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Messages - paulkirikawa

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16
Suggestions / Suggestions of random encounters and status effects
« on: April 02, 2019, 02:21:28 pm »
1. Is it possible to make random encounters occur in train/boat fast trip? Underrail Express might be in top seurity defense, meanwhile those boats are absolutely good target for Black Sea pirates.
2. Bleeding status might effect stealth skill (negatively). I mean, if you are bleeding, dropping red spots, when you move around, these red spots would become significant traces that might expose your position.

17
There're a simple truth that in current version shield is not really "defense" but an extra HP pool regarding some specific types of damage, you'll need the one with highest capacity, Efficiency Energy Converter is always the best choice.
If you have trouble dealing snipers, damage (absorbing) threshold would be the main factor. High/High or Amplified High shield with a 50% mechanical DR metal armor would let bullets bounce off of you.

18
General / Re: Character motivations
« on: February 14, 2019, 03:10:45 am »
I'd suggest a real badass to kill Cale after listening to his delusion mumbo-jumbo of "invisible". Point is, that he's totally not invisible so you are going to kill (nearly) all triggered entities in the yard to leave. Also you can't finish the main quest by doing this.
Well, who cares? If I'm going to play *roleplaying-way* I'd definitely going to kidnap Ezra, get the rank of technical director in Coretech, become the major supplier in bio stuffs of Foundry then help them recovering water/air quality... Screw Faceless! Screw Occulus! Screw both Cans & Drones! At the end, screw Tanner and his more and more dangerous missions! Just joking. You can't do any of this currently.

19
General / Re: Eviscerate and Cut-Throat any good?
« on: February 14, 2019, 02:50:29 am »
The only downside I've found is that since you must be directly behind the opponent to even attempt it, I've already come up against a couple of foes (including [suspicious]Rathound King[/suspicious], for instance) who don't wander around & are always standing with their back against an object.
I like the noise mechanic a lot, it makes for interesting tactics when you are stealthy. When you throw a grenade for example, enemies will go to investigate.

So you can stay out of sight of a group of foes, enter turn based mode, throw a grenade, then move away from the blast and enter stealth. You can then exit turn-based mode if you like, as you are not sighted and not in combat. Nearby humans or other entities will move towards the sound, preferably into a well-prepared trap-/minefield, with zero risk to you.

The same mechanic could be used to make someone like the Rathound King move away from safety so you can cut his throat.

His loyalty hound fellas would also come out of the palace if you use noisy stuff. In light of Rathoud King's scored traps skill and detection, a better tactic is to place 2 or 3 beartraps from the door to a side cornor. Kill him in silent, then deal w/ left foes.

20
General / Any further planning off% sale on Steam during February?
« on: February 06, 2019, 03:27:46 am »
I knew there was a 50% off in Jan. but as a Chinaman (free-speech included) I've been planning to buy a hell load of Underrail with my Lunar New Year red pocket gift money and send them to my dear CRPG-holic friends (who might not buy Underrail for themselves).
So it would be a bad thing for me if Styg and the corp. decided not to give discount so soonly. I couldn't afford more than 6 pack under current price. Well, otherwise I can save my money and purchase 'em in later promotions, but Lunar New Year vacation for my fellow citizens is just like Christmas for the Anglosphere. I srsly doubt they'll have enough time to play any immersion-experiencing, story-driven CRPG after Feb.

21
Suggestions / Re: Mutagen Puzzle Tweak Suggestions
« on: January 30, 2019, 07:05:02 am »
I just want to point it out: you can write anything on your wristpad's map

22
Builds / Re: Any idea for a build with Temporal Manipulation?
« on: January 30, 2019, 06:41:27 am »
IIRC someone made a STR-based TM Machetee dude on this forum. I'd try this BD with a little tweak towards sleg after my pistol run for DLC, mock an 2000+ Execute on boss enemy would be fun.

23
Suggestions / Re: Cybernetics and crafting ideas
« on: January 15, 2019, 08:51:52 am »
I just want a blueprint that takes a shaded visor and gives you sunglasses.
I definitely need to mimic this post.

24
General / Re: is High-Technicalities actually worth it?
« on: January 12, 2019, 04:06:56 am »
IMO 16% extra damage is no match for higher firing rate (you need max dex out to make 2 plasma shot per turn) or direct damage & accuracy bonus. If you are going to play Normal/Hard, I'd suggest you to have 16 dex 7 per and 70 guns for important feats, them max out melee and get Versatility, when you have 8 or 9 int High-Technicalities is also doable. If it's dominating, I presume dex beyond 10 is not nessessary and you can pump per for damage/accuracy/detection, crit-burst Steel Cat is powerful too.

25
Builds / Re: How to make sniper rifles work?
« on: January 06, 2019, 11:08:49 am »

Don't worry. Expedition follows tradition of expansion packs of being harder than vanilla game.

Like Manus and Artorias compared to Lordran fellas? :P

26
Builds / Re: How to make sniper rifles work?
« on: January 05, 2019, 07:14:57 pm »
I like them dead, not cced, ur choice.
I'd choose to keep my opinion that I'll have grant them death in considering my own safety as the first. They have double or triple HP, 30% additional dodge/evasion, even resist my taser and flashbang sometimes.  :P Maybe I'll try a thermosniper or psimonk who dubs unavoidable death to the enemy, but not now.

27
Builds / Re: How to make sniper rifles work?
« on: January 05, 2019, 06:46:53 pm »
Now your link, lacks imho every aspect of survivability, no skinner feat, 3 con, no dodge..., I mean my build doesnt have dodge, but is full metal.
I found that you are definitely right, even if I don't want to admit it.  :P I was annoyed with crawlers so long ago and got used to abuse beartrap anywhere & anytime...

6 perception and blitz .. 1 pony trick shot every 10 rounds that leaves u immobile, vs 13 perception and full auto as constant. Hmmm 7 perception = around 34 percent more dmg and accuracy, more than 1 extra burst every round which u dont have with bllitz u have it every 10 rounds...
I mostly use it for crowd controling, not damage output.

28
Builds / Re: How to make sniper rifles work?
« on: January 05, 2019, 06:26:34 pm »
Well first of use sturdy vest, in smg playthrough was being with 380 hp same con, now ar being superior to smgs, i doubt that, this is max dmg smg, i dont think 16 dex focus smg build outdamages this 1, but yes you lose juggernaut. Nimble and armor slooping, so i can move a little and have some kind of use of stealth and evasion + suppresive fire. And i like throwing to be reliable, only thing missing is 130 biology which i dislike crafting in dc. You have 112 chemistry and 100 biology with workbench, they arent random numbers. Only weakness to this is coil spiders and doppelgangers, everything else... not rly. But i think every build struggles with smth, specially those 2. Wth 3 smg bursts u can knockout 3-4+ ppl in round, without adrenaline, how much can u knockout with ar, dont know never tried ar mid - late game.
Maybe you are right, I'm not 100% sure ARs are still superior than SMGs now but they are obviously powerful. There are burst compensation type (Hornet) and critical-focused type (Chimera), Concentrated Fire is devastating, even a disadvantage can enhance its damage output (I'm talking about accuracy loss when target beyond optimal range). Guns skill is the main damage modifier of all guns, and ARs have higher min & max base damage (same quality), higher optimal range so it's easy to clean a wider cone (you need to do closed quarter burst with SMGs) with a single burst fire (7 or 9 bullets) and you get Gun Rush from whatever got rekt under your caliber.
I've been on a 15+1Dex/10Agi/6Per Versatility SMG playthrough, Blitz is god.
I thought Sniper Rifles shall be back up by SMGs (if you don't use Psi) and ARs also can be back up by SRs. The range and damage type of your main weapon define your combat tactics, e.g. SR firing and AR burst are mutualy exclusive in one turn but you can do burst kill + Gun Rush burst + flashbang + next turn SR aimed shot, don't even need to be in 5 tiles with any foe, strategy may vary. For 15Dex/10Agi SMGer with low Per, Crowd control is the first priority and point blank burst is a must. I have godlike initiative, mollys, flashbang, taser, beartraps, Dirty Kick and even pneumatic incapacitation strike to reduce enemy's evasion to zero (an offset to my shitty guns skill), super speed, and don't need a Sniper Rifle as back up.

29
Builds / Re: How to make sniper rifles work?
« on: January 05, 2019, 05:47:15 pm »
Ok i posted an smg build earlier and came to an idea of sniper build using smg, idea is using 8.6  steel cat and sniper, never played sniper so dunno is better spearhead + snipe and aimed shot, or 1 single mighty sniper for dominating difficulty. But on a note of smg u dont lose any dmg ,u actually  do same damage as 16 dex build or even more because of bigger perception and full auto + you are going to be using super steel because its awesome.

http://underrail.info.tm/build/?GQgIBgMMAwbCh0YAAADCh8KEACUAOMKHfE9BZwAAAAAACU8kJkU5OxYVSTcBNUsz

This is the build (for spearhead version), order of feats wasnt taken into account. And u can dump 1 dexterity if u feel like using eel sandwiches and put in perception ofcourse. 8 dexterity u will have 3 bursts of 8.6 + constant reload = 21 bullets, 16 dex steel cat 8.6, 4 bursts, 5 bullet each = 20 bullets. But u have snipers, super steel and 12 or 13 perception

This is much like an assault rifle build with some tweak regaring the use of Super Steel Armor and SMG. To be honest, make it weaker than average AR build (using SR as a long-ranged backup). 7 Str/7 Dex/14 Per with Concentrated Fire would be stronger (or boost Agi to 10). If you're not going for Ironman, 30 point in Throwing is enough and you can make other skills more efficient. Metal build without Jaggernaut is also a strong loss, and why pick Nimble and Armor Sloping together? For 14% penalty metal boots? Passive defense score is seriously low for high armor penalty cans, not to mention 232 HP is a one-turn brain toast for high level Thought Control dudes.

My opinion:
http://underrail.info.tm/build/?GQcHBgMPAwXChx4AAADCh8KHADsAO3V4O0N1AAAAAAAvATkmMBYVSjVJTzsCM0s

30
Builds / Re: Beginner looking for advice regarding Psi/Sniper build
« on: January 05, 2019, 07:42:48 am »

However thermodynamicity feels like a complete waste so far, the AP gain gives me nothing significant and i run quickly out of psi anyway. Maybe i'll find more use for it later.
Try Cryogenic Induction for your next playthrough. Even SMG aimed shot is capable to shatter enemy with 150~200 hit points, and you can restealth with it in dual fights (for another snipe chance)

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