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Messages - HulkOSaurus

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226
General / Re: Two-headed Mutant
« on: September 04, 2019, 02:02:31 pm »
Never knew it even existed. Interesting stuff. Still seeing and learning new stuff about the game, even after hundreds of hours.

227
Suggestions / Re: Ironman mode?
« on: September 03, 2019, 11:15:29 am »
What do you mean - UI?

228
Suggestions / Ironman mode?
« on: August 29, 2019, 12:32:44 pm »
You know - you save the game and it exits. When you die, save gets deleted. You can't save game otherwise.

For those of us who want to give it a spin :)

229
General / Re: Dude question
« on: August 27, 2019, 03:21:43 pm »
Dude's got it all. He can sell you the Juice, as well.

230
General / Re: TEAM VACATION UNTIL SEPTEMBER 9th
« on: August 27, 2019, 01:53:18 pm »
Just moving along with the times, right :D.


231
Builds / Re: The Techno-Soldier Shaman
« on: August 24, 2019, 02:46:22 pm »
Haha, I see.

Maybe you'll try a hybrid one day? :)

232
Discussions / Re: PnP UnderRail
« on: August 24, 2019, 02:06:58 pm »
Hey all. Was wondering there are some other tabletop nerds here who have thought about this as well. I'm thinking of running a game using Underrail as my setting and am trying to figure out what system to use. I almost exclusively play 3.5/Pathfinder and don't think those would fit well. Any suggestions?

You could probably look at custom CyberPunk. Nothing else comes to my mind.

233
Builds / The Techno-Soldier Shaman
« on: August 23, 2019, 06:15:10 pm »
Hello!

This is the Techno-Soldier Shaman build I just beat the game with. It is a variation of the Jack of All Trades build I posted about some time ago. I prefer this iteration greatly for reasons I will explain.

This is a video showcasing the last boss battle plus some stats. Please excuse the poor quality - I need to reinstall Windows, ect.

https://youtu.be/LD_-EL5T4L4

This is the build in the character creation tool. The feats are not exactly the way I took them.

http://underrail.info.tm/build/?HQUEAwgKCgbCm18AAAAAIwAAAABwfCtqZ8KALcKIRgAAWCsvJywUKmXCsD0hZkrChwhfwrLCiOKilgriorUC4qyDAt-_

For equipment I used Cryokinetic Muffled Uni-Psi Headband, Supersteel Sturdy Psi Kevlar Overcoat, Supersteel (Anti-Melee) Striders, High-low Efficient Shield Emitter, Tactical Rebel, Rapid Muzzled 7.62 Hornet, Sormirbaeren Spiritstaff, Doctor's Pouch, Rathound Regalia, Ninja Tabis, Black Balaclava, Chemical Assault Unit Armour, Bio-Technician's Boots, Aegis Sec-Trooper Helmet.

I think I managed to craft every chem in the game except the Hypercerebrix. I wasn't lucky enough to find a blueprint this time around. If you do manage to find one you can spare some point from both Mercantile and Crafting and put them wherever else you like. Throwing/Stealth are good candidates.

I prefer this build to playing full Assault Rifle hybrid mostly because of the bullet economy. Non-burst shotguns are very good even if the only Feat taken is Sixth Shell. The build also has Concentrated Fire and sometimes swaps between Shotgun and AR depending on the situation, but for the most part equipping Shotgun and Spiritstaff is perfectly fine. The AR is needed when you want to burst down something real quick or for things like bosses and Juggernauts. Burst shotguns are not good here - I suspect they need more shotgun feats in order to become good. Sixth Shell 20 ap Rebel was, on the other hand, really good, and also much cheaper to use.

I was playing on Oddity, and I have to say that this is the preferred option for this build because you can get a lot of XP with minimal fighting. I hit level 10 just as I gave the drill parts to Tanner, and after the global map was opened I was walking all over collecting as much XP as I can, avoiding combat if possible. The build hits full force around level 20 when your crafting skills finally catch up and you're able to make high end stuff with benches. I pushed for 50 Chemistry early on so that I can have MKIII Frags for Depot A and those remained useful for the first half of the game. Later I swapped those for Napalm and Plasma Nades. Do try to get a Spiritstaff as early as possible - it's not so hard to get one, actually, and it does help a ton.

The biggest enemy this build has are EMP grenades and Snipers. The build has low Initiative so I had to be careful when walking around and starting combat whenever I could. At around level 20, but depending on your equipment and how you've chosen your Feats you can tank a sniper round. With Aegis and Morphine on those do about 50 damage to health. Later on they are not a problem anymore, but there is a point at which you have to be mindful. EMP pulses are also not a problem later on - usually you can see them coming and you have options at your disposal.

But why play such a build at all?

Well, for one it has an answer to every situation you find yourself in. It paces the game in a very different way, though. Most builds just kinda start doing one thing, and they progressively become better and better at this same thing. Over here you start as a squishy Psycher with some explosives to your name, but end up as the tank from the video. Your Psi is not at all shabby. With Trance on you can finish Magnar with two Psionic Mania Cryokinetic Orbs, and the Spiritstaff on, of course. You make MKIII EMP nades for robots. You have Plasma MKII/III nades with Psi when you want to burst dense groups of enemies. You make Crawler Caltrops and Napalm nades for control. You have Locus of Control whenever it's needed. Your Psi Booster usage is not heavy, as well. Like I said earlier - having a 20 ap Shotgun helps a ton here.

That may sound like a lot to take in, but the trick to playing this build and having fun is to have a general idea of what's coming up next. I don't think a relatively new player would have fun with it because, for example, I wouldn't go against Coil Spiders without Psi-Cognitive Interruption, ect. I may be wrong, of course. Another thing about it is how craft-heavy the build actually is. There is a huge difference without  the chems and gear. It's just part of the build. You have to take it steady and always be on the lookout for better things to craft. I got lucky with two 150 + quality Supersteel plates from the first and only batch of 3 I ever made. That was enough for me, but it won't always happen, you know. 

And that's it. You have any questions, don't hesitate!  :)

234
General / Re: explain shotgun shells
« on: August 11, 2019, 10:19:38 am »
I can tell you how I think they work.

Every shotgun shell has different armor bypass values - the less the pellet count, the more the threshold bypass. Shotguns shoot in a cone and generally have low accuracy, each target in the cone has a chance to be hit by a number of pellets. The closer they are, the more pellets that will hit them, although, and again, I think that the final damage shows in a single number no matter how many pellets hit the target. All I have ever shot is a short barreled shotgun so I may be missing something, but I'm guessing this is the general idea behind shotguns. They are pseudo melee weapons.

235
General / Re: Struggling on expedition beach defense 2 (spoilers?)
« on: August 10, 2019, 06:49:56 pm »
How many defenses you have to go through depends on how quickly you finish the expansion. The quicker you are, the less defenses you have to participate in... or not. There is a way to activate a plasma turret later into the expansion, and that one is really good. If you let the AI handle all the combat, you will start loosing troopers quicker than you think. There's a line of text with Commander Briggs where you ask him what the status of the camp is. The troopers run out of grenades, shields and healing stuff.

Loosing Yahota for me would be a pita, although not critical, because she can help with locating the Ferryman. She isn't essential.

As for defending the beach, here's what I usually do. I have Crawler Poison Caltrops and some traps littered abouts and I start combat in the middle of the beach because that way I draw all the aggro on me. I toss a gas grenade on each side of the beach where enemies spawn, then mass enrage the side with the two boats and stun the other side with a flashbang. After that I throw two Napalm or Magnesium grenades to stack the flames on the boat closes to the troops and I stall as much as can until I can cast another Mass Enrage, which usually at that point hits like 10 guys. After that it's only cleanup. I will talk about that when I post my complete build, but I don't think you will necessarily be able to do all of that. Which is fine; you don't have to. I never lose troopers on defenses, though.

236
General / Re: Where to find Razor?
« on: August 09, 2019, 08:28:20 pm »
Oh, nice one, man!

You remind me that I haven't played NV in such a long time.

Nice build you got there, too :).

237
Builds / Re: Need advice: Spellsword Build
« on: August 09, 2019, 07:43:02 pm »
I think you're probably right. 200 effective does occasionally (thankfully rarely) fail resolve checks on DOMINATING.

I had no idea about the beetle riot armor. I thought it was under 50%. Thanks for the correction; that's going to be important for the OP build to give them more mobility.

It's more noticeable with single target cc. Mass Enrage will always be good, but sometimes you do need to do something about one target. It also gives another projection, so it's not too bad.

Initially it would need to be a Regenerative Psi Blast Overcoat as these are the heaviest components. Later it can become Supersteel Psi and it will be alright.

238
General / Re: Where to find Razor?
« on: August 09, 2019, 05:03:12 pm »
You ain't no goodboi, huh, :D.

Anyways, I think Razor is either at the battle ship at the big base, or at the pirate base closest to Horticulture Centre. You can access that one through the caves, but in your case you will be able to use the jet. Just start at Horticulture centre and follow the eastern cave wall. I can't remember the exact coordinates. 

239
Builds / Re: Need advice: Spellsword Build
« on: August 09, 2019, 08:27:07 am »
...

I actually didn't suggest you go for Quick Tinkering. The feat, however, can have some good usability for more of a jack-of-all build that this initially was set up for(at least in my opinion). It will be more difficult to play but mostly because the solution to a combat encounter isn't as direct, or as obvious as with a more streamlined build.

Ultimately, Gortsby's way is more potent at range and more direct(I am talking about the use of Psi, though), and probably will be easier to play, so maybe you should go with a more Psi-heavy stuff. Although, I still maintain that the points from Hacking/Security are better spent on Throwing and Crafting.

If you're going Dominating you will need a lot of boosters. Although, being a crafty Psi character you can finish the Lunatic Mall at level 14 and just loot the majority of the Psi boosters you will ever need.

However, unlike Hulk above, I'd never suggest someone max out Thought Control; that's a huge waste of points for nearly no effective gain. 

I'm assuming you'll be wearing a Muffled Uni-Psi Headband, and carrying the psi spear in one hand and a melee spear in the other, to switch between, since you'll have two main modes of damage output.  If you really don't mind moving like a turtle, you could swap out Impale for Juggernaut and wear Riot Gear with a Psi Crab carapace(instead of, presumably, Psi Beetle), which would give you just enormous defensive boosts.

Yes, thanks for that. Keeping Thought Control maxed isn't optimal, it's true. Although I must say that in your version the points tend to be on the lower end. I know you're taking into consideration a Uni Psi Headband and Psi Riot Gear, but after playing on Dominating I think 240/250 effective Thought Control is safer. But just my two cents here.

Just mentioning that a Riot Gear with Psi beetle Carapace does trigger Juggernaut, as well, so there's a bit more versatility there.

240
Builds / Re: Need advice: Spellsword Build
« on: August 08, 2019, 09:49:29 am »
From the top of my head:

You can drop Hacking, Lockpicking, Persuation and 20 or so points from Mercantile to max out Thought Control, Throwing and a bit more into crafting. If you're not taking Quick Tinkering or Escape Artist you don't need 7 Dex. You can do 6 Dex as is and put that one point into Int. You could drop 1 point from Will and put that into Int. It will help with crafting some of the nades early on, as well as good armours/weapons throughout the playthrough. You could drop another point from Will and put that into Str.

Tranquility and Hemopsychosis won't do you much good. Take Locus of Control, Premediation(with your increased Int) and Force User. You could possibly look into Expose Weakness, as well. For the first two feats you can do Conditioning and Fast Metabolism. I don't know how good Critical Power will be. You could take another +2 Str instead. 

Something like this:

https://underrail.info.tm/build/?HgcGAwoDCgcAaQDCoAAAAAAAAABpZDcoacKgwqDCoDcAAEtfYyvCmcKqwqsWwofCjAbCjQhQKhTCtiHfvw

You will have more ranged potential with grenades and Thought Control/Locus of Control. Snipers and crossbowman will make your life hard but will be able to adapt a bit better.

As a general Melee User you probably do want Escape Artist, but for that you will need to lower the Psi disciplines a bit as well as Str. It's only a bit, but the skill is worth it.

You will want a decent Psi Riot Gear early on and a Headband with Mufflers to reduce the overall cost of Psi by quite a bit. A good Shield Emitter will be available with the crafting benches, but you will have to mind enemies with EMP grenades. It will make you quite tanky, though.

Do invest in Chemistry early on to be able to make Magnesium and Mark III grenades. It will help a ton. Especially with a melee character. Your ranged Psi does help, as well, but you will need something to break the bulk of the enemies.   

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