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Messages - Richter

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16
This kind of builds begins poorly, especially with low int. Laser pistols needs to be amplified to get good. You're in for a slog till level 14 for Critical Power and probably 16 for good pistols (assuming you unlock benches and hypercerebrix around this point).

It will end up very strong, though.

17
Suggestions / Quality of life in the UI for psionic abilities innervation
« on: December 04, 2021, 10:46:22 am »
I just played a pure psi character limiting myself to psi abilities (no utilities used, only magical solutions to the problem I was facing).

I think quad school psi is still very potent, I don't like it as much as I used too, but I can see the ideas behind the psi rework.

I don't think the psi pool total depletion is a good thing or brings anything interesting, but whatever. I'm here to talk about innervation though.

Pure psions actually have to switch quite often their set of skills in some areas (especially the black sea where you want electrokinesis for average bots ;  recurrence, proxy and TK punch for Nagas ; Metathermics and/or Thought Control for living beings whether you want to kill effectively or subreptitiously...)  while also switching between headbands as well (more often than not at least, even though a Uni Psi can do the job sometimes).

I think the player would benefit greatly from the possibility to build preselected sets of abilities to switch way more smoothly... Well, it's not a critical change at this point and I don't know how much work it would require, but since I've heard the last update included UI reworks, I think the idea is at least worth sharing.

Thank you for reading.

18
Builds / Re: Mobile shotgun build
« on: December 03, 2021, 11:19:41 pm »
I wanted to ask about a build of mine I was elaborating for my next playthrough. Since the title of this thread pretty much describe it, I may as well post it here. Hopefully it won't bother the OP, it might also give him ideas.

It's based on blitz and by endgame on expert sprint...  1st turn use Blitz then double haste (PTC and adrenaline) for 110 AP, with XM short tyranny on each hands and Full Auto, you can fire twice with one, recharge it, on the next turn with expert sprint we would still have 100 AP and be able to burst twice switching between hands. Stasis can't really improve things here, though (without Premeditation) except maybe for an additional turn with one burst and one normal shot.

https://underrail.info/build/?HgcDCwMPAwTCoAAAAMKgwqBYAAAAAHB7Dzp2AAAjwp8AAFwkOSvCsB4Vwo_Ch0cZwpjCkDsmwoXCscKlwqTioIoF4qeWBeK3sAXfvw

It doesn't make use of Leading Shot, since the idea is to Hit at blank point and run.

It also has huge Dodge and Evasion and mobility. I wonder if it needs more crit chances? I'm not used to shottys...

Nota: obviously it's made thinking of Classic XP mod to reach level 28 before too long and actually enjoy the achieved build.

19
Builds / Re: Plead for Temporal Manipulation Assistance
« on: December 01, 2021, 11:11:19 pm »
You're welcome.

Hopefully, I'll be able to have a great time

I hope you will.

Just forgot this bit of info: you want 112 effective chemistry if you want to use nades and/or explosives traps (because MKV HE/Frags traps and nades require it), or at least 69 for MKIVs.

Have fun.

20
Builds / Re: Plead for Temporal Manipulation Assistance
« on: December 01, 2021, 10:35:03 pm »
Assuming that you want to use one psi school (TM), with no utilities, then it's Sheepherder's fine crafted build that will surely satisfy you:

https://stygiansoftware.com/forums/index.php?topic=6116.msg32140#msg32140

It's based on evasion.

If you allow yourself to use traps, then something like this should be feasible and enjoyable (if you have the patience to prepare fights laying traps in stategic spots while sneaking around undetected, and sometimes attracting enemies into a death zone you've just created with tnt for example) :

https://underrail.info/build/?HgMHBgMDEAgAAAAAAADCoAAAABk2Xw06UgAAAMKgAABFOScrP8KGKjBkwrzCh8KIVyRywrffvw (feat not in order but I would take the 8 first in this order personally)

You could take Grenadier and Three Pointer, but you'll end up not using Psi that much if you do so...

Explanation concerning crafting :

81 bio with no bonuses means you can extract fusing enzymes while fishing and creates (enriched) super health hypo with a boning knife (+4 bio, commonly dropped by Lurkers) and the bioinvestigation belt (acquired at the end of some Tchortists' questline). You can set it to 100 right away if you don't want to bother, the enriched ones advantages are not reliable anyway... You'll be able to craft bullhead pills, psionic accelerator, Psi Reinvigorator, juice, third eye (for lore and secrets)... You could raise bio and use poison too and maybe take Hypertoxicity if you think it's fun.

20 chemistry to have gas grenade for beast fight... Though it might not be this useful with TD spamming and continuum ripple and traps (can't tell, never tried myself). 10 is required to create inhalant.

96 effective mech with all bonuses for regenerative/strudy laminated psionic vest assuming 160Q component and 100Q psi beetle carapace... Raise it to 128 if you want to use super steel instead of laminated panel at the cost of +5%(additive) armor penalty.

144 effective tailoring with all bonuses for 160Q vest + 160Q black cloth

167 electronics for headbands, shield emitters and personal cloaking devices. >105 effective with no bonuses mean you can craft EMP III mines whenever you need to (if you have the components, obviously.)

Traps: 25 is required to take quick tinkering and use a bear trap during combat, which can serve as a chokepoint control ability (very important for you because of the delayed nature of your main attack, namely Temporal Distortion), 75 is required to use MK3 EMP which are really useful against bots, especially Naga Protectors and Dreadnaught, 95 to use anything you want.

Throwing: 124 effective for max precision, put 160 points in it if you take three pointer (if you do so take grenadier too beforehand)

stealth : the more, the better

Mercantile: 92 effective, means 95 effective with fairly common Underpie (food). This unlocks the 2nd special inventories for the most important merchant for you as a psion. 140 effective (reached with +2 int from hypercerebrix and underpie) could provide you with late games that mainly provides you with more money... that you won't need at all at this point as a psion anyways.


Additionnal feats you could include : invest 75 points in Thought Control and take Locus of control to alleviate though controllers' threat or other incapacitation effect ; Grenadier and Three pointer, as mentioned, Paranoïa for stealthy enemies detection even though it won't suffice past some points in DOMINATING, Mantra (good but not necessary), Nimble is cool but not necessary because you'll wear a 30/40% penalty armor, Pack Rathound is a very nice QoL feat for a low STR trapper.

Hope it helps a bit.

Oh, about spec: 10 points in Continuum Ripple should be obvious. 5 points in Optimisation for the rest seems nice.

WARNING: if you're new to the game, this way of playing it may reveal a bit frustrating to you whichever of the two preceding builds you choose.

Nota: you have tons of sparepoints, you can use them for throwing would you choose to invest in it at all, lockpicking, hacking, persuasion... Higher threshold are respectively : 130, 135 (130 without tools), and 110. Check Destroyer's guide for more precision or check out options in extra in Epeli's tool (you can add +2 int with some drugs in the game and the rest are options you can select in Extras)

Nota 2: if you don't want to go pure TM, check out Knifegaf's build showcase on Youtube about the TC/TM build.


21
Builds / Re: A blind laser pistol build (aka Stormtrooper)
« on: November 10, 2021, 09:54:38 pm »
Update september 2022: here is my final version for this build:

https://underrail.info/build/?HgMPAwkDAwoZwqAAwqAAAFBRMDMqJ1BIKE8ALQDCnkMANcKjYisxFjDCh1rCmkspKsKIXT7Cs1HChW3DnMKewp3CrcKuw4Js4qe-CuK1rgXfvw


With this your laser pistol will have 97% chance to critically hit (for 600-800 at endgame without Blindsiding, hypercerebrix or SS drug)  in general with Focus Stim and Hardcore chips. 100% on non insectoid organic with Body Horror. 10 Int rather than 18 dex maximizes damage, same thing with speccing CP rather than versatility, it is no problem with the Commando Belt (go hunt down the scavengers group in the caves north or the lower floor in GMS).

Skinner, ~60Q rathound leather (might buy it from Booth, just remove Gypsy.obj in data in the Underrail files to guarantee him to spawn before the beginning of a run) and 160Q SS (just find 4 Refining Data before melting) gives +13% critical chance from Rathound. Join FD for stealth material (and the tatoo!), join Coretech (not mandatory though, and don't forget to meat Phreak BEFORE) for electronic components but Kiro at Tchort Institute is even better. Choose investigation and physics during your dialogue with Eiden to get Electroinvestigative belt for the +2% crit chance on crafted energy pistols and +15 electronics to craft plasma nades anywhere without drugs.

You can pass every skill based check in the game except psi ones and some in dialogue for dodge/evasion and mechanics saves for avoiding the fight with Iris (why would you anyway?) and 140 mercantile check at Ray's... EXCEPT if you play in march and find bespoke buckled shoes... In this case you can. You need Jacknife for some lockpicking check and Huxkey, you need White Dude (cocktail fairly often available at the Drag'n'Drop which is always in your game if you have Expedition) and Heartbreaker armor and tabis for 105 persuasion to convince Grim to do the missions solo and Sleight of Night (Drag'n'Drop again) to steal something from Ethan and/or Azif ... And that's it!

Just use knife at the beginning and abuse utilites and especially bear traps. Then you won't use anything but laser pistols and maybe phase gun a bit. The sonocaster takes care of Nagas remarkably well (with crit and amplified wave attack, You do 65X damage to them per attack at long range and for 12 AP from level 26 on!)

Psi : LTI, PTC, Statis (as usual) and for PK you use Grounding, Imprint, Electrokinesis for the CC. Last one is anything you want, PTD has its niche use maybe...

You can shoot 10 times per double accelerated turn, 11 times and 1 knife throw if it kills with the throwing glove (switch hands...) thanks to Fatal Throw.

This is a very easy and powerful build that do not require much maintenance because you'll find batteries everywhere and you just need to buy some advanced electronics repair kits (you will have the occasion to craft some too). The only downside is that it is a glass canon, but you have tons of CC with psi and utilities, fairly good initiative, good stealth with your gear and good damage distribution (one shot one dead at level ~23 and even before that sometimes, and 8, 9 and 10/11 shots per turns at level 20, 24, 26, 28... not talking about max dex with Commando Belt and Three Pointer feat shenanigans!)

You have 31% chance of PTC drawbacks effects (minimum is 30%) but it's endgame dump points, you can choose to put them in Persuasion, Mercantile, Biology (for SS drug would you decide to do DC before Expedition for example) or Mechanics (for the checks which are Tunneler repairs and a DC one to repair the gate, not really important, you won't miss content not having them, quite the contrary in fact...).

Have fun.

22
Builds / Re: 6 Electrokinesis in 1 turn build : Fast Zapper
« on: November 10, 2021, 09:17:58 pm »
Thanks for your reply Tytyger.

Tranquillity spec actually seems like a really good option here, indeed!

I thought about it, but was hesitating because the 6 EK per turn may be an exceptional event anyway and mostly done when needed to end fights quickly, so I'll still hesitate with Blitz spec or Psychostastic Electricity's one and ultimately decide after assessing the way the build navigate through the encounter once I'm there.

EDIT: You can also increase Blitz Maximum points and still decrease the CD or get Psychostatic Electricity: Duration... Also, it leads me to another question:

Can regenerative mixture cancel effectively the damage of the Vitality Powder drawback? To be clear: does the former heals after or before the small damage of the latter?

About Will, I think you're right, I'll just innervate Recurrence + Implosion when needed, etc. 8 Int is enough and I actually can't drop it lower than that since Base Ability allocation system don't allow one to invest more than 8 points (with the veteran perk) above 10, here I have 3 over 10 in Agi and 5 over 10 in Will, it can't be better than that. (But maybe you were talking about something else, still I'll write it if any new player happens to read this... By the way, the build is obviously very newbie friendly in my opinion? I'm not sure I'm going to finish it, it's been quite overly easy so far.

23
Builds / 6 Electrokinesis in 1 turn build : Fast Zapper
« on: November 09, 2021, 05:54:18 pm »
Hi.

I'm back to the game after a long break.

I've never taken tranquillity as a psionic and I was curious of what it could offer. Of course, one could always consider the 4 schools classical build and do very well in any situation, but I wanted something I would have never tried before the psi update.

Firstly, I considered the idea of a single school psi build, and both Temporal Manipulation (TM) and Psychokinetic (PK) seemed interesting to me.

TM only way to deal damage (by itself without the use of any other means such as grenades, traps, weapons, other schools and environment) is through Temporal Distortion (TD for short) and few Crowd Control (CC) abilities though a fantastic one (Stasis) and a situational but fairly good one - exceptionally against melee foes or single enemy - Psychotemporal Dilation (PTD).

As Sheepherder has explained on his thread (search timeless on search tool bar), pure TM presents a few problems even if one can mitigate them through clever use of flashbangs, taser and the two formerly mentioned CC abilities. He also decided to rely on Dodge and Evasion by pumping Agility and those skills, wearing Siphoner leather armors and boots and by further decreasing enemy's to hit chance (THC) with Intimidation (which scales with Will) through Yell and with Precognition (TM ability). It's a great synergy. It must be very fun. But it's a bit luck dependent and even more if you self limit yourself not to use any kind of grenades or tools (past Newton's warehouse mission) as I wanted. Also with the right feature, it can keep you under a permanent AP and MP buff.

On the other hand, pure PK is probably more complete and easy. Sheepherder toyed with the idea of a pure PK build centred around Electrokinesis (EK). I don't know why he's never covered it in a thread, maybe he found it boring? I guess he'll answer if he sees this. Anyway, EK is a really powerful tool if you invest in it. At first, it seemed to costly and deceitful as a source of damage, but with Tranquility (-5 AP per Psi Abilities casting at full health), Psychostatic Electricity (a feat that increases the chance an enemy has to get critically hit) with a good specialized psionic headband (Mufflers to reduce the high psi cost, and Magnifying Neuroscopic Filter: Electrokinesis to further raise the damages) and eventually Tesla Armor (+15% damage for EK), it ends up being more than satisfying in theory. Of course PK also has other tools up its sleeves such as PK punch, Implosion which combined with TK Proxy and provided you've taken Force User for the first one are tremendous source of damage, though costly and submitted to Cooldowns (CD). There is also other cool tools...

Well, I wanted to do something a bit more new (not implying Sheepherder's builds are not, they are, but I wanted to do something I'd figured out myself), so the idea to combine both and a dual school pure psi (no tools, no flashbangs, taser, grenades, traps, nothing... well stealth I guess even though it may not be necessary) :

https://underrail.info/build/?HgMDDQMDDQgAAAAAwqDCoMKgAAAAAGFhCVZ4AMKgAMKgAABHOSgrP8KGKmdkZlfCh0fCvcKIJMKlcsK3wp3Dh-KnlgLip5cD4qyWCeKslwHfvw

Equipment:
-Headgear: Muffled PK and TM headbands specialized in EK and TD respectively;
-Armor: probably Infused Siphoner leather for the armor, perhaps Psionic tactical vest for the 10% psi reduction if I find myself needing it, other armors could be used situationally as always (including Tesla Armor for 100% Electrical Resistance or a bit higher EK average damage);
-Footwear: Probably Infused hopper leather tabis for CD reduction on Sprint. Other situationally (Infused mutant dog leather if there's acid puddle, snakes' leather for other effect, etc.)

Innervation:
As you might have guessed, I won't use PK punch nor Force Field. It might be a mistake though. I'll use the holy trio of TM abilities (PTC, LTI, Stasis), Electrokinesis most of the time. The other two slots could be Proxy, Implosion, Electrokinetic Imprint, Telekinetic Grounding, Entropic Recurrence, Precognition... TD would be mostly use when facing a small crowd when there is a chokepoint or against single isolated and robust target (some Nagas, some bosses), or for slow sturdy, EK immune, Psionic Crabs...

Few comments:
-No use of grenades (of any kind) is a self imposed limitation;
-I know the game enough and don't wish to explore the lore and some hidden content, I also don't plan to play on Oddities levelling system here hence the distribution of skill points and the over-investment in Crafting skills that I'm well aware of.

I have just started playing it, and I'm not sure the build is actually enjoyable (I've just passed Depot A and so far it was enjoyable) and here are what I believe to be good and bad points of this build:

Pros:
-At very high level, it can theoretically cast 6 EK per turn (Psi cost reductions, Tranquility for 25 AP EK, one free AP cast thanks to Premeditation and 125 AP per turn with Blitz : 50(base)+20(PTC)+25(vitality powder)+ 10(Expert Sprint)+20(Blitz) = 125.) While it's wildly unnecessary, I felt it could provide some fun;
-Even after Blitz, it is possible to regain MP with Psychotemporal Contraction (PTC) and Sprint, this build is very mobile;
-Good CC;
-Can deal with almost any enemies very efficiently with one big exception being (Greater) Coil Spiders.

Cons:
-(Greater) Coil Spiders exist;
-Reliant on gear very quickly for good results;
-EK is not the greatest attack for groups, but I believe it will do well despite the randomness of the bouncing.


There are a few QUESTIONS on which I'd like to have your opinion:

-Is passing Force User such a bad thing on this build? I felt like anything EK can't deal with can be dealt with TD and PK Punch is costly and not the one hit killing machine it is on Psychosis builds with Psionic Mania while Force Field seems OK but not enough on its own to require a feat only for its health (still a good way to avoid a sniper ending your life off screen though, Force User or not, I guess?);

-Is Expanded Psi Capacitance a meme? As a Psychosis user only so far, I've never needed it. If it's bad then I'll exchange it with Force User or Uncanny Dodge maybe...

-8 Int is a bit low (6 Psi Abilities at a time), I can decrease Will to raise it to 10 or 12... Would it be worth it? (I refuse to lower allocated points on Agi as it's the meme the build revolves around!)

-What do you think of it in general? I'm curious to get your opinion.

EDIT: Corrected some mistakes and edited the title for marketing reasons.
EDIT 2: Changed spec points allocation, 5 spec for Blitz CD reduction currently.
EDIT 3: Changed the Feat, removed Expanded Psi Capacitance and replaced it by Nimble. Uncanny Dodge, Sure Step or any QoL feat might be a good candidate to replace it as well. 5 Spec Points are unallocated: Tranquillity for risk free adrenaline haste (instead of Vitality Powder) OR Blitz spec (5 points or 4 points putting the spare point in Psychostatic Electricity Duration). Yet antoher possibility would be to put them in Blitz:Maximum Points (3) and the remaining 2 in CD reduction...
EDIT 4: Changed spec points allocation though the precedent comments still hold.

24
Bugs / Re: Report spelling/grammar errors
« on: June 05, 2021, 07:28:54 am »
In Olivia's dialogue at Foundry after getting a contract on her head, you can talk to her. There is an error here in the PC option. Currently it displays "I'm here kill you" rather than "I'm here TO kill you".

25
Bugs / Re: Extract Humour value incorrect
« on: February 27, 2021, 12:38:43 am »
I can confirm.

I also get wrong value from frag or HE grenades requirements and other organs.

MK V require 117 chemistry instead of 112
Frag grenades require 11 mechanics instead of 10
Cave ears now need 44 biology instead on 40 (it is still indicated 40 in the item description)

Here is my savefiles if it is any help (It seems to be a more general problem however)

In advance thanks for looking at it.

Hope it helps.

https://mega.nz/file/YPpEiaTb#eO4utVurwM9UTU1ci31bzk--yYSDMjX7BWIXwVgOYQA

26
Builds / Re: Looking for pointers on my Tank AR/Sniper build
« on: April 01, 2020, 03:47:08 pm »
Alright,

I tried my build on normal in order to test it quickly, and indeed the spearhead damage are underwhelming withouth a critical hit.

Moreover, ARs are clearly more potent with one in both hands (because of magasine limitation if you want to use RR and muzzle break, which you obviously should for maximum damage output), so I decided to change my build for a more orthodox one.

Still, the first post build may be one of the most noob friendly ever, just putting 1 point from PER to STR to wear a tungsten suit it is quickly OP in normal and kinda crush the entire game. While the damage output is not optimized, it is enough for Normal and the ability to kite Though Controllers/psionics is especially soothing after a melee run.

For dominating, it is another story, and I think this one is more or less totally optimized :

http://underrail.info.tm/build/?HggDAwoNAwbCoMKKAAAAAABIAAAAa3dMS1UALcKeRkwAYyZiOytPFSpKwodJY0skRVXCtcKkMcKcwq3in6IF4qeqA-KnvgPisZYE378

The strategy would be to start with a Psionic tactical vest before turning to Tichrome / SS armor,  to increase early chemisty and biology early on to access gas grenade then chemistry mecanics and tayloring for MK IV hand grenades, incendiary ones and tactical vests/ stealth gear (before Rathound regalia which would be my endgame stealth armor because of its many other advantages for exploring the game, looting, etc.)

Weapons would be : one Rapid Muzzled 7.62mm Hornet and a AA scope Muzzled 9mm Chimera (I'm not sure about the last one caliber, because economy on DOMINATING is something else and 9mm ammo are not as current as 8.6mm seems to be, and they are heavier)

Armor: As recommended by DerivativeZero I would wear Seeker Nightvision google, SS armor (AP decreased by Armor Sloping) and stiders for maximum mobility. I may sacrifice PER to put 3 points in AGI and get Sprint, but I don't see which other feat I would sacrifice and it would decrease my damage a bit too much I guess... I won't exchange 3 point in INT for 3 point in AGI though, because Armor sloping is better than sprint once you've started to craft (it gives you less MP but it gives it every single turn) and you also get Premeditation this way.
Aside from the AP reduction perk/MP bonuses of stiders and the advantage of seekers over an helmet, I will still have a shadded SS helmet and SS reinforced boot for the pleasure of running with 95% mechanical reduction in some situations.

Well, it turned out far less original than I intended to. But whatever.


For merchants choice : I think Praetorians' one is far too usefull for us. He gives us a mid game armor, he accepts to buy firearms and does have interesting components (firearms' one but also ballistic panels, carrier vests, striders), then Protectorate (the only advantage of FD are with padding, but it is not that crucial for us to have a very high quality one for our boots, and the helmet will mostly be there for some situations where a shadded visor may be usefull) and of course Pirates if I ever want to craft some endgame drugs I wouldn't ever bother to get the ingredients any other way... But I'm not sure about this, because beach assaults may be really pleasant with such a build.

I don't see any cons to this build, except probably the high ressource consumption problem : repairs kits and ammo may be lacking in DC and/or BS...

It will be my LAST RUN ever, so I want everything to be "perfect"... I might want to try a zero/mininal number of reloads run.



Hesitations:
-I'm not sure about my investment on MT. If I put it down to 70 I would get enough points to get every lockpicking checks with an eel sandwich, jacknife and lemurian suit. So for an oddity run it might be better. But I have not decided for the XP system yet, and eventhough leveling would be a bit slower without lockpicking it would not be that much of an issue I think. But everything else is optimized. Maybe I could put points in traps but it got old after several runs with heavy investment in it. So I have nowhere to put my points in.
-Last feats may be permutated
-Spec. points go to Commando first THEN PyschoTemporal Acceleration but then... I'm not really sure if I go with full auto (which would benefits every bursts) or Crititcal power (which benefits only one burst per turn) or even opportunist... I think my repartition is a good compromise. (It is not just about damage total output but also about the way you can distibute it during one turn, I need some advise here from a more experienced player with ARs on DOMINATING)
- Expertise does not work on critical hits, but it may be helpful for the first half of the run and latter still gives us around 18*20= 360 damage/turn. While it is not a lot, it is still quite OK for one single feat I think. Or am I wrong?


Is there anything I'm not doing "optimally" here or any problematic I'm missing?


Thanks again btw, answers so far have been of great help.

BONUS : Here is a version with no psionic power (for fun / self limitation / RP) : http://underrail.info.tm/build/?HggDAwoNAwbCoMKKAAAAAABIUABTa3dMS1UAAAAATG5jJg5iOxVPSmNJSzEkRVXCpMK1d8Kcwq3in6IF4qeqA-Knvgffvw

Trap skills are meant to be used endgame against Natives. Intimidation is just there for the checks/ for fun.

About Doctor instead of Fast Metabolism: it is better (mostly for QoL and since you don't get a psi pool) as long as you don't use Regenerative Vest, otherwise the latter is better.

27
Builds / Re: Looking for pointers on my Tank AR/Sniper build
« on: March 29, 2020, 08:56:32 pm »
So I did a build based off of this thread: https://underrail.com/forums/index.php?topic=4619.msg25477#msg25477

Basically I did something similar but with more con, juggernaut whatever.... and I found that even with 10 will 10 per my psi and AR later in the game were more than enough to kill almost everything instantly.

With adrenaline & PTC I could get off 3x27AP burst for 9 shots each plus once something dies another ar burst for free + 9 ap from commando specialization. Basically if you bring the right bullets, everything is deader than dead.  You have enough ap for a nade or psi power after as well and this is just the first turn... Basically with 15 per I wouldn't worry too much. A lot of the time you want your accuracy to be lower than optimal so your burst spreads around and kills everyone.

Hi there. First of all, thank you for your reply. The build linked is interesting since I've played a lot of underrail and I'm looking for an out of the ordinary build which cumulates a lot of options (sacrifying "optimal" results for some). A no reload run is what I aim for now, not for the next playthough, I'm just experimenting with heavy guns here.

Thanks for the info about the perk of a non 95% precise burst and the feedback on non optimized AR still being able to cull many things. It is important for me to know that.


Not sure crit.chance stacking via Focus stim is realistic though, people keep mentioning it but it requires a bit of harvesting of stuff and I never found a lot of resources to have lots of Focus stims, so it was always rather hypothetical. And I don't think you can buy them anywhere.

From my experience, it is not difficult to harvest around 15/20 focus stims with minimal investment in the beggining if you kill every rathounds you naturally encounter before  or just after junkyard (on your way toward GMS, for the knife quest in Junkyard, and just after finding the drill on you way to camp Harthor and Rathound king lair, you will potentially loot around 30 hearts 15 adrenaline glands and up to 10 intestine... Then there are some rathounds here and there to kill around foundry and RC if you don't skip them with Rathound regalia and finally on DOMINATING adrenaline glands are dropped by bladelings killed during the Beast battle).

But it would be time consuming to craft more and so 15 to 20 would pretty much be all you'll get in a normal playthrough...

Quote
I can't comment on AR, I usually use 7.62 Hornet/Marauder on a crit build and Chimera for the free burst. I think AP economy is key for you, damage should be fine for all. As Shredded Cheddar says, you want to burst a lot and spread your bullet-form love.

I've seen elsewhere someone [EDIT: wait it was Shredded Cheddar, I must have been half asleep while redacting this message] mentionning the Commando specialization + PTA spec. would bring us to 81 points : at 27 AP per burst a 7.62mm RR muzzled Hornet can be used 3 times and then enable a 4th burst with an 9mm AA-scoped muzzled Chimera... I might try.

If I stick with a bigger sniper rifle, I might be fine with no points in sharpshooter and just 8 in Critical power or even less if I want to put them on Full Auto.

I also hesitate to put one point from PER into STR for the sole confort of wearing a Tungsten set (for higher mechanial DT) with no food.



Quote
My take on it in a nutshell is this:

Thank you for the build and the commentary. Before a month ago, I would not have imagined taking LoC on anything else than a pure psion but I'm getting more and more into the idea of doing so, because obviously TC is by far the more potent way to control big crowd and it might synergize very well with other strategies by sacrifying a bit of damage output. I could not put it in this particular build because I really wanted to be a tin can. But yeah, i need to try it at least once.


28
Builds / Re: Looking for pointers on my Tank AR/Sniper build
« on: March 28, 2020, 05:44:40 pm »
Hi DerivativeZero,

You're totally right about this build being more an AR build than anything else...

I don't see how to stack critical chances without renouncing to my tankiness as you've just said and I've already played a lot of "lucky" (high critical chances relying) squeashy characters (Ambush crossbows, high dexterity SI energy pistols, SI psychosis psion) I've recently completed a tungsten hammer wizard run where I discoverd the perks of being a tin can and I want to be one again but being a long range fighter this time. This new playthrough is meant to be "quick" and easy.

The lack of mobility is NOT an issue at all, I'm aware of that. Playing hide and seek kinda got old for me and I found that crowd control using nades/psionic abilities and health management to be more entertaining for me (at least for now).

Because I don't plan to use Survival instincts, the only thing I could add would be recklessness concerning the feats. Concerning gears of course infused rathound is out of question, but seekers may be used now and then, yeah.

If I am lucky, i could stack 20 (seekers) + 7 (recklessness) + 7 (scrutinous) + [3 (Body horror)] + 5 (hardcore chips) + 15 (focus stim) for a total of 57 base crit. For an AR, it would be 62, which might be enough maybe to consider replacing my 9mm muzzled rapid hornet with a 8.6 AA scoped rapid Chimera ? (I'm a bit too lazy to do this simple math right now, and morevover i'm not really sure of the law that the damage variable obeys, is it uniform ?)

The sniper feats were there indeed for opening fights with a big crowd (during beach invasion, natives' fight on their island, Balor's camp) and slaying tankiest bosses (I would like so much to one shot/overkill the last boss at least once not being a Pure Psi but I'm pretty sure it won't be the case without Snipe though).
Maybe the issue here, is not my lack of critical chances but my poor choice of weapon for the use it is attended for here and I would be better off with a 12.7mm RR (AA-)scoped Corsair. I would OS an ennemy with Aimed Shot, then have 72% to OS (maybe more if he's not at full health) a second one and use Aimed Shot again the next turn. Or am I totally missing something here?

What do you think?

Quote
) My non crit sniper with PSI really worked because of high WIL and locus of control

I'll look for it on the forum. But if it is not on here, could you link it to me? I'm really interested in the concept.


Also thank you very much for your answer.



29
Builds / Looking for pointers on my Tank AR/Sniper build
« on: March 28, 2020, 11:06:28 am »
Hi everyone.

Here is the build : http://underrail.info.tm/build/?HggDAwoNAwbCoMKKAAAAAABIAAAAa3ZMS1UALcKfRkwAYwEmKztQFU9KwodJYyozS37CtcKkVcKtwpzipI4B4qe-CuKxlgTfvw

I plan to play it on DOMINATING. It is my very first time with AR or/and sniper.

Playstyle :
Out of combat : Persuasion and mercantile are not negotiable here. Lockpickin does not interest me that much (I will play with classic mode, but I guess it would still be OK with oddities) while hacking has some really interesting checks here and there (in Expedition for example)

In combat : kinda simple, sniper are loud, so I might attract a lot of ennemies and I want to be able to resist them. AR bursts, Grenades and/or Premeditation+TD+aimed shot should be enough for CC. I will be able to kite ennemies from afar with my sniper while still being powerful at close range with my rifle. PTC brings me to a total of 72 AP which is enough for 2 bursts or 3 sniper's shots. Psychokinesis also gives me some options.

Planned gear :

Weapons : Spearhead with RR and AA-scope for high criticals bonuses and 3 shots/turn with PTA specialized / Hornet 9mm with RR and muzzle brake (2 bursts)
Armor : Full tungsten armor with regenerative vest for very high mechanial DR/DT and the first half of the game, Full SS one I've finished EXPEDITION (that I plan to do before DC) thanks to 150 mercantile checks to get filthy rich. OC I may not be able to carry both at the same time...
Headgear : for switch high quality seeker googles but I don't plan to use them a lot...
Belts : bullet strap belt and lifting belt for switch.
Shield : Electronics seems high and I know about the low quality single LOW shield perks for a TIN CAN, but endgame High/High shield  might be useful against some factions I plan to fight

Problems:

I really want to be tanky, so Ambush, Snipe, Blindsiding, etc. are irrelevant here. My problem is I have nothing to compensate the lack of critical chances. and because PER isn't maximized I fear the lack of precision for long range fights on High evasion ennemies (Ambush does halve the ennemy evasion and I don't have it here). I don't think SI would be that great because it would make me far less resilient and I may not find myself naturally under <30% most of the time.

Questions :
1) Is shooting spree enough to get Aimed shot at least once every two turn and OFTEN one every turn?

2) Is my assault rifle powerful enough or should I do everything to get more crit chances ?

3) Is 8 STR 15 PER a good choice instead of 7 STR 16 PER so I can wear tungsten with rathound BBQ or wear SS set without it ?

4) Should I take Pack Rathound or not or will inventory management not be as much as an hassle that I fear.

5) Will I be able to reliably shot ennemies with "low" PER ?

THANKS A LOT.




30
General / Re: Protectorate vs Free Drones from RP perspective? (Spoilers)
« on: February 26, 2020, 12:26:18 pm »
I think the topic is pretty rich and interesting, so if I may...

There is a THEORY (which I don't necessarily hold for true) which is that Anastasia's condition is actually the result of the CAU methods. More precisely, we do not see any Drones employ chemical weaponery during their questline and it seems to be fairly rare (to the point that the acid puddles near Terry Baker's corpse is a strong enough clue for your character to suspect Cornell and his gang and accuse him during your conversation with him eventhough other conversations may point to his responsability as well : at first we do NOT know about the Baker's involvement concerning the Cube) and Anastasia refuse to express her opinion on the CAU.

They may be two main reasons for this :
- The first one, maybe not the most likely but still worth mentionning, is that it is actually the CAU's strikeback during the Free Drones' train assault that has caused her injuries ;
- The second one may be that she disapproves CAU methods because of her own condition eventhough CAU holds no responsabiliy in it.

The second point is the most likely, but it reminds us that most Union citizens and most Protectorate soldiers we have the opportunity to speak with strongly disapprove such methods except some xenophobic military members such as Fraser. It is something to seize power but it is another matter to keep it, and for the latter people's approval seems vital. CAU sure don't give Protectorate a good publicity and indeed the Free Drones demise or rather the methods employed are not made public as we can see receiving our paiement from Fraser. So it may backlash on them at some point.

Most of the plot, but maybe I did misinterpret the author's intention, points out that either Protectorate's brutal methods and Free Drones' fanatism derive were bound to happen. Eiden tells us that Free Drones respond to an essential human need and would reappear on another form if they were eradicated while Tanner explains that an organisation such as the Protectorate had to exist at some points. The more we explore the game, the more we're told that we have to see through the veil of our own physical limitations so the truth mostly concerning the Godmen and another "plane" of existence should be our main concern.

But still, I would side with the Protectorate, were it inherently evil, and were meant to be reformed or dislocated latter, would it nevertheless permits the construction of some sort of civilized and secure nation has we can assume from the multiple sources of information about the North. So maybe CAU has to be seen as the lesser evil regarding Underrail geopolitical context.

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