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.


Topics - Faeren

Pages: 1 [2]
16
Currently attempting to free Maura, I've acquired the cell key, but the door to the room containing the cell requires 60 Lockpicking, and I don't have the ability to open ventilation shafts, is there anything I'm missing or is this mission just impossible with my build?

17
Bugs / Surveillance monitor Bug
« on: July 26, 2019, 11:42:44 pm »
Image below shows the bug in action in the Protectorate Prison under Junkyard, to reproduce simply look through a surveillance monitor and then quicksave with the popup still open, it will close but the player retains line of sight to the area the camera is watching.

18
Builds / Worthwhile Psi feats?
« on: July 25, 2019, 11:35:14 am »
Started a hecka healthy (SS: 10 Will, 10 Constitution, 8 Intelligence) Psion character, however I haven't made much use of Psionics before, so for the first several levels I've been pretty confident with Feat choices, but am becoming less sure when looking at the full pool.

Here's my character at the moment: http://underrail.info.tm/build/?BgMDAwoDCwgAAAAAAAAAHgAAABkUAAYZKCgoHhgAKCsIUGM_Kt-_

Beyond this are there any must-haves? I'm probably going to take Pyromaniac next but beyond that I'm pretty uncertain, I'm interested in Continuum Ripple but it seems like it really needs the Specialization to be worthwhile, and I'm unsure if it results in great crowd control ability or underwhelming and unreliable chip damage on big groups.

19
Topic title is stated in the change notes for the Expedition release, I'm pretty sure this means that Riot Gear gets a flat bonus of 2 over and above the mechanical damage threshold it receives from its crafting components, but just wanted to confirm here. I'm fairly positive it doesn't mean that all riot gear now just has 2 Threshold but wanted to check.

20
Suggestions / Alternative ability scaling for Persuasion and Intimidation?
« on: February 20, 2019, 07:08:14 pm »
While particular builds having an affinity for different support skills is all well and good to create variety between playthroughs, one that seems a bit unwarranted is Psions being the only build that can cost-effectively invest in persuasion/intimidation. For one it locks any build without Will into either ignoring speech skills and killing their way through every encounter, or sinking a huge amount of points into it to make up for the malus from low Will. Additionally, it doesn't really make sense that Will is the pure determinant for both of these stats, most persuasion involves reasoning, so it could easily derive from Intelligence instead, and a big part of Intimidation is looking the part, so character with high Strength should also be able to intimidate someone.

Basically the suggestion is to make Persuasion use the higher of Will or Intelligence and Intimidation use the higher Will or Strength, similarly to Melee Weapons using Strength or Dexterity. In a similar vein Mercantile could scale from Will or Intelligence, which would open it up to being used by non-crafting psi builds.

21
General / Does the Junkyard recover after the Gang war?
« on: February 19, 2019, 08:36:40 pm »
I had assumed that the Black Eels would move into the Scrappers territory, a second in command would be posted where Eddy used to be, and a new shopkeeper would take the place of Gort, but so far there are just a few soldiers and Black Eels loitering about and I appear to have lost a shop.

22
General / Skill/Stat Breakpoints?
« on: February 12, 2019, 07:27:43 am »
Hi there, relatively new to Underrail but enjoying the game thoroughly. Anyway, I want to ask if there are any notable breakpoints or "good enough" values for skills, in particular I wonder about Traps, Throwing and crafting skills, but any others would be good to know.

Since throwing just modifies how likely a grenade is to land on the target cell it doesn't seem like it needs to be pumped that high, it even seems like you could manage with next to none if you simply aimed far enough away that there was no risk of being caught in the AoE, since it will always land within 3 cells of the target cell anyway, so the only other consideration would be feat requirements.

As for traps I'm playing a "Spec Ops" build that I found in a video that sneaks around then rapidly obliterates foes with SMG burst fire and Grenades, but have been noticing good positions I could place traps, but I'm not sure if it would be a good idea to put some points into them or not. Is it the kind of skill that needs maxed to prevent enemies detecting your traps all the time or can you manage with a moderate amount?

And finally for stats, are there any breakpoints besides feat requirements, e.g. diminishing returns or levels at which a stat is just excessive?

Pages: 1 [2]