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Messages - A_Clever_Monocle

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16
Introduce a new item into the game, darts, they work the same as throwing knives and are affected by the same perks

the darts/ syringes can be filled with either chemicals or explosives

TnT (mk 1 and 2)

hexogen (mk 3, 4, and 5)

liquid nitrogen (mk1 and 2)

acid (mk1 and 2)

corrosive acid (mk 3, 4, and 5)

gasoline (fire mk1 and 2)

Napalm (fire Mk 3, 4, and 5)

midazolam (tranquilizer darts baby) MK1 and 2

and lastly magnisum which functions like a mini flashbang that only effects one target

darts would require a dart casing, pressure trigger, and 1- 2 chemical components in order to craft. darts are crafted in batches of 15 and they have a base mechanical damage of 15 that scales with throwing, elemental damage is purely derived from chemicals used)

17
General / are silenced pistols useless
« on: March 02, 2021, 05:54:12 am »
Smgs have burst capabilities, crossbows have alpha damage and special bolts and pistols have ???, how have you made suppressed pistols viable or are they forever stuck in the novel but useless category like so many other things In  underrail

18
Suggestions / I tried shock shuriken's I want MORE
« on: March 02, 2021, 01:25:03 am »

Plasma Stars- Same Idea as shock shurikens but with the plasma emitter

Rocket Darts- these darts contain an explosive charge that detonates on impact causing a razor-sharp sabot to pierce armor it directly bypasses 60% of the mechanical damage thresholds and resistances of the target and can contain an optional secondary charge that explodes underneath the armor, craft requires 1 or 2 explosives, the tiers work the same as grenades, and they do not have bonus damage that passes through armor like throwing knives do UNLESS you have a remote surgeon.   

Boomerang- a craftable throwing knife that is reusable and has a 1 turn cooldown, base ap cost of 23, and a crit damage multiplier of 175%, better damage than throwing knives, you can add energy edge emitters or electroshock generators to them if they have electroshock generator attached they gain a flat 45% chance to stun, same rules for crafting edged melee weapons apply to these









19
Suggestions / Pistol frames/components suggestions
« on: March 01, 2021, 07:52:58 am »
Pistol frame whisper lower damage range moderate damage variability comes in  9mm only the frame is integrally suppressed and the damage is reduced accordingly

Pistol frame BullWhip a pistol frame for .44 exclusively it has a high critical chance 12% and critical damage 110%, as well as tight damage, spread 5 shot magazine improved to 6 or 7 with a high-capacity magazine, however, this pistol requires more ap to reload than other pistols (20-25) and has a str requirement of 5


Compson Defender- unique pistol, single shot, chambered in 12.7mm (a reference to the Tompson center contender)  STR requirement of 6 or 7

Agrippa Dino - unique 5 shot revolver (a reference to the chippa rhino)

custom grips- improves critical damage (quality scaled component)

laser grip- improves critical chance by 6% (incompatible with above component)

green laser- improves the precision of point shot by 25%


20
Builds / Totally not Jhon wick (WIP) a build for the new update
« on: February 28, 2021, 06:50:40 am »
this build focuses on firearm pistols, throwing knives, and a knife or fist weapon as well as temporal manipulation

get in close and use point shot, limited temporal increment, and point shot again to dole out some pretty devastating damage after the gun-fu bonus gets factored in, finishing off any target that has low health with throwing knives

shock shurikens sometimes work and sometimes don't, fantastic damage into the midgame, great against robots if you are getting crits and lots of stuns if you just start throwing en mass with split spare.

A smart 44 hammerer with a laser is the go-to pistol along with the jkk jacket (no tailoring here folks because that point shot bonus is the whole focal point of this build) and the new knife throwers gloves (until you hit the cap, and just take another pistol)

early game I recommend a 9mm neo luger and the W&S revolver that Wyatt drops or the new throwing knife gloves if you can find them


expose weakness is kind of a must for this build in my opinion it gets rid of (or at least mitigates) the main drawback that pistols and throwing knives



best belt is a toss-up between bullet strap and utility belts


Skll caps

Guns 70
temporal manipulation 60 (feats) or 70 (if you want stasis)

take the other skills as high as you want them. Remember that throwing and melee are going to be your main damage skills the reason we are going with melee over guns is due to gun-fu(bonus melee scaling for pistols) and versatility because this is a dex build (and guns scale with perception) between these two feats you should have a VERY high effective firearms skill in melee range


Stats to start

Strength 4
Dexterity 10
Agility 7
Constitution 3
Perception 7
will 3
intelligence 6

Feats
hit and run
gunslinger


L2
Aimed shot

L4
Strength
Steadfast aim

L6
point shot (synergizes very well with the gun-fu later on)
start dumping any extra points into melee skill about now

L8
Dexterity
Fatal throw (specialization candidate for bonus ap)

L10
remote surgeon (just dump everything you need into bio here and now)

L12
Dexterity
gun-fu (maybe specialize)

Stop leveling the guns skill entirely (gun-fu will mitigate the damage loss for some time) and pump points into melee and throwing

L14
psyco-temporal contraction (a little extra ap never hurt)

L16
Dexterity
Split spare

L18
Versatility (throw any extra specialization points here if you have them)


L20
Dexterity
Expose weakness (this will help with any of the tougher to crack enemies)

L22
bullet time

L24
Dexterity
 
from this point on all feats are player choice I do recommend picking up any special attacks or feats for pistols or a melee weapon of your choice

lightning punches, kneecap shot, rapid-fire and split spare.


feats I do not recommend would be the executioner (unless you plan to take opportunist) due to the long cooldown and the higher action point cost per shot

ambush looks good on paper but throwing knives do not proc it at all

sharpshooter requires far too much investment, same for scrutinous


21
General / Aram ambush locations and conditioned
« on: December 14, 2019, 06:33:59 pm »
So I got the acorn and am waiting for azif to come to me for a charitable armor and weapon donation.

I know that he will attack in an uncontrolled zone.

Looking online it seems to either happen at rail crossing or in the basement of your house.

Has anyone encountered him elsewhere if so where

And more importantly does he show up before you have sold the acorn to someone or is it only after you have made a deal with someone else.

I intend for this to be a thread that helps to an aswer everyones questions about him so please only provide information rather then asking questions or speculating

Also if anyonre can post acorn sale prices and buyers i can organoze the info along with ambush locations in another post.

22
Suggestions / Re: Moving to core city sucks (mover bots and stash boxes)
« on: December 14, 2019, 06:21:36 pm »
Yep I just found the feature this playthrough can't believe i missed such a useful feature.

23
Builds / Re: Sniper with a firearm pistol
« on: December 14, 2019, 07:01:54 am »
My personal advice would be to consider running a versatility/crit build with dex as your main stat and melee as your main skill.

There are 2 reasons why you want to do this

One: versatility+ melee is a roundabout way of.making your guns scale off dex (while reducing pistol ap cost)

Two: many of the feats you have chosen tlrequire either minimal investment in the guns skill or are redundant

Be warned however as you will need to invest a good 5 points or so into the versatility specialization in order to really make this work.

Ive spent a lot of time messing around with versatility over the past.month you probably won't have a hatlrd time finding a relevant post.

Also consider taking shooting spree instead of snipe (its a fantastic feat if you arent using TM

24
General / Fold m7 is there a use for this item?
« on: December 11, 2019, 08:33:27 pm »
It says it cant be sold and I have yet to find a use myself besides just collecting them

25
Builds / Triggering riposte with cryo sheild
« on: December 10, 2019, 11:26:45 pm »
Messing around on the last few levels of my dex versatility build (im at lvl 26)

Im debating between taking quick pockets and recklessness

Or

Parry and riposte

My questions are this how powerful is parry/riposte on a con 3 versatility hybrid charicter

And

Does cryo sheild trigger riposte

26
General / Killing aran without turning core city hostile?
« on: December 10, 2019, 04:55:50 pm »
Gas grenades used to work from what I hear but are there any other methods besides completing the expedition and letting him ambush you in your home

27
General / Re: Jack Quicksilver Issue (Triggering "Meet Azif")
« on: December 09, 2019, 05:04:18 am »
Things you want to make sure of to vet the requirements for meet azif

-Daniel arda cannot know why you are buying the drug (just take the top dialogue option to start

-for foundry cell assignment you MUST be sure to tell them that todor hasn't snitched them out and you must get him released (ie. no jailbreak, no killing)

- for the murder investigation you must purchase info from jon and the gun merchant in core city as well as check the medical inventory in the morgue as well as have pascal examine the body

There are some very easy to mess up parts in the dialogue so be sure to read carefully and keep uninvolved parties (ie pascal) out of the loop. (They don't need to know how or why so dont tell them)

28
Builds / Re: Dirty kick for dex versatility builds (question)
« on: December 08, 2019, 08:08:45 pm »
I tested dirty kick using some saves to revert back afterward

One thing of note is that the damadge of dirty kick is suprisingly good for the ap cost

If it wasn't doing mechanical damadge and didn't have the six turn cooldown it would be a fairly decent ability.

29
Builds / Re: Dirty kick for dex versatility builds (question)
« on: December 08, 2019, 06:31:19 am »
If I have the space I will take it around 28, honesty if they reduced the ap cost to around 5 or set it on a 2-3 turn cooldown it would be worth the feat on more builds my current build has a lot of space for feats at level 20 im already deciding whether I should pick up flurry, pack rathound or quick pockets.

30
General / Buying enery edge emitters
« on: December 06, 2019, 01:09:31 am »
Besides coretech where can I reliably find theese things

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