field like any other enemy, but instead of passing their turn they, evidently, will try to move further which is impossible at that point. Even their animation suggests so. There appears to be a few frames of a stepping animation, but then that revers to standing animation and they're at the same spot but they just don't pass turn in a while. The whole thing is a bit annoying to be honest :(...

Possible fix?

33
Builds / A real Jack of All Trades, Master of None. Going Dominating.
« on: August 01, 2019, 02:14:58 pm »
Hello! How's it going!

Long time no see... aah, who am I kidding, you guys probably don't remember/know me. It's ok :D

Anyways. Expedition is out, and I really like how Underrail has developed with all the new additions. Now, I understand that jack-of-alls don't perform well in Underrail, but it has been on my mind for a very long time - pretty much since I started playing. I beat the game on Dominating last year with a pure Heavy Armour/Constitution/AR Burst/Crafting character who took a grand total of 3 AR bursts to finish the last boss. Yep - it was that crazy. But that character is also quite boring. I want to try something different. I just played the game on Oddity with a mostly Psi/Melee/Throwing build, and I may have botched Expedition as I was lazy to return to one of the camp defenses which resulted in a lot of coffins. For the next character I'd prefer to play Classic XP. Not that I dislike Oddity. I think it's a great game mode - I just don't feel like collecting all those items again.

So here's a complete, still work-in-progress Jack-of-All-Master-of-None build. The idea here is to have combat flow and constant answers to threats present, rather than have one magnificent skill that decides combat in a single go.

Ideas/Feedback welcomed.

So here's the build at lvl 1:

http://underrail.info.tm/build/?AQYHAwQGCAYPDwAAAAAAAAAAAA8ADw8ADw8AAAAADybCgyvfvw

Here's she is at lvl 8:

http://underrail.info.tm/build/?CAYHAwQHCQYyGQAAHgAAAAAAGR4eHhQUMiMAHgAAGSbCgys7MBQq378

At lvl 12:

http://underrail.info.tm/build/?DAYHAwQHCgZGLQAAHgAAAAAAGTIyKCMeRi0AKAAAHibCgys7MBQqFk7fvw

At lvl 16:

http://underrail.info.tm/build/?EAYHAwQICgZaNwAAHgAAAAAAGUFBNzcyWjcAMgAAIybCgys7MBQqFk4hSd-_

Lvl 20:

http://underrail.info.tm/build/?EAYHAwQICgZaNwAAHgAAAAAAGUFBNzcyWjcAMgAAIybCgys7MBQqFk4hSd-_

Lvl 24:

http://underrail.info.tm/build/?GAYHAwYICgbCgm4AAB4AAAAAABlpaTdVWn1aADcAACMmwoMrOzAUKhZOIUlKPk_Ch9-_

I still don't know how liberally I can put points into crafting considering I've never used benches in my playthroughs. But I know those exist, and I may have to use them here. Also, before hitting Deep Caverns we could put some points into Stealth and use crafting to buff it up. I think crafting alone easily gives 60ish stealth. MKIV grenades are available with chemistry of 69, if memory serves, so those will help a lot, although I will have to take grenade accuracy into consideration. AR burst will be available, but the build will not have to rely too often on it. Specialization points will probably go into Trigger Happy/ Locust of Control, and Root Soda will be the preferred food of choice. Here's a combo the build will be able to do - Psycho-Temporal Contraction, Psi Booster, Precognition, Locust of Control, Rage, MK4 Frag, Caltrops, Flashbang, Force Field, move, pass turn, reduce cooldowns, Mk4 Frag, shoot.

34
Other Games / What madness is this?!...
« on: October 29, 2018, 08:44:49 pm »
https://www.youtube.com/watch?v=7zMIYZDXbQc


This is Fallout 76 Official Trailer.

35
Suggestions / 100% Grenade skill?
« on: August 10, 2018, 03:09:19 pm »
Like Quick Tinkering.

You know... for the Ironman Crowd.

Whatdya think?

A one time, 100 % grenade accuracy activatable skill. Say... 60 throwing prerequisite?

36
Discussions / Sheogorath - ZOOM
« on: August 09, 2018, 09:17:29 pm »

37
General / Preparing for Dominating. Do you think it will work out?
« on: August 07, 2018, 03:18:48 pm »
Hello,

How's it going?

I'm nearly done with my first run on Hard(just entered Deep Caverns), and am thinking about Dominating--big project, so I'd rather be prepared, and from early on, too. Or not bother at all, if those better than me say so, that is.

I few words about me as a player. I am not that good at this game, and that reflects on my playstyle--I found roughly half the oddities. I wasn't trying/I didn't want to/I am bad at it :D. I put some points into Lockpicking/Hacking, but later found that I just wasn't doing any of it, so it ended up being wasted points. After all, I can't bash containers in this game :C. I am sure that if you keep them invested in at optimal levels you'd find something good, but as far as I can remember 80 effective in each didn't produce anything notable for me. The crafting did, though. I'd be happy to keep all crafting disciplines at optimal levels. Hunt some stuff, get some loot, craft some goods. Sound right in my book.

Not a stealthy type, too. I was doing scouting by walking in the front door, counting how many there are, and then walking out. No worries if they shoot at me, I was clad in the heaviest armour I could make, plus also being stun resistant, which, I think, was the best choice I could make in this game :D.

Now, my character was also good at psi stuff. I picked them more on account of me seeing what they had to offer, rather than wanting to create an optimal character, though. I can already see that combining heavy armour with psi gizmos won't produce an optimal choice in this game(unless, of course, I am wrong.) Or to be more precise, I'd very much like to be able to craft myself everything, wear the heaviesst armour, and still being able to manipulate the combat with force fields and force traps(gosh, I can't remember the names), but that seems unlikely from my current pov. 

So combining everything I know of the game I came with this:
Character Name: UghMericaH
Starting Stats:
Str: 9
Dex: 6
Agl: 3
Con: 10
Per: 6
Will: 3
Int: 3
Put one point in Dex, two in Int, then pump Per.
Focus: Assault Rifles, Heavy Armour, Throwing, Traps, Crafting/Special Bullets.
Feats: Conditioning, Expertise, Pack Rathound, Juggernaut, Thick Skull, Last Stand, Full Auto, Commando, Concentrated Fire, Grenadier, Three Pointer, Quick Tinkering.

I don't have the exact metagame info in my brain, but I'd avoid any Lunatics at any time, since they can reduce Con and have some one-shot gizmos available(Mental Breakdown and crit Neural Overclocking.) The mall fight would be me carpeting everything with caltrops, barring every entrance with traps and pumping gas everywhere. Psi beetles seem like trouble, too. Other than that, I don't think there's much I'd want to avoid. If it seems like trouble, the crafting aspect of the char should give enough money/options to deal with it somehow... I hope.

Thoughts?   

38
Hi,

How's it going?

So I haven't been a saint by any stretch of the imagination. I picked up the Protectorate questline mainly to get paid and earn some XP. A small side note to the devs--there wasn't any option for my char to say that he doesn't mind dirty work so long as he gets paid.. you know, hardcore merc.

Anyways.

I did the entire Abram thing at Junkayrd--infiltrating the embasy, saving the prisoner, ect.,ect. I killed only one soldier in the prison doing so, and then specifically checked whether the Protectorate would be aggressive towards me, and they weren't. After that I did the Gorsky run at the warehouse in Core City, and again, specifically checked whether the Protectorate would be aggressive towards me, yet they weren't. The Ambassador even told me to go to Fort Apogee after saving the train. I go there, I get hired, I go to Epione(if memory serves) Lab, I finish the work there and then I get back to Apogee. I enter and its ok. I go to the offices to speak with the boss, and suddenly, everybody there are aggressive towards me. So, I haven't been a saint by any stretch, but the way that this is happening is quite puzzling... What am I missing here?

39
Bugs / Bug with Throwing webs: Intended or Actual?
« on: August 04, 2018, 04:06:48 pm »
Hello fellow Underrailers,

I have this frequently occuring bug(or maybe it is intended) where I get immobilized by a throwing web around a conrner but cannot shoot back. So, it happens like this.

Lurkers and I tussle for a bit, then I move back around a corner waiting for them to come to me. I play a tanky character in very heavy armour and assault rifles. The Lurkers come in visible range, then throw a web, which immobilizes me, then shoot at me and end turn. I, having visibility on them, cannot shoot back on my turn. The game wants my character to move a bit in a direction around the corner in order to return fire. I've never seen them move after they've done their actions, implying that they stay in the same spot after they've shot at me.

I find it very puzzling that they can shoot at me, while I cannot shoot at them.

Here's a screenie:




That thing is occuring almost all the time and that Lurker in the picture didn't move after he was done with his turn.

Bug or intended?

Is 

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