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Messages - A_Clever_Monocle

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76
Builds / Crossbow, psi support, and point shot build. (Advice needed)
« on: November 21, 2019, 07:22:33 am »
So I started out going for a versatility/chem pistol/deadly snares build that used psi buffs that required almost no investment. I found out that I HATE chemical pistols but love electroshock pistols (that aimed shot crowd kill potential amiright)

So I decided to scrap that perused the wiki and decided to do the same build, drop chem pistols and go for crits and maximum actions per turn)

The core items of this build are the jkk tactful jacket, goggles of your choice, tabi boots (best you can buy) and the bolt quiver.

Starting stats are

S:3
D:2
A:7
C:3
P:10
W:3
I:7

core feats are

Aimed shot
Versatility
Point shot
Critical power
Both Psyco temporal feats
Psi empathy
Premeditaton (you can probobly ditch special tactics and take up electrokenisis instead)


I will be ignoring deadly snares and am not sure whether I should take opportunist as I dislike the playstyle.

As for skills


Guns to 25 for point shot then let versatility take care of the rest

Crossbows max out

Dodge and evasion as defensive stats

Mechanics and electronics are your core crafting stats

Both biology and chemestry are mildly important but probobly not essential.

Get temporal to 55 for the free ap and mp

Get psycokenisis to 30 or 45 for electrokenisis and electokinetic imprint respectively

Lockpicking and stealth as utility (it migt be possible to fit hacking and or mercantile idk)

As for throwing you know the drill.

I still need help filling in the rest of the build (for example, how reliable is ambush with the update changes)

And how do I get the most out of crit chance and is it worth pumping the specialization for recklessness?

77
Suggestions / Re: Hunger meter
« on: November 20, 2019, 06:35:14 pm »
Fun fact: jhon the beautiful is actually the player charicter of a vetran player that knows all the ins and outs of core city from when the devs instututed a prototype hunger system

78
With the sheer number of feats avalible to them throwing knives should be capable of much higher damadge in order to jsutify the investment

79
Suggestions / Re: Arena Update!!! Random Hard Fights
« on: November 20, 2019, 06:23:20 pm »
Maybe have add an option to expirt your charicter as a challeger for another playthrough that shows up after invictus fight

80
Suggestions / Re: Sugestions for uniques in general
« on: November 20, 2019, 06:21:12 pm »
Id say drop it along with a small questline in an update like the factions one we just got

81
Suggestions / Re: Moving to core city sucks (mover bots and stash boxes)
« on: November 20, 2019, 06:15:31 pm »
Also maybe make it possible to add a special self concious module to the bot

82
Suggestions / Moving to core city sucks (mover bots and stash boxes)
« on: November 20, 2019, 06:14:15 pm »
So just started a new charicter a week ago and once again begins the arduous task of moving all of my stuff to my house in core city.

There is also that robot at the battery recycling plant (his sacrafice will be remembered)

What if we could have a dedicated stash locker (it would just say stash or something instead of locker) and the bot could move items between lockers (with the time it takes for a shop refresh of course) for a set amount of weight and at the cost of one of those giant batteries

Another option would be to have core city housing do it for a cost.

83
Also why on earth is throwing unaffected by versatility

84
As far as buffing throwing kives goes I see a few ways to do it

-Reduce base ap cost (bandaid solution that doesnt adress problem but is nice)

-increase base damdge

-have throwing knives operate on a different scaling rules that exponentially improves damadge with a high throwing skill

-give throwing knives a 20% crit chance

-give throwing knives a VERY high crit multiplayer ( 500 to 1000% high) and make them unaffected by critical power

-have throwing knife crits ignore armor entirely


An armor suit, learned feat, or belt that does theese things would also work

For all of the great feats they have both throwing knives and pistols have they sure seem to get the short end of the stick.

85
Suggestions / Sugestions for uniques in general
« on: November 17, 2019, 07:14:09 am »
So the combination of expedition and the core city factions update added a Lot of unique weapons and items but there are some things that i feel are missing

1st is that there are some catagories with no unique items (tabi boots come to mind, also not a single unique i.e. one of a kind belt exist s as far as I know)  I would sugest something dancer themed for tabis and a bat themed belt that offers an additional slot over what would then be its inferior (and obviously less cool counterpart)

2nd is that the factions update added more uniques or more specifically uniques that offer truly unique bonuses to certain weapons/feats (that jkk one) it would be great to see some uniques that are make or break for builds

Lastly is the issue of unique items being generally under powered so much so that you would have to be derailed to use them when crafting exists.

Maybe add some sort of small questline that lets you either gain a feat that buffs the stats of any unique weapons you use by a percentage(that is based on your level so it scales).

or that opens up a way to permenantly improve unique items by using money, some new item (or hell maybe oddities), or just offers a limited number of upgrades fir the playthrough



86
Suggestions / Suggestion: The connoisseur a mysterious merchant
« on: July 29, 2019, 07:36:29 pm »
A merchant of fine taste with the finest selection  searching for the rarest and most unique items in all of underrail in order to complete his collection
-occasionally appears in Core city

has a somewhat strange way of speaking

-Only offers components of quality 110 and above
-add a mechanic that allows extra oddities to be stored and sold to the connoisseur
-will always buy oddities and unique(purple) weapons/items
-will occasionally buy Rare (blue) items
-is stealthed by defualt
-has less items when compared to other merchants
-The connoisseur can increase the damage and quality of unique weapons in exchange for charons, other unique weapons, and oddities
-maybe make an RE4 reference with some lines

Sells unique weapon Wristbreaker a 12.7mm revolver with the possibility of causing the cripple status effect on the user in exchange for absurd stopping power






IE

hawking his wares (Static dialogue)
- "I've got a selection of good things on Sale... Stranger"

-Heh Heh Heh

Closing the conversation
-Come back any time



dialogue options

-1 What're ya Sellin (Barter)
 
-2 I have something that might interest you (Sell oddities)

      -response: Ill buy it at a high price

-3 I'm an Avid weapon collector myself (service/refurbish/enhance unique weapon)

-Take care (leave)











87
Suggestions / Re: Hotbar
« on: July 29, 2019, 07:09:01 pm »
I think some Hotbar templates for item type and abilities would be nice something like a preset you set and select for say medical items that fill in items from that category so you dont lose all of your Hotbar arrangement of items when you start in on inventory management (which just got more complicated due to the introduction of jet skis and their encumbrance system

88
General / Re: Cant seem to find rapid reloaders
« on: July 27, 2019, 12:51:47 am »
I literally haven't seen a single one this playthrough

89
General / Cant seem to find rapid reloaders
« on: July 26, 2019, 10:14:08 pm »
Is it just me or did their appearance rate in shops decrease to almost nil

90
Suggestions / New Veteran Feat: Advanced Weapon handling
« on: July 26, 2019, 06:04:25 am »
Forgo The Basic Stat requirements of a given weapon type ie. Strength

Can only choose one feat of this type (this feat essentially allows dex users to forgo strength requirements for a given Class of weapon SG/AR/SR/Machete/Spear

good for dex users who want to branch out into another weapon type in the endgame


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