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Messages - HulkOSaurus

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241
General / Re: [expansion spoiler] lemurian medical center
« on: August 07, 2019, 06:33:16 pm »
You go in and talk to the handmaiden. Then she tells you to check the door to the east. You've already done that. After that go back to the room with the handmaiden and check the door to the west. It should be open. There you will find a strongman who needs to be charged. He will open the way further in.

242
Builds / Re: Temporal Spam Build (Nerd Commando)
« on: August 06, 2019, 02:48:56 pm »
To be perfectly honest with you, I think this build would be kinda boring :).

I see the idea of him stacking a lot of Temporal shenanigans resulting in a tremendous single target damage as well as being effectively untouchable, but one problem with that is the RNG connected with the AoE on the damage skill. Put it that way - if you don't trigger the AoE you won't be pleased.

This kinda reminds me of the Ultimate Run in current Deadfire. Doable with a particular kind of a summoner, but then you don't do anything else than summoning 1 and the same stuff all the time. Not fun.  :-\

243
Suggestions / Re: Crafting
« on: August 05, 2019, 05:24:40 pm »
When crafting would it be possible to only show the components that apply to a blueprint in the inventory screen? Saves scrolling up and down.

I don't quite understand this, but if you select a certain recipe in the crafting window it will very visibly highlight only the applicable materials. If you click 'Sort' the last material of any type is the one with the highest quality.

244
Builds / Re: What build should I try next?
« on: August 05, 2019, 01:01:42 pm »
While I think your build is interesting, I don't want to try and do everything as one character. It's more fun for me to say "here's what this character can do, here is what they can't do." and then play accordingly.

Well, different strokes, I suppose :D. I wouldn't say that it can do it all but rather is more of an adaptive combatant.

Anyways, if you focus on any single one of those builds, like for example pure Assault Rifles, or pure melee, you may actually find it a bit boring and/or constraining. The first build I beat DOMINATING with was exactly a Heavy Armour, AR Burst build and while it was strong, it was also quite invariant. But hey, if you want exactly that, go for it, man. Also, I want to point out that on DOMINATING there are some new additions of enemies that will change some of the combat encounters. Highly focused characters may actually struggle in different scenarios. 

If I had to choose any one of the ones you mentioned, though, I'd probably go with spears just because they offer the most base versatility. Even though you said you're not fond of spreading stats you can actually successfully integrate a single psi discipline with that and make a semi tin can with a Psi Riot Gear and one handed spears with lots of block. Purely theoretically - Metathermics, Melee, Electronics for decent shield, enough Biology to make poison stuff, enough Tailoring/Mechanics to make a good Regenerative Psi Riot Gear and some Throwing for support with poison caltrops/knives/nets/flashbangs/emp grenades. With a good head amp you can reduce Methatermic's cost a lot so the lower Will/Int won't bother you at all. A sort of a techno-scavenger that literally utilizes everything they come across :D. If you go for Kevlar Cloth with the Riot gear the character will be quite tough with block, shield emitter and bullet resistance and you won't have to worry about bullets or chems too much. You will be able to make metal Striders boots which will give quite decent MP.

245
Bugs / Re: Player vision range and npcs
« on: August 05, 2019, 12:39:42 pm »
Yeah, that's how those crossbowman work. It's kinda savage, when you think about it, but it's also good in a way, because you need to think how to protect the sec-troopers who are actually quite the easy pickings.

With a good double low shield emitter you can tank the shots. 

246
Builds / Re: What build should I try next?
« on: August 04, 2019, 08:20:53 pm »
So I have been playing with a full psi character. I have completed expedition and I think I am nearing the end of the main campaign, and I have been thinking about what kind of character I want to play next. The problem is, there's so many I want to try and since it takes a while for some builds to take shape, I don't want to invest a lot of time and energy into a build that might not be the best fit for someone who is still learning.

I'm torn between:
An AR/Shotgun tin can build
A stealth trap/crossbow character
An unarmed character
Or a melee user with swords or spears

Which one should I try next?

If it's something you're willing to try you could look into the Jack of all Trades build. I changed it slightly from what's posted - the build is quite strong but it paces the game in a different way. It is viable for DOMINATING.

247
Suggestions / Not quite sure it belongs here, but...
« on: August 04, 2019, 10:44:43 am »
When you place down Force Fields in such a way so no enemy can shoot you, human enemies holding either Assault Rifles or SMGs will loop in a really strange way. They will walk to the Force Field like any other enemy, but instead of passing their turn they, evidently, will try to move further which is impossible at that point. Even their animation suggests so. There appears to be a few frames of a stepping animation, but then that revers to standing animation and they're at the same spot but they just don't pass turn in a while. The whole thing is a bit annoying to be honest :(...

Possible fix?

248
I think Limited Temporal Increment has a cooldown of 3 turns.

249
So the build is coming along nicely.

One thing about playing such a build is that the game progression tied with it feels like an accomplishment. At the moment she's sitting at level 17 and I still don't have enough points in crafting to make the gear I want. I generally avoid larger encounters, and am still not confident enough to confront Balor, for example. On the other hand I was able to finish De Pacino and Jookhela pretty much as soon as I opened the global map. I think the Warehouse - that is, the last quest with the Praetorian Guard, will be very difficult, and will aim to finish it at level 20 at which point I will buy all the benches and finally craft everything I need. The Rathound King and all the Burrowers were a piece of cake, though. 

I think I will put one more point in Strength and take Full Auto on 20 and Pack Rathound on 22.

250
General / Re: Invisible Scorpions, what gives?
« on: August 02, 2019, 03:43:41 pm »
Aaah... I remember the first time I encountered the Spider-Scorpions... these fellas are pretty much the promo face of Underrail.

That said, they are not Absolute Units. As you go along with the game you will find ways to deal with them. That's the fun part.

251
I'm accustomed to manually starting combat almost every time

I do that from time to time, but I generally don't know the exact position of enemies. If I know there are enemies in the area, I will check around corners or outside of doors in combat mode to gain the upper hand, but there have been plenty of situations for me when high initiative has been crucial. Sometimes I pop combat mode to check around, then end combat only to have a patrolling enemy stride around another corner, sometimes I don't notice an enemy spawning somewhere on the screen, high initiative has helped me against Death Stalkers, at times enemies notice me from around corners. I think it's generally a good stat to have. 

252
so in short getting two Locus of Control per battle, provided something survives the first combo, is easy.
That was always the difficulty for me - nothing ever survived the Enrage  :D
On the other hand I don't see a point in going Premediation cooldown because by the time I need it for Locus of Control/Rage combo it will be down anyways.
TC abilities are generally high cost and short range.  Premeditation fixes both of those things.  Plus TM abilities tend to be high-cost and near-instant so you can end up dumping a lot of psi points in a turn; Premeditation help with that too.  You'll get by without Premeditation spec, same as you'd get by without LoC spec.  If you really don't think you'd use it, no harm - but me, I use Premeditation on cooldown, every cooldown, every fight, every time.  Even if all I've got for it is Premed + LTI, I'm hitting it on cooldown.  Seems far more useful than 2 more points of Initiative, but of course it would come down to play style.

That's not at all an unfair comment. The way I imagine it is Escape Artist and Premediation both enable mass Rage. So I will be able to use it more liberally without trying to set enemies up too much. After that I begin doing the build's thing, and later on when enemies are all set up I have the combo again. But no pain, no gain, I guess :D. I am not saying it's the best way to do things. For me using Premediation as soon as it's ready means that I may not have it when I need it, if that makes sense.

I also value Initiative highly. For me it's a core stat of the build that allows you to act right after Force Barrier wears off just when all the enemies are grouped up together. That's why I will try to always have Root Soda on.

253
Specialization points will be applied on Trigger Happy and Locus of Control Cooldown by taking turns.
My first character in Expedition specced into LoC cooldown, and I won't do it again.  The reason is that even with 5/5 and using LTI on cooldown, you're going to need seven turns between LoCs.  It's actually kind of difficult to drag a fight out that long unless you're in the arena (in which case there aren't enough targets to justify LoC) or fearbouncing entire Rathound packs (in which case, they're rathounds, and don't really require LoC).  Even the Balor fight at a reasonable character level only really lasts 5-6 turns.  So I found that unless I really went out of my way to prolong fights, I wasn't getting use out of those specialization points.  Still, if you go that route, I'd be interested about your feedback on it to hear if it was worth it for you.

You should really find 2 points for Premeditation cooldown spec.  That you will benefit from, almost every single fight.

My first Expedition Character(the one I botched the run with) - a Psi all-rounder with Throwing, Quick Tinkering and Melee had no problems doing exactly that. Enemies spend 4 turns in Rage, and you spend 4 turns behind force wall. In addition there are flashbangs, the psi trap, nets, Quick Tinkering traps, caltrops, various other psi cc, so in short getting two Locus of Control per battle, provided something survives the first combo, is easy. The Lunatics at the mall is one example. On the other hand I don't see a point in going Premediation cooldown because by the time I need it for Locus of Control/Rage combo it will be down anyways. The Premediation/Locus of Control/Rage setup pretty much shuts them down and makes even unaffected enemies fight the berserking ones. You may have to pay attention to something that might attack you, but Thought Control Psi builds have so much single target cc so you won't be short on options. The initial combo ensures that you have the Psi points for that. 

BTW, I started the build already :). I spent the initial cash for Hand Grenade imprint and crafted five Frags. That was quick 5 outposts. I took Grenadier at 4 to make the Newton beetles easy. The drones at the GMS were a bit problematic, but only because I was too lazy to go back and get some EMPs or wait for MKII Frags. Already passed Depot A and it's looking good. At the Depot I could already loop a doorway with Quick Tinkering traps, nets, four turns Force Fields and the MKIII Frags and cooldown reductions were cleaning house. Your feedback about Temporal Manipulation was invaluable as it really helped against robots and the turret. Particularly slowing down the Plasma Sentry.

254
1) Not really.  You play on DOMINATING, right? You're going to need to break enemy resolve, and I usually recommend an effective TC of 200 or so for that.  If you were playing 16 Will and multi-school psi, you could get there with 75 points in TC, but I think you need all of them to make sure you clear resolve.  If you plan to use it regularly, don't give the enemies any more chance to resist your TC abilities than you have to.
2)Yeah. Three Pointer isn't reliable even with a dedicated throwing build, so I don't like it much.  Personal bias aside, it can be tough to recommend it - it's only good with high Throwing, but it's not good enough to be the only reason you go deep into Throwing.  If all you want is to reliably place grenades, you can do that with 50-60 effective skill.
3)When in doubt, go to the wiki:  https://www.underrail.com/wiki/index.php?title=Blueprint:_Hand_Grenade
4&5) See above  (edit: if you want to go in 20 points really early for the SGS benefits, that makes sense - but if not, then don't bother going into Mercantile until you've cleared the Depot, unless you really want TiChrome before you go in, in which case you need a few dozen points to unlock Blaine's inventory so you get an RNG chance for him to have a bar in stock)
6) Yep, you're right.  Temporal Manipulation.  Getting that early will be a huge help for you.  The basic ability will get you safely through the Retake The Outposts quest; the LTI and psi slow will just be very useful in general, and once you've cleared the Depot you'll get some really, really nice abilities.  So try to pick up some TM early if you can - no point in getting any more crafting than you need, until you need it.

Yeah, that's correct - it will be DOMINATING, but it will be Classic XP. I just don't feel like searching for those things again :). But that will make it easier to an extent.

Yes, I am not that sold on Three-Pointer. You can see a crit or two when you use it with frags, and it's generally helpful the more grenades you fling. All in all I think Pack Rathound might be a better option.

So I looked some of the stuff up and here's what I came up with:

lvl 1:
http://underrail.info.tm/build/?AQYHAwQGCAYPDwAAAAAAAAAACgoADwAKDw8AAAAADybCgyvfvw

lvl 2:
http://underrail.info.tm/build/?AgYHAwQGCAYUDwAAAAAAAAAACgoAFAAKFBQADwAAFCbCgys7378

lvl 4:
http://underrail.info.tm/build/?BAYHAwQHCAYeFAAAAAAAAAAAGQoAHgAKHhkAHgAAHibCgys7MN-_

lvl 6:
http://underrail.info.tm/build/?BgYHAwQHCAYoHgAACgAAAAAAGQoAKAAKKCMAKAAAKCbCgys7MBbfvw

lvl 8:
http://underrail.info.tm/build/?CAYHAwQHCQYyIwAAGQAAAAAAGQoAMgAKMi0AMgAAMibCgys7MBYU378 - this is where I will aim to do depot A. I believe it will be ok.

lvl 10:
http://underrail.info.tm/build/?CgYHAwQHCQY8LQAAHgAAAAAAGQ8PMgAPPDIANwAAPCbCgys7MBYUKt-_

lvl 12:
http://underrail.info.tm/build/?DAYHAwQHCgZGRgAAHgAAAAAAGQ8PMgUPRkYANwAARibCgys7MBYUKk7fvw

lvl 14:
http://underrail.info.tm/build/?DgYHAwQHCgZQRgAAHgAAAAAAGR4eMg8ZUEYANwAAUCbCgys7MBYUKk4h378

lvl 16:
http://underrail.info.tm/build/?EAYHAwQICgZaUAAAHgAAAAAAGSgoMhkjWkYANwAAWibCgys7MBYUKk4hSd-_

From that point on it's just maxing Thought Control and Guns, and raising Crafting, Throwing and Stealth so that there is some juice left for Deep Caverns :).

Specialization points will be applied on Trigger Happy and Locus of Control Cooldown by taking turns.

It seems I can pull 14 points from Mercantile, though, and use those for Crafting. Intelligence chems and Underpie will make sure that all high tier shops are open.

255
It's a quick enough trek to level 12 that you might find things working a little better if you didn't really invest in crafting until around 12-16.  Getting some TM early on will cover up a lot of the weaknesses in that spread out build.  Also, with such a clearly crafting-heavy build, I might pull ten points each from Mechanics and Tailoring (if you plan to use Hypercerebrix while crafting top-tier gear at home) and 20 from Psychokinesis (because you're not going to have enough skill there to make it a significant damage-dealer anyway) and put them into Mercantile so you can hit all the thresholds for unlocking merchant inventory except Efreitor Hannah's second one (two points from out of throwing would get you there as well, with both Hypercerebrix and Under Pie).

Looks like a solid JoAT build either way, though.

Hey!

Glad you approve of the general build.

Yes, I also think the build is a late game bloomer. Quite frankly, once you enhance all the various aspects it becomes a very hard hitter, and cc-able, as well. But making the journey there smoother is greatly preferred.

A few points:

1. I also thought that maybe there is a bit too much invested in Thought Control. Is going lower Thought Control an option - it is more of a general cc skill here than anything else? Does lower Thought Control reduce the chance of landing skills like Rage and Fear? I can't quite remember - it's been a while.

2. Reducing Psychokinesis/Throwing is an option. The double Implosion after Leper Poison Throwing Knives(can you make caltrops with that?) followed by a net and AR burst is still there, so Psychokinesis of 70 base is good, possibly lower Throwing.

3. Early crafting is a bit of an issue for me. I think the build needs MK Frag III for Depot A. Those together with four turns Force Field and cool-down reduction is what I am hoping will make it through. How much Chemistry/Mechanics you need for MKIII? Gosh, I really have forgotten quite a bit.

4. How much Mechanics/Electronics/Tailoring do you think will be needed in the end? At level 26 the build will take extra 2 Constitution, but before making it there it will need to craft some protection. Before raising Con it will rely on situational Tactical Vests - electric resistance for Coil Spiders, extra mechanical threshold vs bullets, ect., ect. Making a good Primary/Secondary AR, possibly a Shotgun(to try them out), as well as Focus Stims/Chems is on the menu, as well. It's good that you reminded me about the new drug that gives +2 Int. I remember seeing an imprint for it somewhere.

5. Having more Mercantile is always welcomed. Using Under Pie to unlock the higher stores is a very good trick. How much Mercantile would you need for that in the end, and how early, in your opinion should the build invest in it?

6. What do you mean by TM? I assume it's Time Manipulation, but I am bad, so I don't really know. Again, any way to make the build smoother is welcomed :)

Thanks!

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