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Messages - HulkOSaurus

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121
Builds / Re: I wanna do a build that's like a Starcraft Ghost
« on: November 25, 2019, 04:18:45 pm »
As a matter of fact you'd be able to make a build that better resembles specters than ghosts, to be honest.

To be more precise - snipers need a lot of Perception to ''work'' and won't pair too well with functional Thought Control and Psychokinesis - the two schools that, in my opinion, would ''match'' SC psionics. The base stats would be spread kinda in all directions, and I don't think it will be very enjoyable... Especially when you mention SMGs in the mix, as well.

However...

You could make a pretty decent representation of Gabriel Tosh. Shotguns kinda resemble Gaus Rifles - lower range, a lot of damage, no snipe. But they also need less investment in terms of stats and feats to be good. That will free more base stat points, skills points and feats to make your Psi better as well. Some crafting won't hurt, as well. Home brewed assortment of grenades, caltrops, weapons and armour are a game-changer in this game. With Locust of Control and Thought Control Psi you'd literally be able to ''stun'' a group of enemies. Because you will be spread a bit wide I'd recommend focusing on Thought Control more and using only 45 points in Psychokinesis and 55 points in Temporal Manipulation. You also have shields and some other interesting gadgets to use. Available through crafting, though.

One of the latest updates brought us the Vanishing Powder Grenade which literally allows you to ''cloak'' during combat. But in Underrail you always reveal yourself once you attack. The game has a sound system, but that does not mean you can't use functional stealth to make your way through.

122
Bugs / Re: Infused Leather Tabi Boots have no resistances.
« on: November 25, 2019, 08:55:53 am »
Don't Infused Rathound have 5 %?

123
Bugs / Re: npc sight range longer than the players
« on: November 24, 2019, 03:46:40 pm »
NPCs will attack you at max range if they are aware of you.

You can observe the same phenomenon with stationary turrets which you, the player, can target in the fog of war, provided you first scouted them in your actual visible range.

124
Builds / Re: Crossbow, psi support, and point shot build. (Advice needed)
« on: November 22, 2019, 07:56:27 pm »
So I started out going for a versatility/chem pistol/deadly snares build that used psi buffs that required almost no investment. I found out that I HATE chemical pistols but love electroshock pistols (that aimed shot crowd kill potential amiright)

So I decided to scrap that perused the wiki and decided to do the same build, drop chem pistols and go for crits and maximum actions per turn)

The core items of this build are the jkk tactful jacket, goggles of your choice, tabi boots (best you can buy) and the bolt quiver.

Starting stats are

S:3
D:2
A:7
C:3
P:10
W:3
I:7

core feats are

Aimed shot
Versatility
Point shot
Critical power
Both Psyco temporal feats
Psi empathy
Premeditaton (you can probobly ditch special tactics and take up electrokenisis instead)


I will be ignoring deadly snares and am not sure whether I should take opportunist as I dislike the playstyle.

As for skills


Guns to 25 for point shot then let versatility take care of the rest

Crossbows max out

Dodge and evasion as defensive stats

Mechanics and electronics are your core crafting stats

Both biology and chemestry are mildly important but probobly not essential.

Get temporal to 55 for the free ap and mp

Get psycokenisis to 30 or 45 for electrokenisis and electokinetic imprint respectively

Lockpicking and stealth as utility (it migt be possible to fit hacking and or mercantile idk)

As for throwing you know the drill.

I still need help filling in the rest of the build (for example, how reliable is ambush with the update changes)

And how do I get the most out of crit chance and is it worth pumping the specialization for recklessness?

OP, to be completely honest with you, if you're not going for Deadly Snares I don't see a reason to use Crossbows at all.

You could run this thing off max Dex and Versatility which will lower the AP cost of all your pistols by a lot, and will also give you a 4-5 turns single target stun at 16 AP.

Since you mentioned that you liked the Electroshock Pistol there's also the Execute feat, although I don't know if these two work together. Probably not, but worth trying.

On a side not - Biology and Chemistry are VERY important. The items that they open up are game-changing.

125
Builds / Re: The Versetile Spear Juggernaut
« on: November 21, 2019, 04:52:25 pm »
Ah, yes, sorry about that.

Indeed, Doxy is right about the starting stats distribution.

At what difficulty did you play HulkOSaurus?

DOMINATING. Just keep to the walls to avoid the traps in Depot A and on the way to the Rathound King. Although you can just make a Shield Emitter for the Rathound King fight.

You basically want Heavy Armour as soon as possible together with any spear and Spear Guardian Feat with two Spec points. After that put two Spec points into Armour sloping, then focus on making shotguns better. You can almost exclusively fight melee enemies until you get the Reef Glider and start pumping Super Steel Plates. Gas 'nades help immensely along the way.

126
Suggestions / Re: Moving to core city sucks (mover bots and stash boxes)
« on: November 20, 2019, 09:24:04 pm »
Moving stuff to the house isn't always as productive - you, after all, only need to craft stuff there. If you store Upper Rail stuff at the bins next to Oscar's shop you get an easy sell for weapons and armour. You can also check which recipes you want to craft by using the craft menu. After putting the materials away or closing the crafting menu the components will be at the bottom of your inventory, which will allow you to stash them in another bin. That way you will travel to the house only for the stuff you need to craft. You do earn a loading screen more than you'd probably want and it's quite possible you're not like me - a guy who always crafts all the 'nades and chems on the fly. I only visit the house for shields, weapons and armour, and probably two or three times in a run. 

There is an easy SGS storing place at the weapons and armour shop - it's next to the shooting range.

For Foundry I always use the bin next to the bar.

You can store a small supply at Fort Apogee - it's the store that sells the most explosives, after all.

127
Builds / The Versetile Spear Juggernaut
« on: November 18, 2019, 12:04:40 am »
Hello,

This is the Versatile Spear Juggernaut.



A pretty relaxed build to play. Sometimes it's just good not to worry about dying.

The build sports 664 HP after Psi.



And two setups in terms of protection.





My personal favorite was the first one. 40 + movement points at base before Psi always takes the cake for me. But there are a number of caveats here.

I couldn't get a decent Super Steel helmet on - I was using a Steel one - which is 20 % armour penalty. It was the only decent quality metal plate I could get my hands on for that spot.

The main armour is the most important thing.



I pretty much rushed the Reef Glider and used the build's tankiness and spear block ability to go through all the spiders and Strongman/Handmaiden in order to get it as soon as I could. To gain entry to Expedition I just defeated the Beast which was made quite easy with poisoned caltrops and Gas 'nades. That's also important as it opens the Super Steel furnace. Used the looted Hypercerebrix pill from the hospital to buff Mercantile to 100 and get 30 k for the Glider. Put all the money I had together and I managed to make 12 Super Steel plates. And while the majority of them were kinda trash, 4 were good enough. A base 150 + quality with 3 140 + quality to make very a decent main armour. Together with Armour Sloping and it's two specialized points, of course.

For the boots I just used the best Tungsten I could find. There wasn't a lot of difference in armour penalty in this case, so the heaviest is generally best.



These are the feats:





And these are the specialization points:



The skills points are as follows:




The Psi:



Main weapons of choice was the Tungsten Spear because of it's critical damage.



Pretty much every Impale was a dead enemy. It even one shot Magnar after stacking Gas 'nade procs. It's blocking ability together with the heavy armour and a double low shield emitter was soaking everything except for sledges and spear crits. And those did not do much, either. There was only the occasional Grand Slam from the natives, but that was about it. Sniper crits were nothing as well. The highest I ever saw was against one pirate sniper for 60 without Morphine and helmet on. Every other sniper dealt 30-40 damage per Aimed Shot.

For ranged weapons I went with a Tactical Vindicator:



And a scoped 9mm AR with W2C:



Leading Shot with specialization on was very helpful. I went for the Tactical Vindicator because of it's critical damage bonus and I was using goggles for critical chance. The type of ammo I used the most was the Hopper Shot, only occasionally swapping for 12p/6p. The Vindicator's high spread really starts performing awkwardly the lower the pellet count you go for. 20p on the other hand was very consistent and I can say that this combination is excellent against all types of wildlife and lightly armoured enemies, one shotting almost everything along the way. I used Thermodynamic Destabilization a few times and it was quite ok. I guess if you want to use it more often, it's fine, although I didn't find enemies clumping up together all that much. There was another cool combo, though. Freeze, entangle with a net, Impale then Entropic Recurrence. That one was against bosses/arena enemies but you have to be careful not to have any electricity in the spear because Entropic Recurrence will trigger for the shock proc rather than the Impale crit. The 9mm AR was for Dreadnoughts and Naga Protectors and it was doing a good enough job at it with Focus Stim on. I took Expose Weakness at 30 and only to use it against the last boss, but it didn't land in the fight. Still got two spear crits for about 800 each, so it was ok in the end. Took out the Thought Control tentacle before anything else, and the fight was quite easy. I even fought the Faceless after that which was pretty much the hardest encounter in the whole game, having to retreat from the area and then come back.   

All in all - a very chill build to play.

 

128
General / Re: Riot Gear optimal usage
« on: November 13, 2019, 08:35:52 am »
You can really mitigate a lot of melee damage with some feats on. I think only sledges can actually come through. It's up to you to decide whether that trade-off is worth it in the end.

I generally prefer metal armours more, but on a Juggernaut with Crafting I can see the benefit of going into RG for some encounters.

129
Bugs / Re: A bugged wall and a few other things.
« on: November 13, 2019, 08:29:36 am »
How is it bugged?

Immediately after last update I tried it out in Core City with two Praetorian guys. The Vanishing Powder wasn't putting the character into stealth. Later on I made this post with a few more bugs on.

I put on the game literally now to try it out again, and while this time my character entered stealth there was no movement points conversion leaving my character standing in the same place.

130
Wearing heavy armour would reduce your effective Dodge and Evasion, so I don't think this will be a ''Tin Can.''

On a side note - swords/machetes seem like they need quite a few feats in order to become great. Alternatively, you could try to make a full Dex Psi Hybrid that uses fist weapons. That will open up a few more points for skills and be less heavy on the feats, even allowing you to go into Versatility. It would also, potentially, either allow you to max Psychokinesis(very strong melee attacks) or go into Thought Control with 10 Will.

131
Builds / Re: crossbow/shotgun build advice
« on: November 11, 2019, 07:23:59 pm »
Ye, but compared to sniper, it's far less useful for stealth killing. And I assumed vanishing grenade will works regardless of "alert" noise (or just flashbang them all once they're alerted
Ofc crossbow has less AP, but sniper should be able to reliably 1-shot enemies than crossbow

If you're replying to my post I think you're misunderstanding me  :)

I said that I believe shotguns to pair better with snipers than with xbows. With or without stealth snipes.

Vanishing Power 'nade worked nicely on release - then it broke with the last update. I can see people falling in love with it... once fixed, of course. It just puts your character in stealth and every ''eye'' on top of the enemies is reset to orange. You get to keep your MP, as well.

Snipers can one shot every non-boss enemy in the game. Naga Protectors and Dreadnoughts included, although with those two I think Snipe takes precedence over Aimed Shot.

132
Builds / Re: crossbow/shotgun build advice
« on: November 11, 2019, 05:13:11 pm »
"stealth sniping" isn't reliable due to how stealth kill works in this game. 3 people around, killed 2, survivor yelled, everyone ganked on you anyway.

Once they fix it, the new Vanishing Powder 'nade will make that much easier. On the flip side I don't think you'd need to stealth snipe all the time - having the option for ranged combat is quite nice, though.

133
Builds / Re: crossbow/shotgun build advice
« on: November 11, 2019, 11:57:05 am »
I also am not a big fan of the Crossbow in this scenario. Shotguns pair much better with Snipers in my opinion. You can even go stealth and swap the Versatility/Marksman for Aimed Shot/Snipe.

134
Suggestions / Re: Body Horror should delay stacking of creeping dread
« on: November 11, 2019, 11:54:51 am »
Hmm... You could make the argument that it should speed it up instead?

135
Let's Plays / Re: Let's Play: Nerfed Old Man, DOMINATING
« on: November 09, 2019, 05:19:48 pm »
After finishing with Arke Nerfed Old Man powered up the residential block and went straight there.



Met some Rathounds on the way. Even though they are immune to stun and incapacitation they posed very little threat simply due to their low MP.

On the floor above Nerfed Old Man changed into full insulated costume.



Then he looted his favorite drug recipe in the entire game.



After getting done with that he head for the Mushroom Forest.



Dressed for full Bio/Acid resistance the wildlife was causing no problems.

The area also has quite a few oddities.



Soon after that Nerfed Old Man put all the clothes away and bathed in some mushroom spores.



After emerging(or submerging) in the new area he set up a fishing spot here:



And went on to challenge the... boss of the area.



Nothing much to show here, to be honest. Full Bio resistance makes this a very straightforward fight.



Nerfed Old Man collected the Mycokardia and traveled back to Arke. There he powered the Hollow Earth research center and head to Tithonus lab. He made the Biocide 'nade along the way. 



The Psi shadows at Tithonus are quite annoying. You can walk around them in combat mode and the trick to passing the area is to keep a distance of at least two squares away from them. That is, of course, unless I am mistaken. Either way - there's a lot of them and in the absence of Neural Overload your only way to deal with them is to wait for them to create enough space so that you can walk past. If you start combat the shadows won't move(unless they ''see'' you) which is the saving grace for non-Psi characters.

I can't tell you how happy I was to pull those plugs away.



Switching back to full Acid/Bio resistance, Nerfed Old Man traveled to the Labyrinth.

Much like the mushroom people before, the worms in the area weren't that much of a deterrence other than being bullet sponges in need of filling. They use acid blob attacks so Nerfed Old Man, naturally, came prepared.



And there's a lot of them, as well.



Kudos to those who understand the reference.



You can use this Tunneler as a landmark to orienting yourself to the way back.



Getting done with the Labyrinth, Nerfed Old Man collected all the necessary parts to fix the gate leading deeper into the Mutagen Tanks.

He made a bee-line for the room underneath the gate, stopping only briefly at the refuges along the way to hide from the Eye of Tchort.



He didn't need the AI cores to get he job done.



He quickly darted through the gate and arrived at the final room.



This is the video with the final boss and the showcase of the build together with the items used throughout the game:

https://youtu.be/f54VHB1tXCs




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