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Messages - HulkOSaurus

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166
Builds / Re: Pistol/Knife Build? With a little PSI?
« on: October 01, 2019, 03:55:01 pm »
I think you can safely focus on Dex and Melee alone while making use of Versatility feat. I think you'd even get more points into Guns that way. A little Agi for Stealth/Evasion won't hurt, either.

167
Let's Plays / Re: Let's Play: Nerfed Old Man, DOMINATING
« on: October 01, 2019, 01:15:10 pm »
Fighting on jets is hard.

Fighting on jets while being a melee build is harder.

But it was time to get busy with the pirates' quest line.



The mates tank a few shots. There is a sniper on the boat - totally op. And there's nowhere to hide, as well. The only way to do this, I think, is to  EMP the turrets, bomb the crew, then flashbang them. The escorts are still a problem, but once landed on the boat dealing with them is much easier. The Eels do join a few turns later on. This generally felt like a scrappy battle. I'd say it's quite hard, although a different build would fare better here, no doubt.



By the time the Eels came, Nerfed Old Man could use the Flashbangs, EMPs and explosive 'nades again. The Lemurian Blaster was the weapon of choice. It's the only one that has decent accuracy from jets and it's stacking crit chance is very nice with Focus Stim. I think some goggles for ranged crit chance would have been even better, but I didn't have them at the time. I took a sniper round earlier - of course, managed to survive because of the overcoat.

I must have been close to leveling up after that because next we see Nerfed Old Man dressed in 100% Bio/Acid resistance and hunting serpents in the marshes.



They do have Oddities to drop.

Same with these guys.



Dealing with them wasn't hard. With Adrenaline Shot and Psi Haste Nerfed Old Man punches the hives in a turn. Then bombs the bugs, and hides from the rest who come out at the sound of 'nades.



The Locusts do have lower engagement sight range so that makes life easier.

Going south to the Creeper Bay, Nerfed Old Man ogled that statue over there.



That's not entirely safe for work, I guess, but I am fine with it. That's how I like my games :).

Around here you'll find toxic clouds, as well as a fair number of spiders who do Bio damage. So going around with CAU armour is a nice choice.

He found a lone Naga Protector.



Spent a few bullets and an EMP to deal with that. I think it was because of the Oddities again.

After punching, blowing, and shooting his way through what felt like innumerable amounts of spiders...



...Nerfed Old Man found the Tesla Armour.



He quickly hatched a plan to use that for the next task at hand.

Namely - the Hospital of Horror.



No way out until we get to the bottom of this. Time to get busy.



After putting the floor in a state of alert, Nerfed Old Man observed the area and decided to work himself in that corner over there.



That way he could shoot only one robot and block the passage with enough space to not get attacked. Using the Acid Pistol here. Although the Strongman hurl a lot of things around the room



This looks really hairy, but it's also the time when an EMP MK III flew out and did a ton of damage. Cleaned the rest of the robots with the Tesla Armour's Shock aura plus some Shock Gloves I had crafted earlier. The Tesla Armour has a cool gimmick... but it mostly feels like that - just a gimmick. I think it's 85 % electric resistance is the best thing about it. Not sure, maybe it's just me.



Here's more horror for your coffee. Cheers.



The rest of the combat encounters weren't as hard as the first one. Generally just using the Acid Pistol/Advanced Catalyzing Belt for safe takedowns.



I implanted the microchip and gained a cool new perk for finishing the hospital.



At Pirateville I beat D'Flinger at flingin' for some cash.



And continued on with the quest line.



The Protectorate ship raid is really, really tough. If the first boat was hard, this is a tier above in every way. I don't think you will have an easy time if you approach the ship from any direction but the east. There is also an Initiative nerf of 10 here - that's a sniper round crit that came first thing in the turn. Again, survived because of the coat. I should have popped all the defensive medicine before entering the area... still, the Juggernaut and turrets don't move until after Nerfed Old Man, so he was able to bomb and shoot the sniper. After that he produced the biggest smelly block of blue cheese you've ever seen by hiding here:



That way nothing will shoot back. Razor totally got sent under  :(

And Nerfed Old Man patiently continued bombing the ship.



Shot down the Juggernaut with the Lemurian Blaster.



And stopped by his favourite band of Zoners on his way back.



The last part of the quest line is the Rig. A wide space with a lot of lonely enemies - perfect for sneaky takedowns.

Nerfed Old Man was so happy to finally feel like an assassin...



...that he must have gone overzealous with the kills.



The pirates didn't want to raid the Rig together with him anymore. I must have screwed something.



We had to do it alone, then.

Getting back there and killing as much as he could all sneaky like, Nerfed Old Man had to openly engage them in the end.



There are snipers here, therefore this is already harder than most other combat encounters. The Rigmaster is no pushover, either. Nerfed Old Man did a 'nade, reduce cooldown, run, 'nade, flashbang, 'nade, Force Field, 'nade combo here. The Rigmaster is the last one left standing, but just like any other lone enemy - they're only punchbags.

That finished the pirates' quest line.



And I leveled to 23:
http://underrail.info.tm/build/?FwMPBQkDAwcAfQB9I1AkAAAAAGRkQVBkABkANwAASicvYRYgTgbCowcrDD4kS-KhkAPiopYC4rWuA9-_

168
Builds / Re: Should my CON, STR and WIL build use Psionics?
« on: September 30, 2019, 02:58:19 pm »
I think it's doable, even DOMINATING viable if Int is dumped and no points are put into crafting.

Luckily there are some decent unique rifles out there.

169
Bugs / North Underrail doesn't appear on Metro's selection options...
« on: September 30, 2019, 12:28:50 pm »
...after you defeat Tchort and SGS are hostile towards you.

Basically SGS went hostile towards my character, and I actually don't know why exactly, but it's most probably because Gorsky went hostile towards him in Core City at the Black Crawler's base. While I was trying to exit the area and fight the mutants, Gorsky and the Zone Rats went hostile on me.

Not a biggie as is, but it seems North Underrail doesn't appear as a selectable option even after Six tells us about it.

170
Let's Plays / Re: Let's Play: Nerfed Old Man, DOMINATING
« on: September 30, 2019, 11:18:02 am »
Nerfed Old Man was running low on cash. I shouldn't have made that super steel earlier.

Still, he decided to get busy with Talloski's Manor.



Got a Borer.



And gained entry to the 1st floor.



Released the spawn and fixed the 4 m 8k monitor.



Sadly, he couldn't pick pockets and didn't have any means to finish that peacefully, so he just ''took'' the key from Vlatko while being alone with him on the 2nd floor.

There he met his long-lost twin brother.



Who unfortunately died shortly after.

Still, earned some good cash for that.

With the money, Nerfed Old Man went on a trip around Underrail to get some materials he needed. He even paid visit to the natives to check their stashes again.



After checking all the shops, underneath the Mutie refuge in the Black Sea and some of the natives' stashes, he threw together some additional gear he'd need.





Nothing too fancy. Some of the components were of low quality, but still they would be useful.

Putting everything on...



...Nerfed Old Man went underneath Core City in the caves past the sewers.



And met these fellas.

One would think that with 98% resistance they wouldn't touch you, but Nerfed Old Man still had to use two Advanced Health Hypos and a number of 'nades to make it out. 10 damage on critical hit with 98% resistance means that they must be doing 500 damage. Can they charge each other multiple times?

Despite that, Nerfed Old Man cleaned house and collected all the oddities he could from the area.

He moved on to another part of the sewer.



There are more shock bugs here, but not as numerous as in the previous cave, so they are not as much of a trouble.

Getting past those, Nerfed Old Man tried sneaking up to Zaman...



...but got caught in a trap.

Nothing we can't handle here, though.



With that we were finally done with Core City proper, so Nerfed Old Man took his new gear and boarded his jet back to the Sea.

He had some unfinished business with Aegis.

He used the same small island from earlier so that he could fight better.



The Troopers themselves could only do damage with 'nades.



So Nerfed Old Man cleaned those with relative ease, healed up, and it wasn't long before a new batch showed up.



Basically rinse and repeat.

After finishing that job, Nerfed Old Man went east all the way to the pirate lighthouse. Underneath it he opened the Lemurian evacuation tunnels, or rather, the archive behind them.



Opening the door to the archive itself activates Naga Protectors - an enemy I am sure would be too much of a hassle to fight now, but Nerfed Old Man instead managed to sneak around them. There are Plasma Turrets here, which, apparently, can be activated with enough Hacking. I am expecting those to fight the Naga Protectors, but I am not sure.



I don't know whether this is a guaranteed drop or not, but I'd call it a blessing because I found a Hypercerebrix Blueprint in here.



The rest of the loot was good, as well.

Nerfed Old Man made two precious portions of that and used one to open up Katya's shop.



One of my favorite places in the game. If nothing else it always has Gizzard Enzymes.

With Aegis' presence thinned out enough, Nerfed Old Man sneaked through the small beach...



...all the way to Chief Briggs.



After punching the life out of him, he left inflicting no more casualties. 



It was time to raid the waterways.

The build at the moment:

http://underrail.info.tm/build/?FgMPBQkDAwcAeAB4HksZAAAAAGRkP0lkABkANwAASicvYRYgTgbCowcrDD4kS-KhkALiopYC4rWuA9-_

171
Let's Plays / Re: Let's Play: Nerfed Old Man, DOMINATING
« on: September 30, 2019, 10:35:35 am »
Pretty entertaining read, would like to hear more about the thinking behind making Nerfed Old Man.

Have some spare time so made a thread asking what people would like to see and mixed out a build out of the responses :D

Still, trying to play as seriously as I can without save-scumming.

Also you can steal arena loot even without enough AP, if you are close enough to the body just end turn then spam click on it and the A key to take all, works every time.

Never tried it. Sounds hard, but thanks all the same.

172
Let's Plays / Re: Let's Play: Nerfed Old Man, DOMINATING
« on: September 29, 2019, 11:57:54 am »
It was time to finish Core City's quests.



Paid Rubin only 50 coins to go in and be served the pleasure of having to deal with Spider-Scorpions.

That one just kept stinging Nerfed Old Man all the time, and Nerfed Old Man kept crawling back into the vent to wait it out.



I don't remember how many times it repeated, but finally the Spider-Scorpion decided to attack instead of stinging.



It melted in a turn.

Nerfed Old Man threw Caltrops around the corner and observed to see when they will disappear. He caught the rest of the bugs with a flare and a Flashbang.



The Protectorate soldier was no problem.



Before entering the Warehouse Nerfed Old Man put all the sneaky clothes he had and managed to get to Wilkins without getting seen.



He got a few more stealthy kills, including an Acid Pistol one - that one apparently doesn't make much noise.

He did get spotted and worked himself into a corner in the office.



The old tactics of punching the first guy that comes through the door - made easier from the fact that one punch was worth 5 AP. Keep the first guy cc'd then punch the ones behind him. There's a Juggernaut in here, as well.



But we had the SMG ready with W2C bullets.

Cleared all the soldiers, grabbed the shields and went outside only to get assaulted by the two sentries.



Despite being a member of Praetorian, the guards did not help at all  :-\

Gave the Shield Emitters to Gorsky and we were on our way to assault the Black Crawler's base.



That was a very easy battle. I believe Gorsky was made tankier in a recent patch, so he just takes all the heat while Nerfed Old Man was flinging grenades and punching people.



Only one Zone Rat died.

On the way out, however, after engaging the mutants outside, Gorsky and the rest of the Zone Rats went hostile. No idea why.



Gorsky got dominated.



Well, no rest for the wicked.

Nerfed Old Man made a new coat.



And went on to try his luck in the Core-Tech Warehouse.

Now, this area is extremely hard, in my opinion. Praetorian quest-line in general is kinda hard, but this one must be one of the hardest parts of the game.

Had some luck sneaking and spot these guys before they spot me, even with 3 Per.



Got one, but the entire Warehouse goes alert as soon as you do that, so running away is the only option. No way to fight these guys directly.

Deescalated the situation by showing my face from the windows.



Wait in the corner until combat ends and go back inside.

This feels extremely cheese-y, but all those guys were in the corner hugging each other.



Easy targets for grenades. There are also hunters in the area, as well, so Nerfed Old Man had to run each time he flung a 'nade. I repeated the thing once or twice before the snipers went down so I could fight normally. Even though with the new coat Nerfed Old Man can take a sniper round crit, it's not wise to fight while those are around.

But finishing that means we open up Praetorian's special store and meet with Cornell, as well.

I put on the CAU armour and explicitly went hostile with them.



The advanced Catalyzing Belt is looted from Cornell and that is one hell of a good item to have.

After that Archibald sends us to Core-Tech's basement. Which is full of bugs.



One step at a time and always a flare in front of him, Nerfed Old Man found not one.



But three Spider-Scorpions. Iced one and ran out of there.



This can possibly be more cheese, but apparently when you leave the area and come back, the first thing the bugs do is restealth. 



You, however, see them. Not exactly sure how it works, but you go back in with -1000 Initiative and the bugs go back into stealth wasting their turn - they are trying to sting you after all.

Fine, not going to look that horse in the mouth.

Putting on the new Catalyzing Belt, Nerfed Old Man happily melt all the robots on the lower level.



And punched a line through the mutants without taking a single hit.



Saw the Tchortists taking the Cube, went past the ambush without a problem...



...and leveled to 21.

Here's the build:

http://underrail.info.tm/build/?FQMPBQkDAwcAcwBzHksUAAAAAGRkP0lkAAAANwAASicvYRYgTgbCowcrDD4k4qGQAeKilgLita4D378

173
Let's Plays / Re: Let's Play: Nerfed Old Man, DOMINATING
« on: September 28, 2019, 05:43:28 pm »
Jumping from Underrail to the Black Sea always feels bad because everything is a tier above. Melee enemies hit like a truck, ranged enemies root you, or poison you all the time and some things have too much physical resistance.



Dealing with the crabs under the Mutie Refuge took some Gas Grenades as it's the only thing Nerfed Old Man has to deal with incredibly high armour at this point. I covered as wide an area as I could with gas and lured them in. The acid pistol was doing work - mostly the entanglement. After a few HE 'nades the way was open. Shields helped with absorbing the Psi Crabs' ranged attack, though there was a stun or two.

Avoiding as much combat as he could, Nerfed Old Man went a level down and met these fellas.



Had his custom crafted SMG with W2C bullets, so dealing with them wasn't that much of a problem. It still felt like spending too many bullets, though.

Later on I found that crabs and statues don't like each other.



Useful info, although I didn't know how to utilize it now. Instead Nerfed Old Man took to sneaking through the caves.



The Cloaking Field from Constantine was doing work.



One by one the statues are not a problem, but four at the same time sounds like too much of a trouble.



Rearranged the quick slots while in stealth, then tossed an EMP and ran out of there. Don't have the money to spend dealing with these things now. The important thing was that I grabbed the arm and was done with the first part of the Expedition.

Nerfed Old Man opened the Arch Keep, the Professor got kidnapped, and the Invictus wasn't quick enough to evade being grabbed by the neck. Still, he didn't start a fight there, but instead boarded his jet and went into the open sea.

He waited until there was only one Aegis patroller left in sight and attacked him while he was alone.



I know that you know, but if you're having trouble with these guys, and I expect you do, just wait while they are leaving the area and attack the last one. They are quite tough, and melee builds have it especially hard.



Nerfed Old Man even landed on the small mass of rocks nearby. He was fighting much better with two feet on the ground.



After spending his Adrenaline Shot the trooper got chain cc'd, and the Aegis Jet itself was untouched.

Nerfed Old Man presented that to the pirates; they let him join them.



The Professor was there, as well.



Aegis also came to try and save the Professor.



But they are vastly outnumbered, and the Pirates make easy work out of them. Basically just free loot to sell, but not much to show.

Katya had interesting things to say about the Natives. I can't remember if that conversation were there the last time I did Expedition, but it seems to me that they are only available when you rest at Aegis' camp. Interesting bit of lore, if you want to take a look.




Nerfed Old Man boarded his new Aegis Patroller and head for Joint Security Headquarters. He wanted to prepare the ground for later.



After that he exited the sea and found a small Protectorate Outpost nearby.



After leaving no witnesses, he found an interesting piece of armour and the keys to a Protectorate Cruiser.



Outfitted that with the best engines he could find and now he had decent means of transportation between Core City and the Black Sea. Choosing this path, unfortunately, deprives us from Jenkins.

Didn't gain a level here.

174
Suggestions / Re: Relationship between Coagulation Shot and Kneecap Shot
« on: September 28, 2019, 01:22:40 pm »
Coagulation shot doesn't stop the slow from Kneecap Shot, but it also doesn't stop the bleeding. I actually think it should stop the bleeding, but keep the slow, hence the two separate debuffs from Kneecap Shot, but that's just my opinion.

175
Suggestions / Re: Stop AI Teammates turning on you if you use AOE
« on: September 28, 2019, 09:57:05 am »
Just want to point out that AI that throws grenades doesn't throw if you're too close to their friends.

176
Suggestions / Relationship between Coagulation Shot and Kneecap Shot
« on: September 27, 2019, 11:18:25 pm »
Not sure this belong here but concerning the description of Kneecap Shot inflicting a ''bleeding wound'' and Coagulation shot healing ''bleeding wounds'' but not actually healing the bleeding - is it intended?

Would it be logical to have Kneecap Shot applying slow and bleeding as two separate debuffs, the bleeding being heal-able with Coagulation Shot?

177
Let's Plays / Re: Let's Play: Nerfed Old Man, DOMINATING
« on: September 27, 2019, 11:30:31 am »
Fist weapons incur a large nerf to damage due to increased enemy physical threshold when using them.

Still, Bladelings did take some damage, although that was entirely for testing purposes.



Dissolving them works much better.



Nerfed Old Man felt like punching The Beast for good luck.



And continued on with the Foundry quest line. Doing it is mostly menial work by now, but if you want to have fun, you have to prepare well.

And Nerfed Old Man is anything but not prepared. #Illidan



He build a rainbow corridor of death out of three different types of Captrops, ending with Crawler Poison. Saban, Dan and the bot didn't take a scratch.



Gas Grenades were great here.

Everything left to do in Foundry was saving Todor - made easy once you deal with The Beast.



Having finished that I collected one of my most favourite pieces of equipment in the game.



And head back to Core City to take the next step with Praetorian.



A large Ancient Rathound with a Psi bar underneath it's health. I correctly assumed that I won't be able to finish this thing at all if I don't bring Black Dragon Knives with me. I also put on a Doctor's Pouch, and had a few other bits and bobs equipped. All correct decisions, mind you.

But Jookhela has to be one of the hardest enemies in the entire game.



Her special Adrenaline Rush gives her 100 % bonus to Dodge and Evasion. I missed a few throws with the Knives, and if this game ever gets Ironman Mode, don't take on that quest with builds like that. If RNJeesus decides to be a bitch, you can miss enough throws so as to be unable to do other important things to survive.

Still, I landed a throw and popped all the medicine I needed, plus a pouch of Caltrops and a slow on her.



The Psi Shadows did a ton of damage but she managed to strike only once. It was time for Nerfed Old Man to bee-line outta there with haste.



If she has something cool for drops, I don't know about it. But if she wants to become my pet I'd consider it.

Next, I continued doing Abram stuff.



I did this the very hard way by paying all the money to all the different guys. Praetorian wasn't open with the info at this stage.

Finishing all the minutiae with that I head to the Hanging Rat.

I waved the Roaches hi from the shadows.



And met Azif.



Opened up one of the best stores, if not the best, in the game. And made a big purchase right away.



Nerfed Old Man wasn't done with spending money.



I'd say I got decently lucky here.



Made some new shoes.



Though I don't know if I will ever use these...

Then I head back to the Black Sea.



I wanted to check how punchable the natives are.

Turns out they're quite ok.



I found this guy.



He's in charge of several defenseless women who didn't volunteer to become grenade target practice or punching bags...



But they held interesting things in their stashes. Between fighting serpents in the open sea with a huge melee/ranged nerf and killing weak women to plunder their stashes, Nerfed Old Man chose the later. Sensible.

Deeper inside the grave site I exercised a few stealthy kills more.



And bombed the rest.



One MKIV egg one shots the Psi users. Very helpful. Although I had Three-Pointer at this stage.

I continued going around the Black Sea, avoiding the serpents and looking for all the Oddities I could find.

The last one I got here.



This is the build at the moment:

http://underrail.info.tm/build/?EwMOBQkDAwcAaQBpHkYAAAAAAF9fODxfAAAANwAASicvYRYgTgbCowcrDD7iopYB4rWuA9-_

178
Interesting. What's the purpose of taking Perception past 7? Wouldn't Dexterity be a better investment?

And are Traps really THAT good? I figured if I was going to be focusing so much on energy pistols and grenades I'd dabble in them, but they might be a little redundant. How important is enemy detection when it comes to traps?

I was planning on just taking Grenadier, but is it just not worth taking if you're not going to go three-pointer as well? Seems like a large skill investment when I'm already spread a little thin.

Finally, why choose hacking over lockpicking? Does one tend towards a different kind of loot than the other?

I understand you want Int for baseline Energy Weapon damage. But Perception also provides that while boosting your ranged weapons' accuracy. And playing single shot weapons like Energy Weapons you'll want as much as you can get in that department, trust me. I'd also look into all the Perception-increasing consumables I can get my hands on because it will make a lot of difference. You can still keep increasing Dex/Con later into the game. Speaking of Energy Weapons, I also think having an Acid Pistol would help you in some situations. You can keep swapping weapons even during combat with Quick Pockets.

With Quick Tinkering you'd be able to lay down a MK IV or V mine and blow it up the same turn with a grenade. You can open a combat with a grenade, then Flashbang them. Lay down a mine while they are stunned, run back and throw another grenade. Because of your Stealth you'll also be able to rig places up before combat, making it more difficult for enemies to get to you. Or get to a specific enemy you want to take out - like a sniper, and block the are behind you.

You invest more into Electronics, and that benefits your Hacking, which means that you will get better results than Lockpicking with less investment into it. Either of them is fine. Getting both will be too much of a spread. After having decent Crafting, Hacking will help you with getting loot and operating some consoles.

I basically go by what you said here :).

a sneaky-scientist-jack-of-all-trades type build that cranks up all 5 crafting skills to utilize them to their full potential, with lots of different gear and grenades for any situation, plus enough stealth, persuasion and mercantile to be even more versatile.

No Premeditation on a high-Int psi-capable build?

I honestly don't think Premediation would be that useful here. A large chunk of the AoE damage would come from explosives but those don't cost as much as Crykinetic Orb, Pyrokinesis or Enrage. The most expensive skill would be Force Field on 15 AP. Grenade, Force Field, grenade after it expires, Flashbang, grenade after it expires, reduce cooldowns and run, grenade, Psi-Temporal Contraction. The build will be able to flow without Premediation.

But even so, there is still enough time to take the feat for the serious combat encounters.

179
Honestly, grenade specialization is one of the few things I really, really wanted to focus on, so Grenadier is one of the few non-negotiable feats I want to take.

Anyways, I made a quick & dirty mockup of more-or-less what I'm going for:

http://underrail.info.tm/build/?EAMGBAYIAw5aHgAAACgoJi8AKCw9PRcoAAAAST0AIC8oKwEnMSoWwppaKeK0lAHfvw

It's not optimized, and I know it's not optimized, it's supposed to exploit all of the mechanics I find fun first, but is there anything glaring I'll regret not taking/investing too much in?

This is how I'd do it if I were in your place.

http://underrail.info.tm/build/?EAMHBQYKAwpaWgAAAC08KAAAHi1BQR4tABkANwAAIycvYRYwwpoBK0Aewoffvw

180
General / Re: From real life to Underrail...
« on: September 25, 2019, 10:11:48 pm »
That may be so but I just want to know when to start stocking up bullets and explosives.

I want to strike it rich in Post-Apocalyptia :D

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