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Messages - Faeren

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31
General / High quality Psi-Beetle Carapace?
« on: July 31, 2019, 12:30:56 am »
Is there anywhere in the game you can get a particularly high-quality Psi-Beetle Carapace? I've dropped about a dozen from Azuridae Goliaths but they're all in the quality range 80-100, I was hoping to get a higher quality one but it seems if it's possible they don't drop from Goliaths.

32
General / Re: Did I miss something with The Beast fight?
« on: July 29, 2019, 09:57:02 pm »
The issue isn't that the mutants are hard, I'm playing an 8 Int/10 Will/10 Con Psion, I can obliterate them easily (even if HP chip from acid is annoying on a Tranquility build), the issue is that as soon as I open the door the Zone Rats charge in and get melted by acid. I'm gonna try it again and block them from helping with a force barrier, but the point still stands that there should really be a secret shortcut that doesn't require me to pass loads of mutants and toxic barrels to get to their base. For a less powerful build fighting the mutants would probably be harder than dealing with the Black Crawlers.

33
General / Re: Did I miss something with The Beast fight?
« on: July 29, 2019, 10:32:20 am »
Guess I'll ask this here since it's more issues with Underrail's jankiness:

Any tips for getting out of the Black Crawler base after you've taken it over with the Zone Rats? Seemingly the only way out is through the huge stack of mutants at the doorway, and by the time they're dead Mykola and Sneaky have usually killed themselves running laps in acid. Man I would kill for a patch that ironed out some of the annoying sections of the game like these two, for example:

Dan: Hey $playername, the Foundry Guard fighting the bladelings have been supplied with armor piercing rounds, but since I'm just on guard duty I have standard issue rounds, it might be a good idea to ask the chief for some:
Options:
- Persuade Chief to provide W2C rounds for Dan and Saban (and maybe the player).
- Player can provide 200 rounds or something and Dan and Saban will use W2C rounds during the fight, to facilitate this maybe Kevin can provide a bulk load of W2C rounds, with some mercantile/persuasion check to get a discount.

As for the Black crawler base some kind of shortcut being available to allow getting to/from there without trudging through mutants would be swell, bad enough doing it once, but I'm guessing they possibly respawn, based on the fact they apparently used the Mutants as a barrier to their base the Black Crawlers should logically have had another way out.

34
General / Did I miss something with The Beast fight?
« on: July 29, 2019, 03:00:49 am »
The only people I could find to help with the fight were Saban and Dan, Saban was completely useless, he fired his pistol once per turn and did ~20 damage tops if he even hit anything. Dan occasionally did ~80 damage with a burst at close range and managed to suppress the Bladelings I guess, though there was a bug that resulted in him spending 20 seconds trying to fire before his turn ended when he ran out of ammo, drawing out the fight even more, his Plasma Sentry was helpful though I suppose.

This fight wasn't hard, but it was annoying having to do 90% of the killing for 20 minutes, was there some additional available help I missed? Failing that I guess I suggest that Saban and Dan get buffed to be less useless, if they had W2C rounds and Saban could fire at least twice a round the fight would be much less of a slog.

35
General / How to access Harlan's wares?
« on: July 28, 2019, 08:52:08 am »
According to the wiki Harlan is a merchant, but despite completing three quests for him there is no option to trade with him.

36
General / Re: Need help with the new Dude quest (Spoilers)
« on: July 27, 2019, 03:01:44 pm »
Also needing some help here, I'm on the first of his new quests, stuck in the shack and apparently need to find a key (I don't have 100 lock-picking), I've tried ever single interactive object in the place and can't find anything, any hints?

37
Ah, I'm daft, didn't notice the locker in the corner of the surveillance room, it had the door keys inside, it seems without lockpicking or stealth you have to whack the guy in the surveillance room and the guard patrolling the hall at a minimum to succeed. Psi build managed it with Telekinetic Punch + Neural Overload spam since neither of those seem to make enough noise to alert others.

38
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?

39
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.

40
Builds / Re: An Average Explanation of Outstanding Psi Builds
« on: July 25, 2019, 09:19:20 pm »
Any opinions on Thick Skull for high Constitution builds?

41
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.

42
Builds / Re: Please help with shotgun build
« on: July 24, 2019, 07:19:46 am »
Also looking at a shotgun build as I'm not really enjoying a Machete build. The wiki states "5 to 6" strength is needed for shotguns, and 7 is required for Full Auto. How much strength should I take? I'm guessing Combat Shotguns have a req of 6 Strength, at which point I might as well just go for 7 and Full Auto, if not though and 6 is just for some specific ones I might look at saving the 2 stat points for elsewhere.

Additionally is it worth taking perfect scattering? I imagine with burst fire it would be a lot of extra damage with hoppershot, unsure if it's worth a feat though.

43
Guess I'll some other questions here rather than spam threads:
- Is it intentional that the player no longer receives some rathound armor from the locker in their quarters?
- Whereabouts can the player first learn a temporal manipulation skill? Figure I might as well avoid taking the psi-pill until then if i only plan to use that school.

44
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.

45
Suggestions / Re: Boomerangs! (also a spear throw suggestion)
« on: July 22, 2019, 02:15:19 am »
I really, really like that idea of Spear Throws having some synergy with throwing feats (though maybe not cost reductions and everything), it's a really nice idea that would help out throwing builds.

As for the boomerang idea, returning boomerangs and boomerangs that hit things are not the same kind of Boomerang. Returning Boomerangs were used to flush out/scare birds, boomerangs that hit things were designed to fly straight so that they could be flung hard and fast in order to kill birds.

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