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Messages - tyrtix

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16
General / Re: Thoughts on 5/5 spec'ed disassemble.
« on: December 03, 2019, 08:07:18 pm »
Indeed you can, but on dominating, many building mats are worth more sold as is than in the new repair kit formula, or at least you will gain very little from the kits, but from my math, you actually loose something.
It may be worth if you have too many items and need money, thou there are plenty of leather or melee weapons buyers, so...

17
General / Re: Thoughts on 5/5 spec'ed disassemble.
« on: December 03, 2019, 12:18:48 pm »
just restarted a run with a hybrid psi-pistol, took disassemble myself too, ad just at the second level, because i already understood that i had little money and a single feat with no skill needed could be very very good to get money (thou i picked also a few points in pickpocket, will stop at 40 in this skill as i usually do).
I think you're right in saying this is a very underrated feat and the 5/5 spec makes it even better, and even more now that the repair kits had been nerfed so badly: i didn't made the math for that but i believe atm even in normal difficulty, recycling items to make repair kits and then sell them for a bit more of profit is not viable anymore, and i do want my toon not need to carry around 3-4 repair kits just to be efficient as he should with weapons.
To me, the nerf in repair kits is very bad, as it just leads to a full chain of things not used anymore: why buy recycle blueprint now, since i can sell these items i will recycle and then buy the kits i need?

18
General / Re: Next expansion speculation thread
« on: December 02, 2019, 08:01:56 pm »
anything is okay, as long as i get a quad that works like a jet ski, and, why not, have a base with npc's that i can customize.

19
Suggestions / Re: Feat: Concealed Weapon
« on: November 30, 2019, 07:38:52 pm »
equip piece: knife sheat or pistol holster.
Uses up one or two belt slots, you can put in one of the correspondent items, and you can change on hand weapon by using 10 to 0 ap.
Attaches to belts, wich becomes craftables then: couple empty shells, rags and a pelt makes a bullet strap belt or shotgun strap belt; utility belt is just pelt plus some scraps, and so on.
Neat.

20
Builds / Re: Is a mad chemist build+temp manipulation viable?
« on: November 30, 2019, 07:32:10 pm »
too simple is what you say: you can't find many mkIII for sale, and they costs a lot, so either you need ways to make money, wich probably means feats and/or skill points, or you need chemistry too, wich makes you need likely 120 to 150 skill points to make that thing effective as you say...then you need to carry the nades around, this could even not be a problem but still adds to everything else, and you crits only with the correspondent feat added, while 45 skill points makes  pyrokinesis already effective for some purposes, and with a single feat it becomes even better, with the chance to proc burning. This, on top of the fact that with the same 45 skill points you also get cryokinesis and cryostasis, and pyro stream too wich sometimes is very useful...dump a few skill points in more and you get the cryo ball wich is even better, and obviously all of that adds to opportunist feat, wich increases the damage output as much as the goggles do (while you can also have goggles and opportunist).
There's a lot to keep into account with those skills and feats, and not all of it is as easily to put in raw math as many people think...for example, pyrokinesis can be useful to cheese enemies in the place you want them, with no cost.

21
Builds / Re: Is a mad chemist build+temp manipulation viable?
« on: November 30, 2019, 11:06:34 am »
easier strategy, i think, i like different and it works very good for me: cryo and pyrokinesis with better critical chances does wonders to groups of enemies, even with low psy skills are often much better than grenades, and you can exploit the fact they just need psy points to be used; also, they have other effects that nades don't have.

22
Builds / Re: Is a mad chemist build+temp manipulation viable?
« on: November 30, 2019, 02:12:03 am »
heh man, i really have no idea why my character is so bad with grenades, but i ended up pushing the skill to high levels to see if i could be any better, and got so frustrated i just said "fek, next run i'll put zero points in this".
For neurology, well, cryokinetic orb+ cryostasis at first turn is not that bad, and while premeditation reduces a lot the cost of one of them, you can still launch something else before finishing all the psy points. The fact is that it's hard to determine how useful neurology is, but when i tried it, for me it was not marginal.

23
Builds / Re: Is a mad chemist build+temp manipulation viable?
« on: November 29, 2019, 01:28:11 am »
i got over 150 throwing in my last run, and dammit, there was no way, i had to reload most of the times i had to throw a grenade, even if it was just 3 tiles away: once i was able to throw a grenade in a diagonal square from my position, so i was exactly on the corner of the explosion, and the grenade fell exactly on my tile.

You can use traps in various ways, including making the mines explode when you want, by using pyrokinesis or grenades. Psy band may not be the optimal choice, thou maybe 15 psy points more can let you use a pair of powerful psy skills at once at start of combat...

24
Builds / Re: Is a mad chemist build+temp manipulation viable?
« on: November 29, 2019, 01:14:44 am »
i'd go for a good quantity of int so you get your crafting and chem feats, and this will leads to less need to invest into crafting skills. Tbh, traps are easy to use even with minimum skill if you want to just use them to direct your enemies where you want, throwing is a bit meh sometimes and won't give (in my opinion) the results you want, most of the times, also you can still use them at zero skill.
I'd go for temporal manipulation and use psy bands too, then with the points out of crafting skills for high int, get 45 metathermics and get full advantage of the combo advanced cat belt + pyro and cryokinesis skills.

25
General / Re: Ballistics, it it useful?
« on: November 29, 2019, 12:56:24 am »
i've used it on a single-shot AR build that uses stealth too and riot gear: with a good ql ss sheet and spec points i got a 24 treshold riot, wich gives enough protection that most basic attacks just jump off it, except obviously snipers and x-bows, but since you can overcome those with just energy shield or metal armor, heh, it's something. On a riot armor it gives, with spec points, basically a +12 treshold on both melee and bullets, with a kevlar on it i can stand most bullet damages and get nearly zero damage, so...for me, it works.

26
General / Re: Skinner and gun nuts in 2019
« on: November 25, 2019, 01:06:00 am »
While gun nuts always works on any shot you take, it guarantees a very low bonus on any firearm, too low to be interesting, even with specialization: for example, any special shot you can get with a feat (point shot, critical and so on) gives out an incredibly larger bonus than gun nuts, and then you should stack on top of that, that you can also increase those shots damage by using smart goggles and similar devices.
To be of any usefulness, gun nuts should have a way better capacity with specialization, for example by giving both low and high damage bonus for each point you put in.

Skinner is mostly worthless, thou iirc items you make with that leather values are better, and they sell for more money the last time i've checked this...overall, not worth: i think that anything short of metal armor is a lot less useful as armor, and while at least riot and tac vest have their "specializations" and useful for something, leather is just worthless for basically any build. Want to use leather? it's because you need to keep armor penality low, but to be even partially efficient, a leather armor need to have some additions and need to be high ql good leather, means you will end up getting the same armor penalty of a basic riot armor (20 ap) or basic tac vest (15 ap), so...it just does not make sense.

27
Bugs / Re: npc sight range longer than the players
« on: November 25, 2019, 12:51:21 am »
i was often killed by both sniper rifle shots AND crossbow shots not only out of MY sight range, but even outside weapon range: for example, the sniper at the stolen train one-shotted me at start of combat while i was 6 tiles away from north wall. I always have to reload game when i'm in areas with snipers unless i start combat before the enemy so i both have initiative and can run to cover, or i'm just ded even by using a very good riot armor...heck, once i was killed even with the same riot armor and a shield up with over 300 energy, and i was playing at normal difficulty.

28
General / Re: [Spoiler] Advanced Jet Ski Parts
« on: November 02, 2019, 11:45:17 am »
necrothreading because me too i've just found a 450 power motor and only 800 energy batteries, also 15% stability suspensions and nothing best, while i've explored all the expansion and have ray with mercantile..

29
General / Re: Underrail Setting is about hell?
« on: October 13, 2019, 07:45:09 pm »
Well, europe is a lot like hell recently...anarchists, terrorism, mind control in form of propaganda, our countries try to make us eat insects... at least in Underrail i can eat rathound fekkin meat!

30
Suggestions / Re: Stop AI Teammates turning on you if you use AOE
« on: September 26, 2019, 09:54:09 am »
just make it so they turn against you if you kill one.

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