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Messages - Koveras

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16
General / Re: enemies damage resistances ranking
« on: December 26, 2020, 11:09:24 am »

The ranking seems about right, though there are many things to factor in so a strict ranking is a little hard to make.

Energy is clearly the king of damage type no matter how I look at it. No immune enemy, almost never resisted, there's a way of reducing enemy resistance without feat investment (polarization).

Electricity and acid feel pretty much the same to me: not resisted by a lot of enemies, but there are few immune.

Cold and heat are both in a pretty bad spot were investing exclusively in those damage types might result in a soft lock. But a character using heat or cold generally have access to both so it is okay-ish (Metathermics and Chemical guns being the main sources of heat/cold)

Bio is too weird to be ranked. We don't really care if enemies resist bio as long as it hits, to apply contamination stacks. The only bio damage we care about is poison and it bypasses resistances. Still, there are a few poison immune/bio immune, so I guess it should be low on the list.

Mechanical is weird too. It is by far the most commonly resisted damage type, but there are no immune. So pure mechanical is possible, unlike most other damage types.

17
Builds / Re: Assault Rifle / Thought Control hybrid
« on: December 17, 2020, 02:43:19 pm »

Hey, glad the build is working for you too! You definitely want a good headband to make Neural Overload work, and you have to craft it. Mine used the following parts: Thought Control Modulator, Stable Neural Amplifier, Magnifying Neuroscopic Filter Neural Overload. In my original post I showed a end game headband with high quality components, but a medium quality one can carry you through the whole game without any issue.

Even if you find a Universal Modulator with a higher quality, go for a TC modulator. The skill bonus will probably still be higher, and most importantly it will gives sizeable bonuses to the Stable Neural Amplifier crit damage bonus.

It's a pain to find a high quality Neuroscopic Filter, but if you find a low level one go for it. At 50 quality the damage bonus is already 22%. Ezra sometimes sell it. If RNG is against you, replace the Neuroscopic Filter with Mufflers, that would still be a solid mid game headband.

18
Builds / Re: Assault Rifle / Thought Control hybrid
« on: December 04, 2020, 10:58:15 am »
Oh, nice catch! In my original post I had Power Management, that is what the 7 INT was for. Not sure where else I would put this point though, the skill point gain still seems to be the best deal here. At 7 INT you can get 60 hacking at level 8, which is nice for depot A. And I would not pick Locus at level 14 anyway, because Commando becomes available at that level.

19
Builds / Re: Assault Rifle / Thought Control hybrid
« on: December 02, 2020, 03:49:36 pm »

It's always a bit hard to give a roadmap for a build, it really depends on how you like to play. It also depends on the component you find. No point pushing Mechanics if you can't find a good assault rifle frame. But I'll try to give some useful generic rules, and an example of what I think is a proper order.

General idea:
There are two sides to the build: assault rifle and psi. Overall you want to start playing as a pure gunner and progressively add psi. In particular, it is useless to take the pill at level 1, neural overload is really weak early on. Better wait level 4-5 when frighten and mental breakdown become available.

Base stats:
start: 7 STR, 3 DEX, 3 AGI, 3 CON, 10 PER, 7 WILL, 7 INT
Then you need to put 3 points into PER and 3 points into WILL during level up. You need to have at 10 WILL at level 16 so you can pick Locus of Control (the feat is extremely strong, we absolutely don't want to delay it). So you have to pick 1 PER and 3 WILL before level 16, then 2 PER at level 20 and 24. I feel like the best choice is to pick PER at level 4, then WILL at level 8, 12, 16, then PER at level 20, 24.
Another noteworthy point: 15 PER is a lot for an assault rifle build. I did it to compensate the absence of critical, and because I played on dominating. If you play in a lower difficulty, you should be totally fine transferring one or two points from PER to CON. This build doesn't need the extra HP, but it would give you some error margin during the fights.

Skills:
Just a few rules:
- max Guns and Stealth every level
- max Thought Control from level 4
- invest in Temporal Manipulation when you have access to Psycho-temporal Contraction / Stasis
- raise throwing until you are comfortable with your grenades accuracy
- raise electronics early to craft a taser (and do that on every build, btw ^^)
- crafting skills: Mechanics is the most important (rifle), then electronics (shield and headband), then tailoring (tact vest and footwear)
- specialization: Commando, then Concentrated Fire, then Full Auto

Build order:
I used Destroyor's modified build as a basis. I delayed investment in Mercantile compared to what I did, which should be fine unless you play on dominating. Once again, you should feel free to modify it to match your preferences. As long as you max Guns / TC, which you should be doing, you will meet the skill requirement for the feats.

level 1 : no psi yet, wait for level 4; push effective chemistry to 20 at level 2 for Molotov crafting
level 4 : max TC from there, only using it for control at this point ; Suppressive Fire / Opportunist combo makes bursts slightly better
level 8 : 60 hacking for depot A turrets ; enough mechanics to craft a decent AR (try to get a Muzzle Brake) ; Full Auto makes burst significantly stronger at this point
level 12 : put a lot of point in Temporal Manipulation to get to Stasis threshold as soon as possible ; Concentrated Fire makes single target burst deadly at close range ; try getting a rapid reloader as soon as possible
level 16 : push mercantile to start looking at the good stuff of the merchants that should now be available ; with Commando the dps starts being ridiculous
level 20 : push crafting skills to make nice things ; Neural Overload is now fully effective (Mania + LoC) ; specialization into Concentrated Fire significantly increases single target burst damage
level 24 : the build is pretty much finished, the last few feats can be safely exchanged according to personal preferences

20
Builds / Re: Assault Rifle / Thought Control hybrid
« on: November 24, 2020, 10:30:23 pm »
Hey! Glad that you like the build. And thanks, I'm still using your guide after about 1000 hours...

After re-thinking about it, I agree that this should be a nice beginner build. Most of my problems came from playing Dominating/oddity. Magnar, for example, would die in one Neural Overload combo on hard or below.

And yes, adding Temporal Manipulation should make the build better. I was perfectly fine without, but having it can't be a bad thing. Just a little oversight when you tinkered the build: I picked Psycho-Neural Optimisation (mostly for testing, it was hardly useful), you should replace it with one of the other feats you recommended, since it won't work anymore.

Also, I'm physically incapable of leaving a locked container behind me (I might suffer from Al-Phabet syndrome), so I won't comment on not taking lockpicking ^^

21
Builds / Re: Assault Rifle / Thought Control hybrid
« on: November 22, 2020, 03:35:53 pm »

The "problem" with Vanishing Powder is that it makes all enemies lose sight of you when it is used, whether or not re-stealthing is successful. If you are standing in their line of sight, they will re-detect quickly most of the time, and the fight will keep going. But if you cut line of sight or run far enough before using the grenade, then combat will end even if stealth was on cooldown. It is rather easy to use this to prematurely end any fight after alpha strike, and to exploit zone transitions. The only time I used it in that playthrough was in the native temple, to exit combat mode before the high priest could see me and summon the damn wyrms.

Balor did 0 damage to me indeed, since he could not reach me :) As I said, against melee, running beats armor almost every time. But I think those heavy leathers would be very nice against crawlers, and probably make spider nests even easier.

And I went to the marsh because I always try to do everything and go everywhere, to get a good feel for the build. Plus, it has a bunch of unique oddities, and I like having my oddity panel filled. Actually, I got 100% oddity for the first time on this character.

22
General / Re: Obscure Oddities
« on: November 22, 2020, 03:06:07 pm »
I don't think you can gain access to any of the Core City factions buildings without joining them. But you can totally sneak in all of them. Well, I have never sneaked into Coretech building since it is useless, but you can get into JKK and Praetorians buildings to steal their unique oddities. It is a bit hard but does not requires extremely high stealth.

On the topic of oddities that can be annoying: the Long Rubber Glove is missable, and quite tricky to get if you joined the protectorate. And Acid Cyclopean Eye is the #1 bullshit oddity in my book ^^

23
Builds / Re: Assault Rifle / Thought Control hybrid
« on: November 15, 2020, 08:44:28 pm »
Oh well, I'm not the overly careful type of player, so I did die quite a few times. But most of the deaths can be summed up as "I fucked up". The run was extremely smooth overall, but here are some issues I can remember.

Magnar was probably the most annoying fight, because of his evasion. My NO only hit him for about 1800 damage, then I had to pray for PSP to block everything while I tried to finish him with 20% accuracy bursts. And he has a lot of friends. I could have cheesed the fight with a smoke bomb, but I try never to use them.

I had a few deaths in the Fetid March because I was sneaking past everything and bumped into a crab once or twice. No recovery from engaging 10 wyrms while wearing stealth gear.

I also died several time cleaning the goliathus colony in deep caverns. That's one of the few spot where you can't just yolo in and expect things to go smoothly (not with that build, I remember my Laser character having a blast there)

I died two or three time during Nevil's quest, because I forgot to bring W2C ammo... I had to kill a bunch of industrial bots with standard ammo.

On the other hand, a few things went great. I could one burst locust hives, then use NO to one shot all the locusts that appeared, in a single turn. I could reliably take two hives in one turn with only a few surviving locusts. I did the foundry fight a little late, and it was a slaughter, I had time to repair my rifle between waves.

On gear: the expedition leathers are nice, but heavy. In most cases I feel like mobility offers a better protection against melee, on top of making it easier to break line of sight. I had 56 MP, and I really liked having mobility on an AR build. You need to be close to single target burst, and far to spread the bullets on a group, being able to move is great. And of course, tact vest comes with a bonus to psi, which was the main reason I picked it.

24
Builds / Re: Assault Rifle / Thought Control hybrid
« on: November 15, 2020, 06:42:58 pm »
In my opinion there's no such thing as a flawless build in underrail, I guess that's why I like the game so much.

This build is on the glass canon side of things, with all the problems that come with it. It is not as fragile as a Survival Instinct character wearing rathoud leather, but mistakes can get you killed quite fast. For reference, I ended up with 320 HP. The armor offers excellent protection against non sniper bullets, but nothing else.

Also, I found Pseudo Spatial Projection very reliable, but I still got one shot through it a few times. Happened twice with natives and once with a protectorate sniper. The sniper was my bad though, I got overconfident and turned off my shield...

And as I said, begining is a bit rough, especially without meta knowledge. I bypassed most of depot A with stealth and hacking, fighting my way through it would have been a painful experience for sure.

25
Builds / Assault Rifle / Thought Control hybrid
« on: November 15, 2020, 01:38:47 pm »

For once I did not go for a meme build, I wanted to explore the new waterways easily. So, stealthy assault rifle build, with thoughts control support; it's no rocket science, but it's a nice change from tin can, so here it is. AR is for damage, TC for is for crowd control and defence. As expected the build is ridiculously strong: middle/high stealth, can one burst kill nearly any ennemy in the game, reliably fires 3 AR burst per turn without haste, can evade 9 attacks with Pseudo Spatial Projection, can break CC with Locus of Control, neural overload is a free AoE nuke... It can one turn kill the final boss using either two AR bursts or a single Neural Overload.

Overview:
Build link: https://underrail.info/build/?HgcDAwMNCgfCoF8AAAAAwqBPcAAAZG4rS1rCoAAAAAAAYCtPJCY7FSpKwrxJISxlBSnCtWbCu8Kdwp7CruKfogLip6oD4qe0Ct-_
Gear: 7.62 rapid muzzled hornet, Høddurform, psi sturdy stealthy tactical vest, psi headband (see below), any boots you like (I used bison tabi boots)

No critical low caliber Assault rifle:
Everyone knows AR are kinda broken, but generally people insist on including some critical. And yes, crit is good for AR, but it is by no mean necessary. I used a standard 7.62 rapid muzzled hornet. The new rapid reloader can activate on every individual shot, so it has about 90% chance of activating on a burst. The minimum AP gained this way is 4 with this rifle, which is exactly the amount needed for a second burst (27 AP for a burst, 2*27=50+4). Then we have Expertise, which is amplified by Concentrated Fire. Fully specialized Concentrated Fire goes up to 300%. Enemies are sad (and dead).


That's a naga protector dying to one burst, using W2C ammo, no active buffs at all.

10 WILL Thought control:
There are two main reasons to go TC: Pseudo Spatial Projection and Locus of Control. These, a sturdy tact vest, and a 2K energy shield makes it rather easy to survive. And then I scaled Neural Overload as much as I could. Since crit chance is low, I only use NO when Psi Mania is available. It's hardly a problem since NO is best used with either Mental Breakdown or LoC, and they both have long cooldowns too. I was a little worried that 10 WILL would be low, turns out it is fine. Specialized headbands are kinda cool.


Like, really cool! Who needs high WILL when you can just get a 40% multiplier out of nowhere.


To be fair, the final boss has quite a high INT score, so that number is clearly higher than the typical NO. Still enough to one shot most of the bosses, or nuke packs with LoC.

Final notes:
This build is not completely beginner friendly because of the 3 CON, but it is only a slight issue at the very start of the game. After that the only real problem is the usual one with AR: it gets kinda boring. Still way better than the standard tin can AR in that regard, with stealth and TC to spice up things. The build could probably be optimized a little bit to include Temporal Manipulation, for Stasis and Acceleration, but I'm not even sure it would feel stronger.

26
General / Re: Need advice on sneaking past a certain lab
« on: October 02, 2020, 09:10:58 pm »
This is south underrail, throwing grenades is totally legal and fine! As long as they don't end up exploding people, of course.

And yes, throwing a grenade is probably your best shot. But you are really making things harder if you try to full sneak that mission, not to mention you'll miss an oddity, maybe two.

27
Builds / Re: A mechanical immune sledge build (AKA The immortal drunkard)
« on: September 15, 2020, 09:24:18 pm »
Oh I know how awesome Sea wyrm leather is, I picked the CAU combination for the marsh so I did not have to use ironguts all the time (my build is using a lot of aegis, I was a little starved on gizzard enzymes, even with Katya's help). The only problem is that the CAU armor has mechanical durability, it gets destroyed quite fast by the wyrms. But hey, I had a billion repair kits and carry weight is not a major problem on this characer.

Anyway, surviving the marsh is easy, the problem was killing the ennemies. I had to clear most of the place with the Ethereal Torch...

28
Builds / Re: A mechanical immune sledge build (AKA The immortal drunkard)
« on: September 14, 2020, 08:05:00 pm »
I kind of agree on Tempered Electricity, but I play on odditiy, so I only got to pick the talent in DC. At this point the only place left with lots of electricity damage was Caerus, and since I took the Tesla armor with me it was not an issue at all. So I just picked Tempered Acid because a few ennemies use acid attacks in DC. The extra resistance spared me from having to swap armors.

So yes, if anyone plays this on classic and gets to 30 earlier, Tempered Electricity might be a better choice.

Also, I did not have a Sea Wyrm set. I used CAU/biohazard boots for hell the fetid marsh.

29
Builds / Re: A mechanical immune sledge build (AKA The immortal drunkard)
« on: September 09, 2020, 06:14:29 pm »
Oh yes, fair point, it is indeed possible. But exothermic aura only lasts 4 turns, and it is not really possible to use psi while under the effects of Mushroom Brew (negative regen drains psi). Plus, the build is already near immune to fire. At 4% life, even if I am not fully immune to fire damage, I can survive a 400 damage fireball.

And frost damage is so rare that picking tempered frost feels terrible, any other Tempered feat is better imo. In my build I picked Tempered Acid at level 30, as a convenience against deep worms and cuttlesnails. It worked nicely, pushing acid damage reduction to about 75% @ 25% life (95% mechanical reduction and 175 HP).

30
Builds / Re: A mechanical immune sledge build (AKA The immortal drunkard)
« on: September 07, 2020, 07:07:34 pm »
Yup, it's not "resistance", that's why I used the word "reduction" ;) Actually I started this build after reading for the thousandth time that conditioning was not useful. A common misconception, probably because damage reduction has increasing returns, so it only shines with heavy investment.

Unless I'm missing something it is not possible to be heat/cold immune though. Well it is possible, but not while being simultaneously immune to mechanical, and I don't see a situation where I would trade mechanical immunity for heat or cold. But bio is indeed easy to get, and extremely useful.

And a nerf... the build is not nearly strong enough to call for a nerf. The opportunity cost of building the immunity is super high, so I think there is no balance issue here. And the fact that Styg reduced the damage modifier on the belt from 10% to 5% makes me think he thought about that already.

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