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Messages - HulkOSaurus

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211
General / Is there something people want to see?
« on: September 17, 2019, 01:20:10 pm »
I have got some free time for the next month, so I thought I might put some of that into an Underrail playthrough... But I wonder if people would like to see something on DOMINATING in the Let's Play section. Screenshots with some commentary added to it, and the occasional short video.

Are you up for that?

If so, why not say what type of build you'd like to see :)

I am pretty decent with hybrid but am open to anything.

212
Builds / Re: Build Help Please "Ranger" (Guns-Infiltration-Speech)
« on: September 17, 2019, 01:03:48 am »
You can have several variation of heavier overcoats/armours. The idea here is to trigger the Juggernaut Feat which will need a base armour penalty of 50%. After you assign enough points into Str, Per, Int and Con, you can put the rest in Dex or Agi, although I don't expect you to have any left over. If you can, it won't hurt. You can take Psi as pure support with such a build even with 3 Will. Temporal Manipulation will always give you great results, and Electrokinetic Imprint, Electrokinesis, and Force Field will help a ton.

213
Builds / Re: Build Help Please "Ranger" (Guns-Infiltration-Speech)
« on: September 16, 2019, 11:41:25 pm »
For a first time run of the game you could just try a Heavy Armour/Assault Rifle build. 10 Perception is quite ok for AR or SMGs, but I find it lacking for Snipers or Crossbows.

The build is straightforward and you won't have to think hard where to place points. Crafting, Mercantile, Throwing and Guns. You will have spare for whatever else you want.

For crafting in general 6 Int is quite alright. If you want to keep that point there, it's fine, although I think you'll be better served if you put it elsewhere.

214
Builds / Re: Psi-grenadier tips?
« on: September 15, 2019, 12:49:55 pm »
So I've just gotten to Junkyard on my first character; who's a crossbow, stealth, trapper type person. I've spread myself a little too thin though so I'm starting fresh and looking for a different style.

I'm going to keep digging through the forums, but any advice for a PSIchotic bomber who crafts and has good speech? Or is that too thin and reckless?

All advice appreciated. Thank you.

It will make your life quite easy. You can invest enough in Chemistry/Mechanics to have MkIII 'nades for Depot A, while keeping your chosen Psi schools high enough, plus the Grenadier Feat, as well as Psionic Mania, Premediation and Force User. You will be able to make and use a good enough variety of tools to steamroll through that part of the game, even on DOMINATING. A Premediation/Psionic Mania Pyrokinesis, followed by a MkIII Frag, shoot weapon, then block the passage with Force Fields. Reduce cooldowns with Temporal Manipulation, then repeat. 

For social you won't have enough points to go into anything else than Mercantile, but that alone will make your life easy enough. You will be able to buy Adrenaline shots, instead of crafting them, but later on you will be able to craft those. If you ask me, take Thought Control, Metatermics and Guns as main skills. Put enough points into Temporal and Psychokinesis to get the good support skills. At first you will need only 25 in each, I think. You can double check how much is the cooldown reduction. 

Why take Guns, as well, you ask? Because you won't be able to clean everything with 'nades and Psi all the time. Having a weapon to fall back to will help immensely here, and Guns will offer the lowest AP investment for a very high return in terms of damage. SMGs seem like a solid choice here because of your initial investment into Dex for Throwing. Throughout the course of the game you will be able to craft the best possible SMGs with W2C bullets. 

215
Builds / Re: Psy Hybrid upgrade.
« on: September 15, 2019, 12:38:04 pm »
Any shield will absorb across all frequencies. Low frequency modules will increase the absorption for melee/crossbows but will still give you a decent one for guns.

216
General / Re: Another crafting question
« on: September 14, 2019, 10:29:26 pm »
I think you should avoid crafting feats until you have taken everything else you think you'd need for your build. Once you have a better grasp on the game you'd be able to better decide what will suit you best.

217
Builds / Re: Psy Hybrid upgrade.
« on: September 14, 2019, 09:40:37 pm »
When you craft Shield Emitters you have the option of putting in Low, Medium or High frequency modules. You can make any combination, or double Low Frequency Shield Emitter which will absorb more in the Low/Medium projectile speed which are all the melee attacks and crossbow bolts, ect.

218
General / Re: Another crafting question
« on: September 14, 2019, 09:36:17 pm »
They increase your effective score by 15 %.

219
General / Re: Another crafting question
« on: September 14, 2019, 08:15:34 pm »
Look for crafting benches(wiki). Also there is one guaranteed portion of Hypercerbrix in Expedition which gives 2 Int and therefore increases crafting. If you're lucky you can also find the bp for it, but don't count on it. You can use that pill to pretty much craft your end-game gear. I'd say you need 150 Mechanics, 160 Electronics, as much as you want in Chemistry for 'nades, as much as you want in Biology for chems/poisons, and maybe 130 Tailoring. All Effective values. 15 % from crafting benches. Do keep an eye on Tailoring because it will vary depending on what armour you want to make.

If you do find a Hypercerbrix BP, then you can be more relaxed with allocating points to crafting.

220
Builds / Re: Psy Hybrid upgrade.
« on: September 14, 2019, 05:27:37 pm »
Double Low Emitter will give you the highest absorption for melee and crossbows, while also negating pretty much all the HE/Frag grenades. To tank a Sniper round you'd need a proper anti-bullet Overcoat and a Morphine Shot, possibly Aegis chem because of your 3 Con. As an added bonus that will also stop all other bullets except for a Hammerer Pistol Aimed shot and Juggernaut Gatling even without shields on.   

221
Builds / Re: Psy Hybrid upgrade.
« on: September 14, 2019, 11:05:46 am »
You should aim for 123 effective Throwing to reduce the offset in grenade throws as much as possible. You don't get extra damage on grenades with increasing the Throwing skill, unless you take Three-Pointer. Throwing Knives are a different beast.

If you want to go Psi, go for it, man :).

Do check the Commando feat which will give you a free burst if you kill an enemy with a burst. In that case you could also craft the heaviest possible SMG and just use it on free bursts.

With SMGs in general you'd do well to have as much Dex as you can spare.

If you have difficulty with Psi enemies, why not fish for Black Dragons and extract their poison? You can make Inhibition Throwing Knives out of those, which will also benefit from your Dex, Throwing and Per stats.

For Accuracy, I think 8 Per will be enough, although Per always increases damage dealt, so it's up to you to decide. There are foods and effects which increase the stat, so you can make use of those.

222
General / Re: Quick tips for new players
« on: September 13, 2019, 08:31:59 pm »
After playing the game for so long, I've found that Oddity works better for me than Classic does.

The reason is simple - when I need Xp the most, Oddity provides more when I roam the map avoiding encounters than does Classic.

223
General / Re: Where to find Hypercerebrix Blueprint?
« on: September 13, 2019, 08:25:53 pm »
I've found one completely randomly at Depot A. You can play through the entire game without ever getting a BP for that chem :).

Sucks, I know. I wanted one for my hybrid. Never got it. 

224
Builds / Re: Psy Hybrid upgrade.
« on: September 13, 2019, 08:21:48 pm »
You're probably playing on a lower difficulty. If you find it easy already, why not try a higher one?

As for taking Temporal Manipulation... well, personally I don't like it, because you're sacrificing max hp to get something that is available to a highly dedicated SMG character, i.e., lot of SMG bursts per turn. There will be other spells that will benefit you, sure, but that 3 base Con speaks to me. A dedicated Psi character with 3 base Con would fare better, for example, because they'd have more tools available. But it seem the difficulty is low enough that it won't affect you that much, so you might as well go for it :).

225
General / You guys seen this, right? :D
« on: September 08, 2019, 07:03:08 pm »
https://www.youtube.com/watch?v=SgAn68Uy2jQ

Some deserved attention for Underrail.

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