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Messages - HulkOSaurus

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196
Let's Plays / Re: My Review of UnderRail
« on: September 20, 2019, 09:58:54 am »
Welldone :)

197
General / Re: shotgun shells in deep caverns
« on: September 20, 2019, 08:11:34 am »
You can buy some from the Tchortists. There is an armour available somewhere; you will have to look for corpses. You may have to leave the game on to refresh the merchant's stock - although I don't know if that works for Deep Cavern :).

You could also craft some if you have the means - there is a large cache of crafting materials available. Or try some other weapon from the Gun category to make do.

198
General / Re: How does Underrail handle decimals?
« on: September 20, 2019, 08:06:33 am »
There's no clean rule for that, but usually decimal digits are truncated. Anything after the decimal point is just discarded. So for example 5.99 would be "rounded down" to 5 while -5.99 would be "rounded up" to -5. (On the technical side, the game usually just casts floats/doubles into ints.)

But there are exceptions, and AP cost is one of them. You can check the AP cost tables at https://www.underrail.com/wiki/index.php?title=Dexterity

Worth noting: if you calculate stuff by hand, the in-game math can be off by one from calculator results due to floating point rounding errors. Usually this won't matter, but with thresholds like AP costs or crafting skill requirements that one point could make all the difference.

Ok, thanks, man.

Time to stock on eel sandwiches.

199
General / Re: How does Underrail handle decimals?
« on: September 19, 2019, 04:49:02 pm »
If it benefits you rounded down, if not rounded up

Ok, thanks.

200
General / How does Underrail handle decimals?
« on: September 19, 2019, 01:50:27 pm »
How does Underrail even out decimal digits?

In particular, if you have 12 AP action cost, but reduce that by 39%. Would it be 5 or 6?

201
Builds / Re: Versatility build > Spear / Shotgun / psi (support)
« on: September 19, 2019, 10:29:53 am »
ps:exotermic aura fire imunity sounds fun with napalm grenades :D

There is a certain synergy with that, but it's also a double edged sword. 

202
Builds / Re: Versatility build > Spear / Shotgun / psi (support)
« on: September 18, 2019, 09:57:13 pm »
Ugh, double post.

203
Builds / Re: Versatility build > Spear / Shotgun / psi (support)
« on: September 18, 2019, 06:56:52 pm »
Well, you can have extra 4 Per from consumable items so that there will be even more shotgun accuracy. I don't actually know if it works with the Versatility feat, but you can check it out. It will be cool if it stacks with the Str from Adrenaline shot and/or any equipment you might be using.

Concerning Metathermics - with 150 effective skill grenades will always outperform the psi, and will give you more utility, though you will have to consider the Grenadier feat. You won't really need 70 in Temporal Manipulation; I mean, Stasis is alright, but I reckon it works better for Psi characters who want to wait for cooldowns.

Lockpicking is not really an essential skill - I know new players like it a lot, but it's not that crucial.

You can allocate all these points into crafting and throwing, and make the best grenades, chems, ect.

Well, I am not saying you must do any of that, but it's just an opinion should you want to attempt DOMINATING.

204
Builds / Re: Versatility build > Spear / Shotgun / psi (support)
« on: September 18, 2019, 05:31:21 pm »
What difficulty are you playing that on?

205
General / Re: Is there something people want to see?
« on: September 18, 2019, 05:10:36 pm »
Well I was thinking boots of the same kind as his armor, but with spikes or blades.

I wasn't aware you could make bladed Ancient Rathound shoes :D. They don't happen to protect against Caltrops, do they?

206
Builds / Re: Total noob wanting a Shotgun with Psy build
« on: September 18, 2019, 09:32:50 am »
If you ask me, between persuation/hacking/lockpicking and crafting, you will get the most benefit out of crafting.

I'd drop the first category and focus on the second one. If it's shotguns only, you won't need 10 Per for your character - 8 will do. But seeing as you will be so close to having the opportunity to use assault rifles, you might want to have one of those for the real tough enemies. In which case I think 10 Per would be better. 

You can make a Psi build work with just 10 Will, which is nice, because now you can put the points elsewhere.

Take 6 Int for the crafting; it will open the Premediation skill which is quite fundamental for Psi characters.

207
General / Re: Is there something people want to see?
« on: September 17, 2019, 10:11:26 pm »
That kind of already works in option 2 from the above post.

208
General / Re: Ironheads not resetting
« on: September 17, 2019, 06:21:11 pm »
You can enter each Ironhead territory from two sides at least.

You probably went in from the Foundry side. You can make a large trip all the way around and enter from the other side. That way you will be able to enter a zone while all the enemies are clumped up together somewhere else :)

209
General / Re: Is there something people want to see?
« on: September 17, 2019, 06:19:01 pm »
I won't quite enjoy option 1 and 3.

Option 2 is quite nice, on the other hand. I think I can combine that with
A melee character who wears ancient rathound/leper/sea wyrm leather and wears boots. 

210
General / Re: Is there something people want to see?
« on: September 17, 2019, 04:34:39 pm »
A melee character who wears ancient rathound/leper/sea wyrm leather and wears boots.

Are you saying that because you want it to be difficult :D?

What kind of boots?

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