Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - HulkOSaurus

Pages: 1 ... 8 9 [10] 11 12 ... 21
136
Bugs / Re: Not working as intended Thermodynamicity
« on: November 09, 2019, 02:37:15 pm »
Isn't that one for AP?

137
Bugs / A bugged wall and a few other things.
« on: November 09, 2019, 01:43:38 pm »


Enemies can shoot you through that wall.



An amphibian jet. If you board it and issue a move command quickly enough this will happen. Not that easy to reproduce, so it's not a biggie, I think.

Just want to point out that last update bugged Vanishing Power 'nade. 

138
Everything is pretty much settled atm, other than aimed shot, which if you read all the WoT above, is my preference, and it works quite nice before repair kit nerf shenanigans. Rn my inventory got hit really bad and I wish I could swap it with Pack Rathound.

For weapon, I choose 8.6mm hornet RR Anatomically Aware w/ 9mm chimera Muzzla AA
I might dropped pickpocket and get 70 psychokinesis for implosion + max throwing for the rest tbh, haven't put any point there, and it seems that ammo and money isn't that problematic as long as I'm doing merchant run every now and then. Maybe it's useful on dominating and SMG build?

My only complains atm is heavy armor playstyle doesn't really suits me, but I need to do this one for protectorate + praetorian run. And my luck doesn't serves me well, so far I only found 108Q tungsten max, and can't really find high quality rifles (atm 138Q chimera @ protectorate US shop) and haven't found my "main" frame yet (only found 103-ish)

BTW any recommendations on what's the best padding?

I just find it find it a bit ironic that you're moving closer to what I initially pointed out.

You won't be able to make much use of Psychokinesis with only 70 points, so I'd suggest that you focus on Throwing.

Super Steel will give you MP as well as very good % Physical Resistance. There is a way to earn quick buck with Expedition on. Tungsten is not bad at all, although I find it best to use it in situations where the damage threshold just soaks everything up, like against Burrowers, for example.

139
Suggestions / Re: Vanishing Powder 'nade
« on: November 07, 2019, 10:37:48 pm »
The cause is a bit different, but fixed for the next update in any case.

Thanks for looking into it.

The client on my side just updated and I think it has broken something about the Vanishing Powder 'nade... I am trying it out in Core City with two Praetorian guys. It never puts me into stealth now.

The issue that I was trying to point out before was that when no enemies had you in sight, but you're still in combat, the 'nade wouldn't put you into stealth. I was trying it out in that Protectorate port at Core City - the one with the snipers, turrets, cruiser and so on. When I shot an enemy down, but there was another relatively close to me(in his sight), the 'nade would work. But when all the enemies close to me were dead the 'nade would no longer put my char into stealth, basically leaving me open for snipers.

140
Suggestions / Vanishing Powder 'nade
« on: November 06, 2019, 05:25:29 pm »
Not sure this belongs here... but here I go anyways.

Vanishing Powder 'nade does not put you in stealth when no enemies see you. It's description states that you ''immediately enter stealth'' so I don't know if that's intended or not.

If you have MP leftover before using it will add them on top of the AP converted to MP although it won't show on the UI. Not sure if this is intended.

The suggestion in this thread is to have Vanishing Powder 'nade always put you into stealth no matter if an enemy is seeing you or not.

141
Bugs / Re: Invisible JKK Sentinel
« on: November 05, 2019, 08:32:20 pm »
You must be new here then.

God forbid...

Edit: Also, fixed for the next update.

Thanks.

142
Bugs / Invisible JKK Sentinel
« on: November 05, 2019, 01:24:36 pm »


The buggiest update I've seen for this game.


143
Builds / Re: Any suggestions for a 10 CON stealth knife/utility build?
« on: November 03, 2019, 10:09:01 pm »
Versatility would open SMG with armour-piercing rounds. Quite nice.

144
That's a lot of interesting changes. Looking forward.

Although, I have to say that the early game seems to have gotten a bit more difficult now. Not sure if this necessarily is a good thing. 

145
Let's Plays / Re: Let's Play: Nerfed Old Man, DOMINATING
« on: November 01, 2019, 01:46:17 pm »
Sneaking around Arke is relatively easy. The bots really don't have that much detection, but there is one huge obstacle to making the whole thing accessible - 4 Plasma Turrets.



So Nerfed Old Man snuck to the turrets then blocked one side with a Force Wall. Tossed an EMP on the other side, followed by an HE MKV 'nade and after a few shots those two were down. The only thing left to do now was to retreat to the next area.



Nerfed Old Man proceeded to sneak around all the cameras and bots. The cameras are indestructible but you can use combat mode to pass by them easily.



In one corner room - I can't remember exactly which one, there was the key for another corner room, the location of which I also can't remember. Arke is fun...



After getting that one Nerfed Old Man put on the shields and returned to the previous area...



Underrail magic still persisted. The Force Wall insured that the Plasma Turrets won't fire even though Nerfed Old Man was moving last for the turn due to -1000 Initiative nerf. The whole floor of bots, alerted from the noise made last time, was also moving in to strike. Nerfed Old Man responded with an EMP 'nade to make the choke difficult for the bots to come through. He had another Force Wall ready for the Turrets.

Once the bots clustered up in the choke Nerfed Old Man blew them all up with an HE MKV, MKIII Plasma and finished the industrial bot with W2C bullets. He used the corner around the entrance to take cover from the Turrets.



All in all, that was an easy encounter.

Nerfed Old Man immediately went in stealth and proceeded to sneak around the floor before the new batch of bots came in.

In another unknown corner room, opened with the key from the last corner room, Nerfed Old Man found a key for... another corner room somewhere in Arke.



Got gassed here, but managed to put on all the protection before the clouds built up.



I can't remember if there was a key in the gassed room, but the way to Arke's basement was now open.



Once inside Nerfed Old Man took it real slow - a tile at a time. He managed to spot the bugs before they spot him.



It's not very clear from the screenshot, but if you look carefully you will notice the Death Stalker's outline and shadow.

It's a lot more clear after a flare.



There are more bugs on the floor that get alerted but with a generous use of flares they are not that big of an issue.



Continuing to sneak around Nerfed Old Man spot more bugs here.



He made sure he was ready for the fight.



And continued cleaning the floor.



He found yet another corner room key.



And made it to the third large area of Arke.



There was, I believe, yet another key looted from somewhere, but finally, the key to the main console was looted back in the first large area of Arke.



After allocating power through the main controls, Nerfed Old Man opened the way to IRIS.

I think this build can do it without having to fight the AI, but Arke always causes a bit of frustration, so fighting the bots for real always feels good.





After explicitly being told to throw everything it has got IRIS summoned a horde of bots plus some Shock Turrets for Nerfed Old Man to fight.



Nerfed Old Man pumped the temporal haste on and ran out of the room immediately. Took a cover in the room to the north before the bot army could surroundshim. From there he systematically bombed the bots with EMP, Plasma and HE 'nades, filling the spare AP with W2C bullets. This build actually doesn't struggle against the robots. It was rather easy.

Didn't level up during this run. 




 

146
Builds / Re: Hunter(Spear&xbow) for dominating
« on: October 27, 2019, 12:38:41 am »
In which case I'd advise you to change the crossbow to guns :). Either AR or Shotguns.

BTW, I really am not into that second build, as well :). It's too squishy.

147
Builds / Re: Hunter(Spear&xbow) for dominating
« on: October 26, 2019, 01:07:21 pm »
Well, to be completely honest, I'm not really into either of those builds. Spears are heavy weapons - you won't get many attacks per turn and they don't have a form of cc in their repertoire, as well. This means that you'd want to be able to take a hit after you've finished your turn.

From my own experience with crossbows I'd say that 200 effective skill isn't great in terms of accuracy. You really do want to use the inherent high range those weapons have, especially for the versatile bolts.

For DOMINATING I'd advise for 230-240 effective thought control. It will get the job done beautifully. For Metathermics either go full in or don't go in at all. 130 effective skill won't give you much utility. Just immunity to fire. Up to you to decide if you think that's a great trade off.

If you ask me - I'd focus on crossbow more. Crossbows, unlike AR or SMG really do need full investment in terms of skill points and feats in order to shine. I'd go with at least 14 Perception, full crossbow skill investment, and make the spears as a side weapon for crits when the enemy comes too close. With Critical Power on, enough skill points in Melee for feats and a decent crafted spear, they will deal massive damage. That will, in my opinion, give you more reliable versatility in terms of ranged and melee combat while leaving enough skill points to make use of Crafting and Throwing. When it comes to a Crossbow/Psi hybrid, I'd say that the combination looks rather underwhelming. Psi hybrids, in my opinion, need to be paired with weapons that can be good even when not fully invested in. For example - SMGs, ARs, Melee Gloves, Spears, Shotguns. So if you want to go Crossbow/Psi I definitely think that it's one of the weaker combinations in the game. Stick to Throwing/Three-Pointer. It's pretty decent, especially with MKV 'nades. 

Another point that I frequently make is to lower your Subterfuge and increase your Crafting. The earlier you get to 150ish effective Crafting, the earlier you'll be able to make the really good weapons/shields/armours. Mercantile is another thing that will greatly help you in this case.

148
Let's Plays / Re: Let's Play: Nerfed Old Man, DOMINATING
« on: October 24, 2019, 02:51:45 pm »
Went straight to Eiden for the interview.





After that I decided to fight him.



Opening with a Fist of the North Star proc.

In fact Nerfed Old Man managed to get all the guards on the same turn.



Pretty impressive for a build without Fancy Footwork.



That was the end of Eiden. Looted his keycard and took the elevator behind him.



On the lower floor Nerfed Old Man was sneaking to see what he could do around.



The suspicion metres were filling quite quickly for the guards. Nerfed Old Man decided to fight them instead.

From all the enemies present in the room the only ones that can do something to the build are snipers and crossbowmen.



So Nerfed Old Man did a true stealth takedown on the sniper.



And pelted the crossbowman with the SMG.

The AR users won't punch through the shield and the melee enemies can't get in reach due to their low MP.



The rest of the fight was a piece of cake.

In the next area Nerfed Old Man took out all the enemies with true stealth kills. They are too far from each other to notice anything.



That was a nice change of pace.

Met with the Old Reject and despite his interesting lore, I couldn't free him, so I just looted the oddities and carried on.



Pushed the elevator button in stealth.



And the Faceless came.



Nerfed Old Man backed away and hid in the corner in the mean time.

Once they settled down He snuck past the few guards that went ahead and blocked the area behind him with a Force Wall.



Punched out the one guy that blocked the elevator during their turn and went in without further casualties for the Faceless.





We arrived in Deep Caverns.



He immediately head to the Faceless patrols to the east.



Those, naturally, guided him to their base. And in the base, surprisingly, the Commander was all happy with Nerfed Old Man.



Ok, I thought it wouldn't work, but it's nice that the game recognises that. More AP ammo, although I doubt I'd use it all.

I took a small detour and fought the Faceless here for shizz and giggles.



The Commander was permanently under Fist of the North Star proc, and the rest of them were outside, slowly bleeding out. Spent quite a number of 'nades and Caltrops, but won it in the end. It was more annoying than anything, to be fully honest. The Gaunts are especially nasty.

Anyways - it wasn't really my intent to go hostile on them. Fighting them all around DC would be too much of an annoyance. So reloaded a save and continued on normally.

Went to visit Leo. Grabbed the Jackhammer from his place.



Gave back his knife which I had stashed earlier.



And had that conversation with the Hole of Reason.



After that I went sneaking around Hollow Earth, gathering a few oddities and demolishing walls. I met the the Tchortists after that.



Kudos for those who actually read the report :D.

Nerfed Old Man checked all the junk in Warehouse Block B afterwards.



And found this together with a few other pieces of 160 + quality. Never seen anything like it. Wonder how much shield capacity I'd be able to squeeze out of it. Either way, I wasn't going to be able to use it.

Stocked up on Ancient Rathound Leather.



Leo likes those and they trade for a good number of ampules and other things needed for crafting.

With that out of the way, Nerfed Old Man went sneaking towards Arke.



The bugs are alright in terms of detection, but nothing too hard, so sneaking past them wasn't that big of an issue.

Nerfed Old Man scored a few stealthy kills...



...and entered Arke.



Pain incoming, I guess :).

The build at the moment:

http://underrail.info.tm/build/?HAMQBQkDAwcAwpYAwpY3bloAAAAAZWdGYGUALQA3AABKJy9hFiBOBsKjBysMPiRLwq3Cm8KewqDCh8KzduKdjQHioZAD4qKWBOK1rgXfvw

149
It's Assault Rifles. You can easily play with 12 Per and be completely fine.

As a matter of fact - I'd drop Per and Str further and get to 6 Dex. That will open up Grenadier. Together with the Temporal shenanigans you'd love to be able to throw two consecutive explosives and follow up with either flashbang or a barrier for more explosive action after that. There is a +1 Str food available, so if you want to make use of Tungsten Heavy Armour, you still can, although Super Steel's higher physical resistance should be your endgame choice together with decent striders. Armour Sloping would not be a bad choice in this situation after all.

Speaking of alternate weapons and Aimed Shot - you can just make a 20 AP shotgun and use red ammo instead. It can be good on a situational basis without making you spend too much rifle ammo. That would save you a perk.

Between Lockpicking and Hacking, I'd personally pick one and put the rest of the points into Crafting. I've said it many times - Crafting will get you better results in the end. Speaking of Crafting - try to aim for 105 effective Mercantile with Hypercerbrix on. The extra shop items will boost your arsenal. And the earlier you get them - the better the run will be. Those points in Persuation don't look good, either. You could easily put them into Crafting, as well.

Personally, I am not a big fan of Aimed Shot, Survival Instincts, Premediation, Fast Metabolism, Critical Power, Recklessness in this build. I just don't think you'll make full use of these perks the way the build will play. Your main weapon will be a Hornet Rifle - less than 100% crit dmg bonus. I'd consider Trigger Happy(big QoL for newer players), Grenadier(extremely useful at softening crowds), Pack Rathound(trust me - you will love the extra carry cap), Future Orientation(you will be using that all the time). I'd also try to pick Conditioning earlier into the run. 

150
Let's Plays / Re: Let's Play: Nerfed Old Man, DOMINATING
« on: October 18, 2019, 03:55:59 pm »
Nerfed Old Man found himself in this place.



Proceeded under stealth to the next area.



And scored a kill or two before the natives got alerted.

Magnar showed up pretty quickly.



He didn't manage to attack on his turn, so Nerfed Old Man tried stunning him instead. Spent quite a few AP doing that because Magnar's defences are superior. Nerfed Old Man had 50ish % to land a melee strike. He got lucky with a Cheapshots proc and spent the rest of the AP dealing with the entourage - stun the other guy, throw some Caltrops, block the choke with Napalm 'nade, ect.

The rest of the natives weren't too slow behind.



Nerfed Old Man applied Pneumatic Hammer proc to Magnar and started pelting the natives with SMG single fire, all the while keeping all the melee enemies stunned and the Psi users at range.

The next Napalm 'nade was huge.



He threw another one just in front of him without touching Magnar.



And dealt with the natives' stragglers by using the SMG.

When only Magnar was left alone, Nerfed Old Man trapped him with a Hunting Net...



...which has maximum accuracy when Magnar is stunned and lasts for a turn. That allowed him to permanently keep Magnar under Pneumatic Hammer proc while the flames were dying out. Nerfed Old Man also looted the bodies of the natives while in combat to replenish the Hunting Nets.

Once the fires died out, so did Magnar.



And Nerfed Old Man proceeded deeper into the throne chambers, looting everything he liked. He was in combat mode all the time because of the women, but he didn't kill any of them. He wanted to stay in combat mode to see if he could escape the chambers before the Magic Dust came.

That may have bitten him in the ass, though, because as he was making his way out he encountered four patches of Magic Death Dust.



The first time I did this fight there was only one of it, but now even the lights were going out.

Still, with Haste and Adrenaline Nerfed Old Man escaped the throne chambers without much of a problem.

Next he went to see the Ferryman and got him to move the Submarine to the Creeper's Bay.



He did learn some interesting lore concerning the natives from him this time around.

He hopped in the submarine...



...and arrived at Abyssal Station.

The whole area is quite rich in oddities. You better give it a good shake.



Nerfed Old Man convinced Todd to open the door.



And arrived at the Shadowlith.



You can clearly see that the cut piece is the one from the Black Rock Shrine. The lore from this area together with the one learned from Todd really explains who the natives are and how they came to be, as well as their brutal religion.

Nerfed Old Man grabbed the AconR...



...and ran from the additional Magic Death Dust balls that came to chase him.



He boarded the submarine. Todd was already inside, so they both escaped.



He spoke with the Ferryman about taking care of Todd and head to Pirateville.

He ended the Expedition's quest-line by speaking with Captain Grim.



In turn the Captain asked Nerfed Old Man to join him to see the Professor.




The Captain revealed some interesting lore here.




He then released the Professor.



Katya reacted to Serpent Eyes being dead.



After that Nerfed Old Man boarded his Cruiser and head back to Core City. Expedition was done.



He met with Aran who swore that he'd be his mortal enemy now.



And then gave the AconR to Azif, who reveals what the AconR actually is.



Nerfed Old Man gave Underrail one last shopping trip and loaded as many supplies into his inventory as he could carry.



With that he head back to the Institute.

Didn't lvl up during this run. 

Pages: 1 ... 8 9 [10] 11 12 ... 21