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Messages - HulkOSaurus

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151
Builds / Re: The crafting question
« on: October 17, 2019, 02:18:36 pm »
Subterfuge is situational. Considering what type of game Underrail is, Crafting will give you more in return.

Not saying to completely abandon the tree. Hacking is fine. But pickpocket and lockpicking on top of it is a bit too much, imho, especially since you have no points into Electronics.

152
Builds / Re: The crafting question
« on: October 17, 2019, 01:18:05 pm »
Ugh...

I'd lose most of the skills in Subterfuge and Intimidate/Persuade to lvl up Throwing/Crafting and Mercantile more. Some Traps skill won't hurt. As a new player you will have to be especially careful about stealthed enemies.

Mechanics will give you the best knives. Electronics will give you the best shield emitters. Chemistry will give you potent throwing items. With such a high investment into melee skills the Versatility feat won't hurt, either.

153
Let's Plays / Re: Let's Play: Nerfed Old Man, DOMINATING
« on: October 13, 2019, 03:19:05 pm »
I continued with the Institute shenanigans.



Finding the vent does not require any Per from your character - only that you start the quest. I actually wasn't completely sure of that.



I forgot about the Coil Bugs here. Wasn't prepared with the usual 100 % Electric resistance stuff.



Lucky for me and despite them being very perceptive, I was able to somewhat sneak around them.

Found a lone bug here.



Took it out, but right after walking a tile to the back I got trapped in one of those electric cob web trap-things. The bugs get alerted if this happens.

One of them, however, blocked the choke and spent it's entire AP pool on an EMP. That makes the whole fight incredibly easy.



After that not-so-smooth experience Nerfed Old Man found Nevil.



The whole place goes alert and the swarm of bots comes to wage some high-tech warfare.



Used a Laser Pistol at first, but switched to the Acid Pistol after that. It both entangles them and does very good damage with the Advanced Catalyzing Belt.

Nevil, in the mean time, got set on fire and ran in the opposite direction.



An EMP, HE 'nade combo did a ton of work here.



Also, Nevil ran to me this time.

Seeing that I might get a shot at saving him, I decided to go full bodyguard on his ass.



The only way to do this, I think, is to completely prevent him from doing stupid stuff... like, you know, fighting the bots.

Despite my best effort, an Industrial Bot went around me and ignited Nevil from a tile next to me while Force Wall was on.



There's no saving him now, plus Nerfed Old Man had to take a step back because shields had taken a beating, as well.

The rest of the bots weren't that big of a problem. Dancing around the corner and throwing an EMP or two, Nerfed Old Man cleaned house pretty well.

Got this for his effort.



Interesting weapon. Don't think it can stand up to the 6 AP, +2 bullet per burst custom Impala he had made for himself, though. I think you could make this work on a crit build.

That was the last task I had form the Institute. After that Median Samuel invited Nerfed Old Man to meet Eiden, but he had something else to do before that.

Namely, collect more oddities.



One thing I left for pretty late in the run were the Lurkers. I find them to be a very dangerous bunch, and usually go about very carefully when fighting them.

This is, however, the first time I do a stealthy melee character, and I have to say that it really has it's benefits.

Basically, all around the tunnels there are these small groups of Lurkers which won't get alerted if there are no gun shots. I was also moving around a tile at a time to try and spot and ones who are stealthed.



I used Morphine, Bullhead here - entirely unnecessary. Still, better be safe than sorry.

Sneaking further in the tunnels, Nerfed Old Man found the main Lurker Base.



Also learned this little trick, although it might be a little too late in the run to make good use of it.

In the room to the east the suspicion bars were filling too quickly on the enemies, so instead Nerfed Old Man threw a bag of Caltrops and hid behind that barrel over there, thinking it would provide cover.



He was, instead, wide open for the whole gang to shoot him, but he also had the shields up.

That, however, also makes the entire gang come together in one tight spot.



Just look at them... begging for a 'nade.

An egg, flashbang, egg combo wiped them completely.

The Butcher was nothing.



After looting the area of Oddities - quite a few around here, mind you, Nerfed Old Man boarded his Protectorate Cruiser and head back to the Black Sea. I just wonder, though... is the Black Sea and the whole Native, Pirate, Aegis stuff somehow related to the real Black Sea...?



He did some more Oddity hinting.



And tested some new Laser Pistol he had made for himself.



It was doing alright, even without being a build fully focused on energy weapons.

The whole wildlife thing in Expedition is very important for Oddity XP. Make sure you always collect everything.



He found the Submarine.



Snuck past all the crabs without any problems.



And without engaging in any combat, put the power back on.



While the crabs and the statues were having a go at each other, Nerfed Old Man just ran past them with all the haste and adrenaline he had. Didn't want to deal with them anymore, although, he still threw a flashbang on his way out.

Next, he head a little to the west and landed on a busy shore, bustling with Natives.

He made a complete mess out of the place.



Every Psi user was bombed - MK V 'nades with Three-Pointer on one shot them. The shields completely tanked the crossbowmen's shots, and between the punches and the SMG the rest of the natives were no problem at all.

Observing a bit of Native aesthetics, he noticed that skull which might have a wig.



Nerfed Old Man made his way to the Shrine of the Serpent Eyes.



Sneaking in was filling their suspicion bars too quickly, plus there are Sea Wyrms in the water beneath. So instead, Nerfed Old Man barricaded the corridor to the entrance with Crawler Caltrops and Toxic Gas.



Took out the few isolated shamans close to the entrance, alerting the whole shrine in the process.

Using SMG single bullet fire and 'nades, he had no problem cleaning the natives coming through the gas cloud. Serpent Eyes himself took a ton of damage with a single 'nade.



BTW, how much Thought Control do you need for 21 images...?

I blocked him with a net and Force Wall combo to prevent Psi shenanigans and wait the images out.



Hunting Nets land on a Psi user with Pseudo Spacial Projection on... neat, although logically I think it shouldn't. I am sure it was made deliberately for balance reasons.

After the images went away, Serpent Eyes was a sitting duck.



Deeper in the Shrine we find an interesting piece of lore for Expedition.



Lvled up to 27 during this run:

http://underrail.info.tm/build/?GwMQBQkDAwcAwpEAwpEyalAAAAAAZWdGVWUALQA3AABKJy9hFiBOBsKjBysMPiRLwq3Cm8KewqDCh8Kz4qGQA-KilgTita4F378




 






154
Builds / Re: 19DEX SMG build, dominating difficulty need advice
« on: October 10, 2019, 01:15:01 pm »
It's the Psi shadows I am more worried about.

155
Let's Plays / Re: Let's Play: Nerfed Old Man, DOMINATING
« on: October 09, 2019, 04:07:30 pm »
I got busy with doing the Institute of Tchort quest-lines.



The first step were the Lunatics in Hapocres Station.

You may not be able to see it at first - sorry for taking such a bad screenshot, but there's a crawler there. At this point, even at 3 Per, Nerfed Old Man was able to spot them while being stealthed. Moving very carefully, of course.



There is more space between Lunatics groups here than in the Mall, so sneaking around was much more easy, actually.



Get really close from stealth, then just punch the entire group and place them into cc.





Completed the whole thing without a scratch.

Sneaking to the mutants was easy, alright, but you just take out a dog or two and a Hunchback.



Blocked the doorway with Crawler Caltrops and blew them up with a single 'nade. Had the CAU armour ready to loot the whole area of Oddities.



Nerfed Old Man went to Core City next - that lab next to Foundry.



Managed to get caught into a trap from the Lurker ambush. Luckily only the gunslinger moved before him - Kneecap Shot still is a solid response to the build. There is also a sniper here, so you always gotta be careful.



A Flashbang 'nade works really well against them.

For the lab itself Nerfed Old Man equipped the Tesla Armour and some new Insulated Infused Ancient Rathound Leather Striders with 150 + quality foam on.



Got 100 % resistance for the fight in the maze.




You can even walk over the electrified floor tiles, though you have to be careful because the Tesla Armour has low durability and it's losing it quite fast.

I found the Power Fist - a very nice weapons, although I can't utilize it with this build.



Completely stomped the Zone Boys on the way back.



Got wasted in the name of science.



I think it's called shlyokavitza :)

I found the first decent Pneumatic Hammer I've seen in the game so far...



...which I won't be able to use now.

I picked up the quest for Median Samuel and the West Wing next.



With the build so far I had no problem getting there.

The Efreitor himself is not hostile, and we better not make him so.




After talking with him, you can actually spot all those bugs around him.



No cheating.

The Mediant still wants him dead, though.



So knowing the position of the bugs now, this is what Nerfed Old Man did.

He worked himself behind the Efreitor and used Force Wall to block all sides except for a choke blocked by a crawler.



He then punched the Efreitor until his head fell off.



And blocked the choke with a stunned bug.

When the Force Wall wore off he Flashbanged the crawlers and ran for it.



There are still a couple of bugs around - one of which will sting you. But by the time the poison takes effect, Nerfed Old Man was so far away, the crawlers either couldn't catch up, or were not aggressive towards him anymore.



No bugs came to attack him while he was stunned.

Finishing that, he went to collect his super steel at Foundry.

Got lucky here.




This is the build at the moment:

http://underrail.info.tm/build/?GgMQBQkDAwcAwowAwowyZUsAAAAAZWdGVWUAGQA3AABKJy9hFiBOBsKjBysMPiRLwq3Cm8KewqDCh8Kz4qGQAuKilgPita4F378

156
Builds / Re: 19DEX SMG build, dominating difficulty need advice
« on: October 09, 2019, 02:37:22 pm »
Lightning Punches, Expose Weakness, Psycho-Temporal Acceleration, Sure Step, Future Orientation.

Using Fist weapons at 4 AP with Pneumatic Hammer on will give you a much needed form of CC for the late game(I actually don't think you'd be having an easy time with the last boss on this build without it). You will find Expose Weakness very useful then, as well. Buffing the Temporal skills is very handy - you'll love it. Sure Step will make your life much easier - you're able to craft Crawler Caltrops. Use them.

If you haven't crafted some Focus Stims already... well, what are you waiting for?

I'd also lower some of the skills in Subterfuge and increase slightly Mercantile to 95 Effective and also buff Crafting a bit.

157
Bugs / Re: 100 % Electric Resistance still gets you killed...
« on: October 07, 2019, 12:17:44 pm »
Yeah, it must be the armour degradation. My bad.

158
Yeah, I've seen both things happen quite often.


159
Bugs / Re: 100 % Electric Resistance still gets you killed...
« on: October 06, 2019, 08:59:00 pm »
Really not sure if that's the case...

160
Bugs / 100 % Electric Resistance still gets you killed...
« on: October 06, 2019, 12:14:31 pm »
...when you walk on electrified floor tiles.

Now, during combat mode you don't get killed when walking on top of those, but outside of combat you still die. When you walk on those outside of combat you see 20 or so procs for 0 electric damage(all occurring from a single tile), then your character drops dead.

161
Let's Plays / Re: Let's Play: Nerfed Old Man, DOMINATING
« on: October 06, 2019, 11:53:26 am »
I tried going to the Joint Security Headquarters.



But forgot that I needed to do something else before that.



I thought that implanting the chip in Nerfed Old Man's hand would be enough. I kid you not I thought for a bit what I needed to do here.

I remembered that it was the Nexus of Technology. The place that took me forever to find the first time I played Expedition.

The good things was that by that time Sneaking was starting to stack up quite nicely.



Nerfed Old Man was able to sneak around not only crabs...



...but spiders as well. Actually remaining unseen until he can spot the sneaky ones. Every once in a while we would bump but because of high Initiative I'd be able to pretty much punch the spider and move on stealthed.



Fighting these in smaller groups is certainly better. There are quite a few Oddities to loot from them and the area in general.

Past the courtyard and through the elevator...



...and I think this is last floor of the Nexus. Not too sure.

Put the power back on and melt all the sentries that come around with the XAL. It was doing a fantastic job in general.



It's downside being that it spends a lot of ammo. The whole of the Nexus cost around 250 Acid Vials.

It also can't entangle that one.



I made it to this place... somewhere around the floors.



I know there is a puzzle here - I haven't checked anything concerning it or how to solve it. I understand only the basic idea behind it, but like the mutagen puzzle, I've never taken the time to solve it. Something to think about in the future... if ever :).

I also found this, alongside with the quest item needed to gain entry to HQ.



Nice.

I must have gone on a preparation spree of some sort next, because here are some pictures of Nerfed Old Man and his inventory before going into HQ.




The Infused Ancient Leather Overcoat was changed for the superior Infused Bison Leather Overcoat. It gives +1 Con, +70 HP and immunity to chill, as well as 40 % physical resistance. If you find a decent quality like 150 + it will probably be 45 - 50 % resistance.

HQ is open...



...but we gotta naked for now.



Avoiding the cameras in combat mode, Nerfed Old Man made his way one area to the west.



Open both doors and let the statues and spiders sort things between themselves. In the mean time, because they don't target you, you can walk around them without any problems.

There's TNT in the room behind the statues. Looted that and set it up back in the first area. That, however, awakened some sentries on this floor. I can't remember if that was the case the first time I was doing it... but I was certainly surprised.

I got my weapons and 'nades from the container and fought naked.



Luckily there's not too many of them coming at once.



Got busy with clearing the Plasma Turrets.



There are Plasma Mines here, as well, so shields up at all times.

Running into that doorway here will prevent the Turrets from shooting you. Makes the whole thing easier.



Next, I found some Naga Protectors. I used the shields to tank the blasts from the two at the back while close to the first one. A bit more damage to it that way. An EMP MK III after that to take down another one, and the last one is just run around an obstacle in circles - it can never catch up to you, or shoot you.




Going down to the basement we loot the Reef Glider key and awaken some more statues.



But with the new coat and the now decent Evasion those really don't do a lot of damage anymore. With shields on they do 20 or so health damage when they throw things. An EMP MK III and just clean up with the SMG.

I quickly cleared the natives' ambush outside - made easier because of the toxic clouds. They either have to walk around them, or take a lot of extra damage. MK V 'nades do a lot against these guys.



Back inside you can loot some jet engine and battery for the Reef Glider.



Complete junk, sure, but now at least you can ride it.

And you need to take it all the way back to Core City.



And sell it to Ray.

I think I got 30k for it. Not too sure now - I can't remember :D.

I bought a cheap junk jet for 800 coins for the trip back.



But instead went to Foundry to make some more super steel.



I didn't level up during this whole time.


162
General / Re: Ecology of Underrail
« on: October 06, 2019, 10:54:49 am »
Mosses/Fungi could be the basis of underground life. There are organisms present in the underwater life of Earth as is - those don't need photosynthesis to survive. Various crustaceans are also present. There are a lot of bugs living off bat guano. You could get a hefty amount of protein from roaches. You could actually do a lot with shit underground. Deep oceanic dwellers survive off heat fissures on the bottom. Those same fissures actually form ecosystems. One thing you don't have to worry about underground are seasons - things will be a lot more consistent. 

163
Let's Plays / Re: Let's Play: Nerfed Old Man, DOMINATING
« on: October 04, 2019, 12:07:55 pm »
I took to sneaking around the Horticulture Center next.




Interacting with the gate's controls puts your out of stealth so I thought it was better to fight the serpents before that.




Made a cakewalk with the CAU Armour/Bio-Technician's Boots/Sec-Trooper Helm. The Sea Serpents are best fought on the ground because they can still melt the jet.

Inside Horticulture I was still sneaking, but failed here.



The good thing about it is that if the enemy is still not spotting you(red eye) you can start combat and rearrange your quick slots at no AP cost. I am not sure whether this is intended or not, but it's how it's working now. So I was able to get what I needed for this fight, and even though it's a fairly open area I found a corner to work myself into. The Rathound Overcoat was protecting against the cold.



Witty :)

I failed to sneak again here against a band of crabs.



But luckily there is a doorway you can use to choke them into. Gassed them, then tried some new Plasma 'nades, which did some good damage.

I think these are the two most serious encounters in the whole of Horticulture - a character with Lockpicking/Hacking will probably be able to get much more out of that place. There were a lot of locked doors and containers, as well as a whole storage department behind a console.

But not Nerfed Old Man - he was sneaking around what was left to explore.



After finishing Horticulture, Nerfed Old Man made another expedition to Nativeville. Finding a good place to land takes some time, actually. I was running constantly into crossbowman or those bone ''turrets'' they have and was waiting for combat to finish without engaging before leaving. Found an easy spot to land west of Geyser Village.



As much as he was trying to sneak - it wasn't working all the time. If there's a lone sentry somewhere it was fine, but we had to rely on good ol' punches here.



Which were working well.



In the next area to the east Nerfed Old Man got into heavy fighting with the natives. Luckily there's also a choke we could get them into to make the 'nades work better. You have to be careful with these fellas at all times. At least I am. There are those guys who launch an acid ball, so you have to make sure you take cover as much as you can. A decent shield emitter would absorb almost all damage from the crossbowman, although they shoot at you while you can't see them.
 


Over here I found one of the bits I was looking for.



I also found this guy.



He was quite easy, actually. His retinue is small - took them out easily with 'nades. He is very tanky and has Thick Skull but he didn't land a single strike. Took a while to take him down, though.



Moving to the east still, Nerfed Old Man went full conquistador on the natives by bombing them from the water and shooting their defenses down with a blaster. Melee enemies always try to stay as far from as possible, while ranged/psi enemies move in to try to kill you. Exploiting that, Nerfed Old Man was able to take half of the enemies in this area before returning on foot.



And taking down this guy:



Because of the combat earlier all the melee enemies are clumped together - basically a 'nade, flashbang, 'nade took them out, while he, as much as a badass he is, couldn't do much on his lonesome.

Nerfed Old Man plundered as much as he could:




And head back. At Expedition Island he saw that Aegis was already kaput.



He traveled all the way back to Core City, though.



And after making some precious Nidamantal Gel out of the squids, he felt powerful enough to take on Lunatic Mall in Upper Underrail.

Sneaking wasn't working bad here at all. Taking out two Lunatics from stealth alerts a small group nearby. But if you don't use loud weapons or explosives, the rest of the floor doesn't alert. Apparently the Acid Pistol isn't loud enough.



Nerfed Old Man continued to take them out small group by small group at a time.




At the second floor he couldn't sneak no more, so he, instead, started shooting them and taking cover in the lower floor. You can transition between floors quite nicely during combat, which also protects you from their ranged Psi.



Even though he wasn't seeing any enemies, combat wasn't ending. Knowing full well of the dangers of sneaky Lunatics, Nerfed Old Man ran halfway through floor one and waited for combat to end. On his way to second floor he found these guys.



Squishy as they may be, Nerfed Old Man pumped all the medicine he had and engaged directly.



There was a sneaky Psychopath here, as well. Courtesy of Bullhead, we survived.

All that was left in the Mall was Vanga.



Got admission to Institute of Tchort.




And got the XAL.



6 AP per attack. Although I have to wear CAU Armour/Bio-Technician's Boots.

I went around Underrail to purchase all the benches. Because Captain Broderick at Junkyard died earlier I had to travel on foot.

In the caves around SGS I found that SGS is hostile towards me - probably because of Gorsky at Core City(confirmed fix for next update, courtesy of Stygian.)




I traveled from Camp Hathor which isn't all that far, either.

And here are some stats for crafting with all the benches on.



Here's the build at the moment:

http://underrail.info.tm/build/?GQMQBQkDAwcAwocAwoctZD0AAAAAZGRBVWQAGQA3AABKJy9hFiBOBsKjBysMPiRLwofioZAD4qKWA-K1rgTfvw

164
Bugs / Re: North Underrail doesn't appear on Metro's selection options...
« on: October 03, 2019, 11:17:25 am »
Sweet, thanks!

165
Builds / Re: Pistol/Knife Build? With a little PSI?
« on: October 01, 2019, 05:28:27 pm »
Perception. With Versatility you won't need Perception because you will be able to increase the Guns skill through high melee. Spotting enemies and traps might be a problem, but as you gain levels, you also gain detection.

PS: if you want to take a certain feat for guns, you'd still need to put some skill points in it, as well as Per to meet the requirement.

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