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Messages - Vokial

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91
Builds / Re: Sniper with a firearm pistol
« on: February 09, 2020, 09:25:10 am »
I don't prefer to cast ice magic, it's just doesn't fit the character. Also for attack spellscasting, it's either maxing it out and use it as your main way to deal damage, or not bother at all - at least I can't see it as something among skills of support. But that's just my thing.
Anway yeah, you're right with the psi points and thanks for mentioning it. I realized this upon learning the desired buff with 55. So I left Stasis behind, stopped at 56 (for an effective 50) on Temporal and raised pickpocket and throwing to 100... Otherwise I could've left pickpocket on zero, squeze some points out and raise Mercantile to 79 which can result in a Hypercerebrixed 105. Oh well, maybe next time. The build is very tweak-friendly, you could also leave Agility on 5 in order to have 18 Perception. But roleplaying-wise I like the character as it is. Somewhat of a rogue. And focusing on skills that actually compliments it's stats seems more appealing. It was the reason why I wanted to avoid using psi in the first place (but the cooldown reduction and MP+AP increase buffs are just too good).

Anyway, here's the final build with a nice 100 on Thowing and Pickpocket for Oddity:
http://underrail.info.tm/build/?HgUICAMNAwbCnUsAAADCncKdTTpLPmVlMDdlAAAAOAAAABcBMToeRjV-K8KHM0soAlswwrXCpOKnjAPip74I4rGWBN-_

92
Builds / Re: Sniper with a firearm pistol
« on: February 08, 2020, 08:18:34 am »
What if you use a smart silenced 5mm neo luger to execute lone enemies silently, can you get decent damage and pull that off?

Unforunately 5mm is the lowest caliber resulting in low damage which is weakened further by the silencer. Neo Luger also has low crit damage and chance. This is compensated by low AP cost. However Execute has a cooldown of 5 turns, so this skill does not benefit from that. Ultimately Execute only worth using if it crits, otherwise it's base damage hit can even be lower than an Aimed Shot - latter being much easier to perform. It might be better on higher levels if you have Expertise, but not by much. This skill can only shine with high caliber weapons like 44 Hammerer that has the potential to deal fat crits, or maybe a 9mm Falchion as it has better chance to crit. The crit chance benefit of Steadfast Aim also increases with the higher caliber you use. But Ambush can't help you here as you will probably have the same lighting conditions as your enemy while you're within arms reach of your foe.
I think this skill should be reworked. The stun requirement should be removed (while the limitation for close range can stay) and it should work like the sword skill Decapitate, but for pistols. That would be more fitting and should work better even with pistols of lower damage.


As a sidenote, having a fine silenced Neo Luger topped with a laser sight to increase it's already nice precision bonus even further is a fun little tool to have, especially with Expertise (that feat has more use with weapons dealing lower damage). It's exellent accuracy makes it suitable to employ it as a discreet mini sniper instrument (so basically the opposite of a close range Execute). Great for picking down packs of rathounds, taking down the dogs of Lunatics and clearing the corridors of burrower nests from the annoying spawns before engaging or sneaking past their bigger kin. 5mm shock bullets are also great against robotic enemies and since the silencer doesn't lower the electric damage, you might as well use it.

93
Builds / Re: Sniper with a firearm pistol
« on: February 07, 2020, 07:34:37 pm »
A little update on Execute, after experimenting with it, it turns out it's not as bad as I previously described it.
After trying it out with a Smart 44 Hammerer crafted for testing purposes, it actually showed some impressive results. The damage spread of that handgun is huge which is not good, however the upper numbers are near the territory of lower caliber Sniper rifles, but the AP cost is somewhat less thanks to Dexterity and Gunslinger.
Now this feat costs +5 AP than a normal shot and has a flat +250% damage bonus. Upon testing my sniper rifle did around 400-500 damage with normal ammo using Snipe or Aimed Shot, while Execute dealt around 200-500 base damage. But here's the difference, this skill can crit on top of that, potentially raising the damage above 1000 efficently outclassing the sniper rifle by quite a lot. OF course not all hits can be crits, even while there focusing on that with your feats and equipment can be done (Recklessness + Steadfast Aim and the proper googles just as a few examples).

Still may not worth it if you already have a Rapid Spearhead and took Killing Spree and Snipe, but if you're firearm pistol only, having a higher caliber pistol around could be useful for the same purposes. It's just still a pain to pull it off as it has a longer cooldown and requires you to spend resources and AP to stun the enemy while also be near to it while pulling it off, so it's unlikely that you'll gonna be using it more than once per battle.
But it's not as bad as I described it. I still won't use it though. If perhaps the devs would remove the stun requirement one might even be tempted to take it, but not like this.

94
Builds / Re: Sniper with a firearm pistol
« on: January 22, 2020, 08:09:37 am »
Hi, after a month this might almost count as a necro, but here I am again.
Ultimately, I settled with this jack-of-all trades fella:

http://underrail.info.tm/build/?HgUICAMNAwbCoDwAAADCoMKgTTo8PmVlMDZlAAAATgAAABcBMToeW0Yrwoc1fjNLKALCpMK1FuKkjgXip4wD4qe-B9-_
(pls enable crafting bonus with Trapper's Belt and Jackknife)

I actually held off leveling up before hitting level 10 until 12 to try out Oppurtunist with Execute and see if they are any good together and it turns out, they suck. A lot. I mean it costs a lot of AP just to even set it up with a Flashbang or a Taser strike, not to mention the +5 additional AP cost of the skill. You also have to be close to the enemy and the damage together with the Oppurtunist feat is even worse than the level 1 Aimed Shot feat which is much more accessible and a lot cheaper in AP. It's a shame that the skill that was intended as the supposedly best skill for the already arguably inferior handguns is so dissapointing. So that means I have the liberty to consider 2 other feats instead, so I took in Ballistics and considering Psycho-Temporal Accleration.



Yep, I might give in, use psionic abilities and include the AP+MP buff of Psycho-temporal Contraction. Does it (and Limited Temporal Increment) worth the -25% HP reduction setting my HP from the already low 404 to the even lower 303? I heard that it's a game changer and if it adds +20 AP with the Psycho-Temporal Accleration feat for 3 turns, that might very well be true. With that buff and an Adrenaline shot wielding a Rapid Smart 44 Hammerer, I could shoot 3 times (20 AP each with Gunslinger and 8 DEX) + an additional Rapid Fire (30 AP). Rapid Fire is very powerful, I like it way more than a burst from whatever SMG due to the fact that I can use it with the devastating 44 bullets (later explosive) and the significantly higher crit chance due to them being performed with pistols with the proper feats associated.
Also, how's Stasis? It surely has some possibilities and oppurtunities when it can come handy, but of course not essential. It works well for characters with low WILL too. Is it worth to go for it?

With my severely handicapped HP due to lowest CON + Psy Empathy, my build is made for quick and effective ambushes where I have to finish fights within the first couple of rounds as I'm not built to sustain battles for long. I felt that Tactical Vests are the ideal choice for my squishy character combined with the fully specialized Ballistics feat. I aim to craft a good Tactical Vest, possibly Biohazard. Maybe with with Psy Beetle Carapace so I can cast both buffs within a single round, although it involves a hefty Armor Penalty. Not adding it on my char makes Ballistics even more useful. However, Kevlar and Blast cloth really interests me. Which is more useful in the long run? Even Black cloth is a no brainer as it doesn't even have a drawback and looks viciously cool.



I know I brought many questions yet again... appreciate any anwers and thanks if you red it through:)

95
General / Re: Protectorate vs Free Drones from RP perspective? (Spoilers)
« on: January 07, 2020, 10:12:03 pm »
They not legitimizes each other at all. How can CAU legitimize them killing civilians with FD? "Sorry, I know you're innocent, but let me execute you because the existence of some other group you have nothing to do with" - that's rich. Also, while Protectorate is posing as protectors of civilisation, FD are at least has an honest approach. The attack on the lab fits into their agenda, while the CAU is against everything what the Protectorate tries to resemble towards the public.
And I have to come back to the reasoning of my previous post, Protectorate had all the means of defeating FD with legitim ways without civilian causalties and nobody would've question their PR machine. Yet they choose to try out mutagen on the public. The fact that both would result in victory yet they went for the option that involves unnecessary massacre, clearly says how much they care about the people.
FD and Protectorate could only legitimize each other if the latter was only rivals, but essentially the same kind of group as FD. Protectorate however decieves the public, pose as a helping hand then betrays them and kill them. In a way, FD was more useful for them then a setback as antagonizing FD certainly helps pushing their false propaganda through. They could blame them as the root of all evil, even the ones themselves are causing. Zero responsibility.

96
Builds / Re: New player looking for a melee/grenade build
« on: January 07, 2020, 07:53:37 am »
Since you're a new player probably playing on normal mode, you might want to try a build that capitalizes high dodge & evasion as means of defense. Even with a mere 14 dex, you can have 50% parry chance (which you can retaliate for free hits if you wield a sword).
Whatever slips by will be negated completely thanks to Uncanny Dodge - with it you can have a guaranteed 9 dodges with 8 Agility and maxed out Dodge skill. Also, Fancy footwork can boost your evasion rate to astronomical levels if combined with Evasive Manueuvers.

97
General / Re: Protectorate vs Free Drones from RP perspective? (Spoilers)
« on: January 06, 2020, 09:23:46 am »
No matter how bad Protectorate is at it's core, actions of FD legitimize the existence e of CAU.

Siding with the Protectorate on this purely for roleplaying as a sadist nazi-evil scientist or whatever is fine I guess, but please don't masquarade this as the choice of the good guys.
That can never be proper reasoning, for if FD were not legit before, CAU hereby legitimize them. That step is the one they have to avoid at all cost. They should do it by the book, with tools of order and the ideology they want to represent. And that was totally an option. Instead they employ methods of ruthless bio-terrorism that's not just way over the point, but completely unnecessary. Having the option to choose weaponry that only affect FD, they intentionally go for the mutagen and corrupt the whole land and civil population. It's not even collateral damage, it was their well thought out choice out of all available options. They are like children desperate to look for oppurtunities to try out their new toys (that should not even exist), just because they can. Pitiful. Weapons like this should never be in the hands of completely unresponsible people that use them for the sake of being able to use them.
And the ordacity to explain this as just actions, blame it on FD while it was them who decided to do things the worst way is atrocious. Explain that to the innocent who fell victim, they surely did not get killed by FD, but the Protectorate, always posing as the saviors of civilisation. Still, what baffles me the most is that there are people who can be fooled by this. IRL. Having proper education, living in relative prosperity and in the 21st century.

98
General / Re: Protectorate vs Free Drones from RP perspective? (Spoilers)
« on: December 30, 2019, 11:01:51 am »
Doesn't matter if you quit at the chemical assault-part, just because one person abandons them, that probalby would not stop their plan in the long run. You won't prevent anything, just delay it at best. They will thank you for your cooperation and your work. You were useful.
The way you can aim to actually stop them, is by joining FD. That way you're not just looking the other way when they mutanize the public, but can fight against the idea with all your might. And that would probably better for your conciousness.

Oppressive government is bad and once it stabilized, it's very hard to overthrow it. If robbing the train prevents this or at least slows the process, it's something seemingly evil acted upon basically innocent passangers - in order to avoid an even greater catastrophy that could potentially ruin a lot more lives.
With that said, groups like the FD draws in a lot of anarchistic characters that see this as an oppurtunity to freely act violent and be supported in it. Folks that are only in it to raise hell and would do it in a civilized culture as well. At least here, their energy is channeled towards an even greater enemy of society that is an organized, well oiled, methodic and works very much counciously on the erradication of humanity.
FD higher-ups should be aware that their group is nowhere near as the rebels in Star Wars for example, but more like rejects of society and criminal scum that would never fit into the future what the Protectorate plans for the world (wheter the world likes it or not) and now have refuge and supplies among the FD and a place they feel like they belong. As long as they're happy that is as it would be foolish to completely rely or trust these bunch. Or expect any loyalty from most of them when the tides are turning.

I never met FD yet as I'm still at an early part of the game, but the way I see it, reading these posts, FD is made up of Neutral Evil and Chaotic Neutral characters as their footsoldiers. Chaotic Goods would gladly take justice in their hands and show voilence against evil, but would probalby not be okay with methods that involve harming innocents. While their leaders are probalby True Neutrals that value their independency more than anything and would rather die and sacrifice others then fall under the rule of an oppressing government.

As for the Protectorate, they are Lawful Evils. Would happily turn people into mutants if that leads them to more power and as long as they can do it while crafting laws to support them, especially being portrayed as the protectors of civilisation, they won't have any second thought. They see FD as a bunch of criminals that worth more as mutants than the human garbage they are and are perfectly consistent about generally thinking that some people just doesn't worth the air they breathe and they're doing just work by eliminating them. Making the world a better, safer, cleaner place. And might as well take their land to further their own prosperity.

So based on this thread so far, I'm going to side with the FD. I have a feeling that I might meet more a$$h*les within the Protectorate and I sure as hell don't want to work under them. Should I meet some decent bloke among the Protectorate, that might probably be a naive fool that did not open his/her eyes yet and probably just being used by them the way they would exploit my character too should I join their side. While I really look forward to see a likeable fellow over at FD.
Some might have valid reasons to fight against the Protectorate (possibly past tragedies causd by them), while I can't imagine that the expansion and mutanization of the Protectorate can be justified. Also, approaching this conflict from FD's side seems more interesting.

99
Builds / Re: Sniper with a firearm pistol
« on: December 20, 2019, 10:47:00 am »
3 more questions struck me, help is appreciated:

 - Does having a high Dodge together with Uncanny Dodge helps with this build? Considering the fights ahead through the game. Are there many where I'm forced to fight within close distance, or is it possible that I won't miss it if I utilize my role properly?
 - Also, how useful Persuation on it's own and compared to Dodge and which would be more benefitial for a sniper/pistoleer?
 - Lastly, is Mercantile a must in order to get proper quality materials for crafting with 120 Mechanics? Mainly weapons. Or I can find / buy those without having to access any hidden stash?

100
Builds / Re: Sniper with a firearm pistol
« on: December 19, 2019, 11:13:43 am »
Thanks guys for all the insight. I still meddled with the character planner for a while, increasing DEX at the cost of AGI, reallocating a few points here and there, but ultimately ended up returning to the original setup while withrawing some skillpoints from tailoring with the above mentioned excellent faction-armors in mind.
I like the idea of crafting my own armor too so I might end up raising tailoring anyway, it's just the JKK & Grey armor is so nice and the possibility of having slightly better subterfuge and also 85 points in either persuation or mercantile instead sounds quite intriguing. We'll see how it goes.

I'm still level 4 and enjoying the game so far. Just delivered the package for Quicksilver. Saw a few lunatics, but they seem way out of my league, but found a sweet Corsair sniper rifle in a small room - can't even properly use it yet. Probably explore a bit, saw a few stairway a while back, see where it might lead. if it's doable - if not, I'll head after this Newton guy instead.
Thanks again:)

101
Builds / Re: Sniper with a firearm pistol
« on: December 14, 2019, 09:13:06 am »
I might not know it correctly, but if I remember right, then high dex only influences the critical chance of melee attacks, not ranged.
Still there has to be some validity in that suggestion if more people recommend it, but I can't bring myself to do something like this. If I want to play a gunslinger, it would be kinda strange to max melee instead just because of capitalizing on this mechanic, it's just doesn't feel right.
And raising dex can't be better than perception for a shooter. Something like this is not supposed to happen. I would still raise dex though if I would've been with a pure pistoleer. But since I plan on using sniper rifles too, I plan on raising the stat that's benefitting them both.

Also, I thought that Paranoia is exceptionally good for builds with high perception, since the bonus they get is significantly higher than what others might get. Wonder if I will be able to detect Crawlers and Stalkers while wearing some Motion Tracking Googles and hit them while they're stealthed for that extra 30%.

Also, are grenades that common in this game so that I can take advantage of the Grenadier feat as early as level 4? I always thought of them as utility from time to time when the situation demands it.

102
Builds / Re: Sniper with a firearm pistol
« on: December 13, 2019, 11:25:39 am »
Yep, that is why I eventually added Paranoia to the list. I thought that with that immense detection and nice initiative bonus it is worth the feat slot and seemed like a better choice than Trigger Happy if I can only pick one out of those two. I also like rounded numbers:) Yet, with the current setup and both taking Paranoia and Trigger happy with a Twich drug and the JKK Tactful Jacket, it's possible to reach 60 initiative but that's probably overkill of course.

Also I just recently discovered this wonder of an armor and now uncertain if it's even worthful to raise my tailoring skill higher than 50 (for repair kits). It's defense capabilities are as of a high quality Galvanic Vest, but has some crazy bonuses in addition. Gray Spec Ops Armor also looks amazing. Crafting armor is the territory I'm the least informed about. Should I stick with the idea of having 120 effective tailoring skill because crafted armors is the way to go instead of these two or should I spend those 70 points on other skills?

I can also decrease biology to 50 and pickpocketing to 50 in favor of increasing other subterfuge skills to something like this:
http://underrail.info.tm/build/?HgUICAMQAwPCoDwAAADCoMKfWDgmOMKGdUoswoYAAAAAAAAAMcKDKBcmOh4BEQIzS341FsKkwrXipI4F4qe-Ct-_


Btw thanks for the information given, you were all very helpful.

103
Builds / Re: Sniper with a firearm pistol
« on: December 13, 2019, 06:12:26 am »
I always planned my build in Fallout 1 & 2, and I heard that it's kind of a must here. Upon finding the character builder tool, I was stuck with it for days:) It is enjoyable to use it and try to make different versions of possible characters. As for your reply, thank you that was the info I hoped to see. What I based my build is only speculation, I wanted to read an opinion that's from experience.

Still I don't think I would max my melee if I'm not going to play as a close combatant without Dodge and the feats to complement the playstyle. Reduced AP consumption seemed nice, but ultimately I choose to put my trust in raising perception instead as it will benefit both guns I'll use - although in a different, but just as useful way.
With high dexterity Steadfast Aim might be a bad choice, but here I hope it will help me make my more limited amount of shots count. I'm interested to try out this unique pistol called Wasteland Hawk with this build and see how it fares compared to a self-crafted handgun.
Upon crafting, I do want to use smart modules on both weapons especially since Execute can benefit from this mod a lot and knowing that Snipe can't critical. By the way, does that mean that special attacks can critical too, so a smart moduled Execute, or Rapid Fire can also crit increasing it's already high damage even further? If so, then I'm going for all the crit chance I can get with pistols:) Also, this might be a stupid question, but does Aimed Shot benefit from a smart module? Description says, it only makes your shot auto-crit, so I guess not... but if it does, that would be awesome.
I guess I'm keeping Kneecap shot, It will be useful against strong melee fighters, especially if I don't plan to take Quick Recovery and deploy traps while in combat.
I do not want to use a Hammerer, the same reason I do not plan to have Gun Nut. It's not reliable to have a high damage spread and I want to save myself the frustration from performing low damage shots in a row - wanna keep savescumming to a minimum.

Two questions if anyone knows, is it worth to aim to 80 biology because of Bullhead pills? Seeing the ingredients, I can imagine it being rare to craft, but I kinda suspects them being useful. Otherwise, I can put my points to Lockpick for that sweet 110 effective amount I saw you mentioning in another post and be Expansion-ready:)

104
Builds / Sniper with a firearm pistol
« on: December 12, 2019, 03:01:11 pm »
Hi there. Did some research and just about to start my first plathrough. Still uncertain in a few points and I thought it's best to ask them here.
The build I decided to go with starts off as a Pistoleer. I am aware that these weapons are not considered as powerful, but I just find them the most appealing firearms and the feats associated with them seems much more interesting to me than those of other weaponry. Craftable bullets with diferent effects are also something I look forward to and excited about.
I wanted to make a rogueish gunslinger character at first that uses firearm pistols only, have high dex, later with th implementation of Steadfast Aim, I decided to shift a little toward the sniper archetype. Lowering my dexterity in favor of perception seemed more reasonable, trading AP cost from pistols for more damage and better aim with both guns.
Eventually I ended up with this:
http://underrail.info.tm/build/?HgUICAMQAwPCoDwAAADCoMKgTSo8KsKGdUg-woYAAAAAAAAAMSgXJjoeARECM0t-NRZAwqTCteKkjgXip74K378



Now I am aware that my build might have a few questionable choices from the viewpoint of seasoned players, so allow me to explain in advance:

 - I know firearm pistols are considered inferior compared to SMG's or AR's or whatever, but aside from me liking them the most, there are some feats that benefits both handguns and sniper rifles, like Sharpshooter for example. Their feats allow them to have a better chance to crit and just seems much more fitting as a reliable sidearm than any bigger guns that does not really resembles this role.
 - I do NOT plan on using ANY psi, despite probably benefitting from them.
 - Yes, 3 Intelligence seems low especially while having 8 Agi. Although I still have enough crafting skills to make decent gear, greanades, meds and poisons for my traps. 105 Electricity for EMP warfare and assembling a decent smart module, 70 Chemistry for Mk IV grenades and mines. And I look forward to have high MP and 40 initiative while holding a pistol by default (again +1 for handguns as sidearms), some fights probably start off within close proximity and I would like to shoot first.
 - I took Trap Expert instead of Quick Tinkering because tossing traps while in combat seems very unrealistic and there's a good deal of bonuses with the former feat. It's nice to deploy less detectable traps and the convenience to quickly arm them out of combat, especially in cases where I plan to set more than one after another while being in stealth mode.
 - I also planned to have subterfuge skills to a certain extent. As you can see, I'm nowhere a master on any of them, just to get by and crack most locks, steal a few items and with the help of some equipment, raise my Traps to an effective 115 to retrieve all traps upon disarming them.



Now despite all the above, I want to mention that ALL feedback is welcome, so don't hold back on any ideas, you might have something to point out that I did not though of, so feel free to convince me about any alterations that you think I should do.

Although I look forward to have answer to the following questions:
 - Should I take Blindsiding instead of being able to perform Kneecap Shot with a pistol? Is that skill a must in order to cripple incoming melee attackers? How about Point Shot and Rapid Fire? Both seems very sweet and I planned to have them before I included the use of sniper rifles in my build.
 - Should lowering my Pickpocket skill to 60 worth to get Biology from 65 (for having anti-psi poison) to 80 and be able to craft Bullhead pills?
 - Do I need Mercantile or I can be okay without it considering that I prefer to get the most out of my 120 points in mechanics and tailoring?
 - Also, what kind of armor do you recommend? Leather armor, overcoat or vests, maybe something else? For headgear I'll plan to use certain googles of course.


Thank you very much for all the insight you might provide.

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