Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - HulkOSaurus

Pages: 1 ... 4 5 [6] 7 8 ... 21
76
How would you build a mindflayer? I am open to new ideas and ways of playing. Send a build link I will probably play it.

Well... I suppose if you want a Mindflayer per se, you will have to go the Locust of Control route. To me that doesn't seem like a worthwhile investment. Granted, I always take the time to farm some Bullheads and maybe that's why I don't see it as such a necessary perk, but operating a Cryokinetic orb with Premeditation, Psionic Mania and Trance(piss easy to craft) will give you a bigger, harder hitting aoe, at longer range and with it's own dot followed after. A MK IV Frag will do some clean up aaaand... there probably won't be much standing after that, tbh. This still doesn't mean that you couldn't play a ranged character with that.

To me the NO part of Hoddurform is more like that SMG I use with Versatility when going 18 Dex melee builds. It's really good to have but it isn't something that will be used at all times.

https://underrail.info/build/?FA0FAwcDCAYAUABuAAAAAAAAAFYALlFWbgBuAABVACsvwoIsBSplwq_CkxtEwpTiprgD4rOOAt-_

Post 20 I will probably take Versatility just to deal with the odd Naga Protector and put some points in Electronics. One thing I can say is that this build will have an easy time getting the Hoddurform quite early, as well as complete the Foundry questline for some 150 + quality metal plates. A decent Tungsten spear can still deal with most robots.

77
I have got 1070 hours man lol. For me, 11 perception is just enough, specially with LOC. It's easy to get kill shots with that level of crowd control. I am a crit fiend as well, so I usually get recklessness with scrutinous. I just think melee gets you pwned by everything easily on dominating, monsters and humans hit fucking hard. You need to kill them as fast as possible. The only melee/psi build I think is really good is strength/hammer/TK and time monks. I have tried sword/spear with various psi builds and it just sucks. Blocking isn't really relevant except to certain monsters like stalkers. Ranged enemies are the real problem in the game.

It's ok, man, we all enjoy the game in our own ways. The fact that you gravitate towards Recklessness explains why you prefer to keep distance. It works, but it's only one style of play.

Blocking isn't really relevant except to certain monsters like stalkers. Ranged enemies are the real problem in the game.

I understand - you just don't like melee builds :).

78
Suggestions / Remove one tile of Mutagen Gas in the Drone hideout?
« on: August 05, 2020, 11:49:01 am »
I was playing the other day and was doing the Protectorate Drone quest.

I attacked asap because of one particular oddity. Saved the game after combat and went to do something else.

Today I found that the way forwards is blocked :D.



The reason why it halts this playthrough is because I only play with a single save per character. Autosaving is good in the beginning, but progressively takes longer and longer as the game goes on, so it makes sense to turn it off... plus it makes the game more interesting.

Unfortunately, this is one of its consequences :). I am not saying it should be fixed... I can take it if this is a botched playthrough. But it does have the potential to be gamebreaking in a way.

PS:I'd have loved if there was a legit way to play as a mutant because in that situation I'd totally have continued as one :). You know - like a Nosferatu in Bloodlines.

79
I only play dominating, and I just don't like playing melee on that difficulty. I don't think I would have enough HP with hoddurform and psi empathies HP reduction. Im thinking either get Methathermics and/or sniper or crossbow.

If you've played Dominating before you'd know that not going full Perception with either Snipers of Crossbows will produce mixed results. Their accuracy takes a considerable hit unless maxed out on every opportunity.

I think you underestimate the amount of blocking you can do with a decent Riot gear and one handed spear with Spear Guardian +2. There's Sturdy Vests to provide base HP back and you don't have to play 3 Con character, either.



80
Builds / Re: Question about Thought control+throwing build
« on: August 05, 2020, 06:40:56 am »
I don't think throwing knives do well without going all out on Dex and Throwing.

81
Personally, I wouldn't go all out on Thought Control alone.

8 Will is enough for Neural Overload to do what it's meant to. The rest of the TC skills will take some time, but they will get there for the big fights. You'd have to focus on some other things in your build to make sure you get the staff early on, though. Considering it's also a spear that applies poisons, intimidates and blocks, you could make use of that, as well, no? It will be interesting going all out on with that weapon. For some fights you could make use of a Tac Vest with Psi Crab Carapace. Not always, mind you.

82

This is at least 9 psi abilities out of 32 available that will never get use due to opportunity cost

It's actually the opposite when you think about it.

It was before that those skills wouldn't see as much use whereas now the norm becomes character with combat abilities and one psi school. Duo, Trio or All-Psi school characters are going to be the odd-balls - viable still - but odd-balls nonetheless. Possibly Tri-Psi school are going to be the rarest of the bunch.

But regardless, it's precisely because of the system now favouring single school Psi that those skills are going to see more use. 

83
If you're stuck in dude's cave then just before you leave save then exit the game. Opt out of the experimental patch then restart. It'll allow you to exit the zone properly. Keep doing this whenever you have to leave the area until you get the Juice so you can exit via riftwalking. It's a bit frustrating but should work until the next hotfix.

I think I must have overcharged the cats :D.

Chance of screwing the save for good if I do that?

84


Can't exit the place after defeating the laser cats(unless there's something else I've messed up, this is actually quite gamebreaking for me as I don't save very often.)

85


Destroyed or vacant Protectorate Cruisers change to Aegis Patrolers.

86


At Mutie Refuge you tell the Ferryman to pick Todd up and he does so immediately.

PS:The pirate corpses are still there from earlier, but that's not a biggie, to be honest.

87
Builds / Re: New Player Friendly Energy Weapon Builds
« on: July 31, 2020, 04:56:57 pm »
You don't need to keep Hacking, Lockpicking, Mechanics and Electronics maxed. Your agility is at it's lowest so putting points into Evasion won't produce optimal results... BUT it will reduce damage from explosives so you might want to keep some.

You don't need to max Social, as well. You might want to go with only one Social, but that is up to you in the end. I lean more heavily towards Mercantile.

I would put some small points into Pickpocket, Lockpicking and Traps. That will help you get your funds started as well as help you notice traps from the very beginning of the game - you are, after all, a new player to Underrail so being able to spot traps is a huge QoL improvement for you. After that I'd just slowly put points into both up until about 50. Your high Dex will further scale those up.   

Do not ignore Throwing and Chemistry - these two things alone can make some combat encounters a breeze. Do not ignore Tailoring, as well. In combination with the other Crafting skills it can give you armour with defences specific to an encounter. You won't need to max Throwing as it will scale off of your high Dex.

For starting feats I'd consider Pack Rathound and Aimed Shot.

88
Suggestions / EMP grenades
« on: July 31, 2020, 10:31:54 am »
Have EMP 'nades burn % base battery charge based on their tier? 80% for tier 1, 90% for tier 2 and 100 % for tier 3? So for example if your battery charge is at 80 % an EMP 'nade will still burn it all, but if you have full charge it will leave you with 20%.

Suggestion is mostly based on enemies who use EMP 'nades during naval combat. Burning away all the jet charge is difficult to bounce from - the Protectorate Marine patrol is unreasonably strong in this regard. In the mean time it will give the player bigger incentive to craft higher tiers of EMP 'nades. 

89
Builds / Re: Psi/melee or gun build questions
« on: July 29, 2020, 01:42:56 pm »
I prefer high Dex melee for such hybrids. Your weapon of choice could be combat gloves and you can take the feat which increases your Dodge based on your melee skill as long as you have your gloves equipped. You could operate some form of ranged weapon that benefits from high Dex such as a chemical blob pistol or an SMG with the Versatility perk - either are fine, but if you put only a small investment of 35 into Guns you could get Cooked Shot for extra AoE with chemical pistols. Otherwise SMG will operate quite well without anything else than the Versatility Perk. You should put some points into Throwing, but not max it as it will scale nicely with high Dex. Having explosives and throwing nets as support is nice with such a build.

Because you will be saving off of Dodge you will be able to get your Evasion quite high, as well.

For such hybrids I'd choose only one school of Psi. Running two might not be feasible because of too low a skill point pool. I notice you show a non-Expedition character. This means there will be only 20 levels. If this was Expedition you might be able to make a 2 Psi school hybrid, but I also doubt that quite a bit... better stick with one. I suppose the choice comes down to Metathermics or Psychokinetics. Personally, I lean towards Psuchokitecs. If you take a feat called Expose Weakness your Proxy with your Implosion will do a lot of work.

From Subterfuge I'd take only Traps and Pickpocket. Because of high base Dex those will scale nicely and will cover some of the weak points of such a build without asking for too much of an investment over the long run. Stealth is always nice, but without sufficient investment early on it can only work in late game and only if you add in additional items which boost it. You could go full Stealth from the beginning, but it won't leave points for Pickpocket or Traps.

Some form of Crafting is always good for such builds. I'd focus on Mechanics, Electronics and Chemistry. You might not have enough points for Biology and/or Tailoring, but you should aim to put some into those eventually. Neither of the Crafting disciplines need to be maxed, plus there are crafting benches later on to help you with that. Still, I don't think you will be able to get all 5 to optimal levels.

Finally - Social. I lean heavily towards Mercantile, but I suppose it comes down to personal preference. I think you will be able to get Mercantile to adequate levels, though, which will boost the late game quite a bit.

90
Suggestions / Craft window sub-categories.
« on: July 28, 2020, 11:15:21 am »
The crafting window becomes a little nightmare to navigate once you go over 30-40 recipes.

This probably has been said before but sub-categories would help with the late game. It could be set to ''All'' by default with additional small windows on the top of the crafting list for melee, ranged, body-wear, medicine & drugs, throwables, electronics, misc.

Pages: 1 ... 4 5 [6] 7 8 ... 21