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Messages - Vokial

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76
Builds / Re: Commando Build
« on: May 06, 2020, 11:00:36 pm »
Now that I'm playing around with reallocating points and stats, I found a few other good versions too.
Although I don't have much experience with throwing. Did not even use grenades that much to be honest despite having a lot of them. If I need to make a guess based on just gut feeling, I would say that throwing knives might not be the best option to take.
Actually I think there's nothing to fear from being noisy. You'll have an SMG, that is considered to be one of the best means of offense in the game and also able to hit multiple targets with a single attack, so you probably won't have to worry. Also, since riles are able to one-shot most enemies, I felt quite safe and comfortable with sniping from a distance despite it being loud, especially from the point I was able to shoot twice per round.  And if I realized that the coming wave is more than what I could handle, I reloaded the quicksave before engaging and placed some traps or caltrops before my ambush from afar. Kneecap Shot also works wonders to slow enemies down.

Traps and mines I also found more useful than grenades, despite not being able to deploy them in combat (without Quick Tinkering). Usually I just kited the enemy with a rifle. Restealth when possible - which could result in them loosing track, but even just for the purpose of using Snipe again.

77
Builds / Re: Commando Build
« on: May 06, 2020, 09:45:31 pm »
Assuming I'm fine with just 160 quality components that would mean I only need crafting skills effect to 135, correct?

So 135 = 160 quality items? And 160 quality items are more than enough for end game? I'm just trying to establish some rules of thumb.

Kinda yeah... for example tactical vests need 80% of the quality in points points of tailoring. So a quality 160 vest (which is the max) need 128 tailoring. If you add any other components, like a black cloth for example, this number will increase though. So it all depends if you plan on using Hypercerebrix or not. If you don't, maybe you can reduce Biology in favor of some other crafting skill. I choose 70 Biology since I might need it anyway should I decide on Regenerative Vests (however Sturdy seems great as well) because of my low Constitution and the option to produce other chems doesn't hurt either. Although Hypercerebrix boosts all skills significantly that are governed by Intelligence, it is hard to come by because of rare ingredients, so it's usage will be limited.

78
Builds / Re: Commando Build
« on: May 06, 2020, 09:13:38 pm »
The reason of me having relatively low on Machanics, Electronics and Tailoring is to save points and put it to somehere else. While using a bench or a Hypercerebrix that we can craft independently with 70 Biology, we can have these 3 skills on an effective 135. That should be enough for us to produce level 3 emp and plasma explosives and to use components of 160 quality.
Still, since top quality components will make our end-game gear, we don't need to have our skills raised to a level where whe can mass produce those items anytime and anywhere - we will only craft equipment of this kind once or maybe twice. If upon being ready to craft our final instruments, we can even pop a Hypercerebrix AND use our bench too, raising the 3 crafting skills to 155.

Thanks to that allocation of points I can now have a Mercantile skill that will grant me better prices and most importantly I can raise it to 105 (with Hypercerebrix + UnderPie) and get all the access of secret stashes from all merchants. Hoping that they will grant me access to those elusive items of 160+ quality we want to work with. No use of having high crafting skills if we don't have the materials we need them for.



As for pistols, it just makes the build more wholesome in my opinion. With those, everything connects better, the stats have more purpose, strength for feats and weapon requirment too - it will also make crits frequent and more devastating benefitting both weapons, initiation will be boosted... everything just fits.
SMG's are have good damage with bursts, so that's allright I guess - don't intend to change your mind, just provide a different view which I thought will be better for you to know about upon making the choice you prefer the most.

79
Builds / Re: Commando Build
« on: May 06, 2020, 07:01:20 pm »
Crit Power means better additional damage when a critical hit happens. If you use for example an anatomically aware scope on your rifle, then you get 50% boost to your crit damage - now it being 150%. And with a basic Crit Power feat, that becomes a total of 225%, which is awesome for single shots with high chance and of course guaranteed crits with Aimed Shots alike (which you should use sometimes every round with Shooting Spree). It worths to specialize on Crit Power a lot more than Snipe - which is good on it's own with high enough Stealth.

As for your build, I think you're overinvested in Hacking and Lockpicking. For example an effective 100 with Jackknife should be enough for the latter to reach 130 with Engineer's Suit, Haxxor and Eel Sandwitch. Temporal is enough for 55 (56 for an effective 50 for a better Entropic Recurrence) if you're not planning to use Stasis, however I heard it has it's uses. Do pick up and specialize in Psycho-Temporal Acceleration for that sweet MP, AP buff, so you can shoot your Rapid Spearhead 3 times for an additional round too.
Also, exactly to have better even better Initiation aside from the Paranoia boost + to make the most out of the Sharpshooter feat, I went for pistols as a sidearm. Better crits, and more chance too upon picking up Steadfast Aim as well, especially since a sniper rifle need 5 STR, so I really had no excuse. Biggest bonus is granted while using a 44 Hammerer, whih means that we get to use explosive rounds too (a true wonder that happens to be pistol exclusive only) although Falchions are great too for additional crit chance. And unlike the bursts from SMG's, pistols actually make good use of smart modules.

I went for a hitman kind-of character (just some firearm assassin, no relation to agent47) that has Mercantile instead of pickpocket after I pictured him gearing up from a secret stash of weapon storage before a mission (enable Jackknife and Trapper's Belt pls).
http://underrail.info.tm/build/?HgUICAMNAwbCoDgAAADCncKdTToAPmVlNz5lAAAAOAAATRcBMToeRn41K8KHM0tbKAIwwqTCteKnjAPip74I4rGWBN-_

Alternate take with lower agility but higher intelligence and perception, now with 100 on pickpocket too, enough to serve you well (steal oddities even the one from the Faceless boss and the symbol from Mordre for the appropriate quest). And while still able to craft the best Incendiary grenades and Hypercerebrix, explosives of mkIV and Bullheads are now also restricted to a bench in addition to top tier plasma and emp:
http://underrail.info.tm/build/?HgUIBQMOAwjCoDgAAADCoMKgRDtLO1paKjBaAAAANwAARBcBMToeRn41K8KHM0tbKAIwwqTCteKnjAPip74I4rGWBN-_
(with 8 INT, it becomes debatable not to switch out something for Power Management too)

80
General / Re: Custom Portraits
« on: May 06, 2020, 05:14:23 pm »
Yep, there's no reason to choose a bald guy if your character model always have regular short hair. Having a muscular build? Model will still look like you're playing with an anorexic person with the body proportions of a 10 year old.
Some in-game portraits got faithfully modeled through the game as NPC's, and I can only imagine what some players feel when they meet one that has the exact same portrait what they choose, but rendered much better with a model that's actually fitting. One of the main reason why I use portraits found elsewhere.

If there would be some awesome dude who would make, or modify portraits and make several versions, each personalized according to character models wearing different armor, would be greatly appreciated. We don't even need a mechanic that changes between them according to what we equip, a player can decide what he 'll wear as part of pre-crafting his build, so he can choose the fitting portrait that at the start of the game (and hopefully do not change his mind later).



However, this one I'm attaching here, present from one the above posted packs I find really good. It's generic action hero apprearance is fitting to many models with light armor or tac-vest (even has goggles hanging around his neck so it qualifies to my build wearing tac-vest with black cloth). It still shows some possibly shady personality so I like it quite much rolling with a character being invested in subterfuge skills.
Really like how it's carefully checking out his enviroment like the main protagonist in the original wolfeinstein 3d and basically that's what I imagine him doing 99% of the time prowling around dim-lit hallways of abandoned military bases, or moving through the alleyways of Core City slums anyway - so it's close to perfect.
Thanks for whoever made it!

81
General / Re: Custom Portraits
« on: May 05, 2020, 06:31:17 pm »
I wonder how difficult it would be to have dynamic portraits that changed whenever you wore different armor.

I think it's fine. I understand where the request comes from though. You probably found a nice portrait that you see as a possible manifestation of your character, but on the picture, the armor looks different than what you plan to wear through the whole game.

I'm happy that the background and lighting conditions change - thats a very much needed touch as the portraits would stand out too much otherwise. Great feature. What I don't really like is that far too many portraits are wearing respirators while not many models have them. Still, you can find some good ones in the packs online or make your own if you find a nice picture somewhere and crop it, even with MsPaint (for the background to be non-filled).

I just don't seem to find good ones for various character archetypes on the base game.
Where's the older, battle hardened sniper visibly having his glory days behind him? A hobo with a shotgun? Or the rogueish swaschbuckler trickster guy? Maybe the Judge Dredd kinda enforcer? Or the Riddick close combat specialist? Oh maybe the afro guy in tank-top qualifies for that I guess - if we could choose the skin of the model. Right now it's a total white guy with an afro portrait.
But tha main problem is that most of the male portraits are about total zoners that would easily fit as random burned-out Foundry mineworkers or zombie-like junkies from the slums of Core City. They look like crack-addicts not soldiers.

I reall look forward to see a new pack posted here by some generous person, or even a 1$ extra portrait DLC by the original artist so it'll fit with the rest.

82
Builds / Re: Riot strongarm warlock
« on: May 05, 2020, 06:37:18 am »
Max melee, max intimidation? It's a sin not to squeeze in the Brutality feat (and equip Death's Grin).

83
Builds / Re: Would this smg sword build be viable for dominating?
« on: May 02, 2020, 09:51:38 am »
I'm a bit pessimistic about versaility builds. Sword and a bursting smg are both close range weapons, so one should be enough to cover the same territory of offense right? Also, if you choose the dex influent smg, then why not go for knives instead of swords? Also you need to finish fights fast as you can't take too much hits standing toe-to-toe with the enemy with low con and wearing light armor (infused rathound leather probably) on a difficulty setting where dodge does not help you. Two different close range weapon might result in a too spaced out build instead of proper specialization, which might hurt on higher difficulties.

HOWEVER

Since I love to meddle with the wonderful character builder basically as much as playing the game itself, here's my take on the character:
(please enable trapper's belt + jackknife, order of feats doesn't necessarily have to be like this)

http://underrail.info.tm/build/?HgcQBwMDAwdQbgDCoCh-wqBJJQAlYGAtNGAAAAAAAABIMSbCo0ISEwAGSxU3Fkk-MCnCs9-_

Juuust look at that eye-pleasing layout of only 3's, 7's and that sweet 18. DEX based build, so naturally excellent infiltration skills, lots of hits, fat crits & wet clits. High dex also means that we don't need to invest too much skill points to take advantage of professional employment of various explosives and traps, utilizing oppurtunist and vile weaponry with a single bear trap boosting damage significantly (and to detect enemy contraptions). Superb usage of grenades for both utility and precise, devastating AoE attacks thanks to the 3 proper feats. Knives mean tons of melee hits per round, so we'll be quite mobile thanks to fancy footwork and can take cover at the end of our turns and of course generally be stealthing everywhere. Yeah, so we'll bringing out the most of having a high dex value with appropriate weaponry, the feats to back them up and skills involved.
Since it's knives & smg's could've gone for 7 con and 3 strength not the other way around. It's a questions between having better bursts with Full-Auto with more carrying capacity, or instead of Full-Auto we can take the awesome Cut-Throat with significantly more hp.

Regards of crafting, you'll be able to bake hypercerebrix that will allow you to produce a good selection of consumables up to bullheads, grenades and mines up to mk IV + reach 105 mercantile with an additional underpie. Will also make items of max tier plasma and emp warfare with long lasting electroshock blades (due to power management) and that sweet high quality infused rathound leather armor to further boost those crits with both weapons. And despite planning to play on dominating difficulty, we still need decent evasion in order to not be torn to shreds from a single enemy grenade.

Oh yes, and no psi. F@ck that. This is a kickass post-apocaliptic 80's action hero build - don't care about any fancy magic!

84
Still, some kind of Resident Evil-style interdimensional footlocker present in each major location would be nice. Where you put stuff in at SGS and can acces them in Core City too.
Or a Fire Emblem-kind of bank (only played the two GBA versions back then) where it's the same scenario, you deposit stuff to the clerk like you'll selling them), they hold on to it for a nominal fee and you can take them out from other banks.

Hauling is still doable, but really tedious and unfortuantely gathering all the loot is kind of a must in Dominating.

85
This is just my humble opinion, but I think lockpicking and hacking are very useful skills. I also can't stand the feeling of not being able to open doors and containers and missing out of stuff - even while already rich.
However it's generally a good thing to get them since you're playing on oddity. The above mentioned effective 93 sould suffice (so 100 with jackknife, 110 for Expedition with the lemurian suit).

86
This guy already did the UI part (no feat-icons visible)
https://steamcommunity.com/sharedfiles/filedetails/?id=182562041
Look at the top and the bottom of the screen, much better stuff that actually looks professional. He probably did it for lulz only, but he's good. The work he done is indeed worthy to be added to the game.

87
I think the most important thing to be revised visually is the game UI.
There are some screenshots over steam about some revised version that looks way better than what we curently have and also fits well into the whole aesthetic. Something like that would be awesome, since the current one (especially with those horrendous feat-icons) looks like it's made by an 8 year old in MsPaint. No exaggeration on humour here, simply that's how they look.
It would be nice to have a better UI and game menu.

88
Suggestions / Re: Bullets-to-casings recipe blueprint
« on: April 02, 2020, 09:52:17 am »
I really like this idea.
Best solution would be if the game would let us break down the bullets to casings with the normal recycle blueprint.

I'm a huge fan of the custom bullets with different effects, but empty cases are very rare to find and I did not see them in shops either. One can buy or craft the other ingredients like acid vials and micro shock dispensers and whatnot, but empty cases of any kind are super rare. Need more of that 44 pls.

89
General / Re: Protectorate vs Free Drones from RP perspective? (Spoilers)
« on: February 28, 2020, 08:04:03 am »
CAU is something that is fundamentally evil, in it's essence there can never be a good use of it. Even if there's a land that is currently being inhabited by "bad people" in their terms, there's nothing wrong with the land on it's own. That can be put to good use later. But Protectorate being so selfish, if they encounter a territory that they can't seize, they are even willing to intentionally make another Depot A out of it. If they can't have it, nobody can, not even it's original residents. Think of the message that carries. No sane government should offer somthing like that, for it is not a deal but a threat. And certainly not offer it on foreign territory.
Stepping into areas that already have their own problems and be the laughing third, offering security to one side in exchange for complete power over them. That is not help - that's exploitation. This should always be rejected and fought against. Freedom before everything, if there's a way to solve an unstable situation, solution should always be something that leaves freedom, otherwise it doesn't worth it and can lead to being oppressed under something much worse than some petty bandits, something that has more control and fighting against it will be a lot more difficult - for there won't be fighters anymore, only slaves. And then it might be too late.
The lands own fighters are what the Protectorate goes up against. Either disarming them by diplomatic means (Rail Crossing, Junkyard) or force (Free Drones). You want to help, that's great. Get to know the area, meet the people. See the leaders - some are bandits trying to taking advantage of the chaos and abuse power, some are sensible people wishing for a peaceful and sustainable prosperity. Pick some and just support THOSE if you so want to interfere. But not by means of military force. Don't make a third side and try to outgun and outsource the others and take control profiting from the chaos and helplessness.

"But they are the lesser evil" - that's EXACTLY what they want you to make your choice based on. They want you to acknowledge their evil and recieve it while agreeing with it, convincing yourself that it is the right way. From that point, you give up the control over you and they are free to exploit you however they want. And if you end up not liking it, you'll be untrustworthy and unresponsible, biting the hand that feeds, being treated way too good for your own sake and deserve punishment. That's the scenario they're speculating, not supporting or making you get stronger yourself, but demonizing the other options, installing fear while making you believe that they are your only choice so you willingly accept their terms, position yourself under them and bend over. Are they evil? Then they're just another threat. Sure they're the lesser? I'm not even convinced about that.
Free Drones doesn't offer a future, but they never said they are and that's not even their purpose in their current state. They just realized the danger earlier than others and now fully focus their attention on solving only that - alone and against all odds. Understood that proper restructuring can only come afterwards when it's not done while having to constantly holding against the invaders. And it's not like they can just rise from underground and join hands with SGS (who were stupid and snobbish enough to leave Junkyard to the tin cans being afraid to be on the same page of even a local gang despite those being the only organization there) or some other local commune that are somewhat sensibly governed. Nobody would accept FD for by doing so would invoke the wrath of the Protectorate. And they are being present everywhere. Deploying soldiers are the first thing they want in exchange for any assistance as it is displayed in several examples through the game. But some doesn't want their troops in, is that a problem? Don't even want to help now? If you're so nice as you say, just give them supplies what's the problem? You don't want them being strong on their own, in their own country? Nooooo, that's the least thing they ever want.

Free Drones are a group that are willing to defend their right of freedom by their guns if needed and for that, they are considered terrorists, in their own country, labeled by the invaders from another. Treated as anarchists, but who said that FD wants chaos, or even to get rid of the oppressors in the favor of the bandits? Are they work on their behalf? Hell no. They want the same thing as the people, just not under Protectorate rule, not by their vile methods and certainly not for the price they ask.

90
Builds / Re: Pistol build for casual
« on: February 14, 2020, 04:42:33 am »
Pistols are great. They does not have the move & shoot penalty, they can have reduced AP cost, have feats that boosts initiative, crit chance + damage and can use ammunition of all kinds.
Wasteland Hawk has wonderful critical damage, but you'll need 13 DEX to shoot it 3 times in a turn with either a Temporal buff or an Andrenaline Shot. So maybe you're better with a Rapid Smart 44 Hammerer. The damage spread is wider , but at least in both directions, unfortunately it only have 125% crit damage instead of 150%, but even with 8 DEX, you can shoot for a mere 20 AP (so you can have 3 regular AP shots AND a Rapid Fire in addition). Which means that with all the spare stat points you can have 18 PER for colossal damage and precision. PER is more important than DEX for a pistoleer planning to use high calibers. And that you should since a Rapid Fire from a Smart 44 caliber is insane (espeically if it crits), Explosive bullets are awesome and you get the most out of Steadfast Aim too. DEX is better for knife or SMG users. Also 5 AGI is enough, no need for Sprint when you have the Temporal buff for the same bonus with +20 AP in addition. Still, if you want to ditch psionics completely, you can and it's undertandable. You'll have more HP, can lower your PER to 17 and get 6 AGI, choose Sprint instead of Psy-Temp. Acceleration and pop an Adrenaline Shot for AP, even save yourself 56 skill points. Although I like Temporal on this build, it's convenient and the other spells are useful too even with low Will, like Recurrence, Dilation and Increment.

Anway, this is a modification of my own build tailored to your needs. Now you have Throwing maxed so you'll b precise and get the most out of Three Pointer (+34% crit chance) with enough Electronics and Chemistry to have grade 5 Grenades of ANY kind (including EMP & Plasma). These numbers are attained either with the crafting-; OR the Hypercerebrix bonus. Youll also have 70 Bio while under the benefit of either one, so you'll be able to craft more Hypercerebrix. This way you'll be able to craft your high-end grenades while you're away from your workbench in Expansion. Subterfuge is still present to a good extent for you to lockpick and hack and not be a walking minesweeper.
Here you go:

http://underrail.info.tm/build/?HgUIBQMQAwbCoMKdAAAAwp3CnU08ADFaZVEsWgAAADkAAAAXATE6HltGK8KHFj5LMzV-KMKkwrXip4wD4qe-Ct-_
Make sure to enable Trapper's Belt & Jackknife. Oh yeah, had to include that 2 Sniper perks, I mean you already have Aimed Shot and Sharpshooter, especally with PER this high you have to:) A nice Rapid Spearhead using armor piercing or micro-sharpnel bullets is great to have.

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