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Topics - redgoesfastfastfastfast

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16
General / Diedrick and Ryl random event
« on: September 17, 2021, 12:14:59 pm »
This is a pretty good random event i've had happen three times so far on different playthroughs.

First you get 3 tactical vests, a shotgun, a sledgehammer and a smg right at the start of the game if your lucky, 200 charons when you go to junkyard after completing the event (you can do this at the start of the game)

And later on in core city you get Diedrick as a merchant, and he sells a decent amount of mk IV grenades as well as q~90 electronics and if I remember correctly he can also convert your SGS credits into charons at a fair rate via manual trading

(Though this was when I refused to accept their 200 charons in junkyard, if you accept them this might be different, haven't tried it)

Anyways, what other good random events do you all know of? Another one I like is the fight with Dandy Jack, Steelhead and their minions, there are quite a few enemies and its a pretty tough fight, but if you win you get 2 super soldier drugs and alot of gear to sell.

17
Suggestions / More exotic weapons
« on: September 10, 2021, 02:33:16 am »
First suggestion: Fusion Pistol

Damage:50-80 (perhaps more? this is only roughly equal to q115 plasma pistol stats)
Energy:25-40
Heat: 25-40

Impact Speed: Very High
Base action points: 40 AP
Range: 8 (optimal 5)
Critical chance: 5%
Critical damage bonus: 200%

Special abilities:
- Fusion Blast: Perform an unconditional special attack that deals 20% less damage in AoE (with AoE size being slightly bigger than cooked shot)

Energy usage per shot: 40
Energy: 200

Durability: 2000 / 2000 (electronic)
Weight: 3.00
Value: 30000

Location

Inside Lemurian Grand Archives (or somewhere else with many Nagas, maybe in the 3 Naga zone of JSHQ?)

Second suggestion because we need more bioweapons: Toxic Blob Pistol (parts will be sold by chemical merchants like Fixer as normal)

(example stats are for q50)

Damage: 18-30
Bio: 18-30

Impact speed: Low
Base action points: 25 AP
Range: 7 (optimal: 4)
Critical chance: 4%
Critical damage bonus: 100%
On hit: 40% chance to contaminate a living target for 5 turns. Contaminated targets take 10% more damage from all sources. Stacks 20 times.
Ammo type: toxic vials
Magazine capacity: 8

(Optional special effect: Cooked shot will leave a cloud of toxic gas behind)

Durability: 690 / 690 (mechanical)

Weight: 3.00

Value: 7500

As for ammo you will be able to turn 1 toxic waste, 10 vials and 1 bonding agent into 30 toxic vials (same recipe as incendiary napalm ammo basically)






18
Builds / DOMINATING low maintenance Metathermics Chem Pistol buil
« on: September 06, 2021, 09:05:35 am »
Ever wanted to clear every zone in the game with minimal use of items? This is the build you've been looking for!

WARNING: COMMENTS HAVE SPOILERS, BIG SPOILERS

Final build link for those who don't wanna read the thread:

https://underrail.info/build/?HgMQAwMDCghGLADCoB4AwqBVMhoAJk9UOF8AAMKgRgAASSbCoyssFsKRViplLg0RL07Ch8KzcsK4378

Pros:

High AoE damage, by around level 14 you should be able to do around 1k damage in AoE in just two turns.

High single target damage, before you acquire XAL you can probably do ~800 damage a turn by level 16 (Balor died in two turns even with 400% health modifier from DOMINATING) and over 1.5k afterwards.

Very low maintenance, you can clear nearly every zone with minimum use of items like drugs, grenades, bear traps and caltrops.
Note that despite me recommending grenades in practice you rarely need them since a thermoD into critical pyrokinesis will delete almost all groups.

Lots of crowd control options, you have access to freeze, fear and entanglement from your chemical pistols

Unresisted damage to nearly everything, the only exception is Nagas and those can't do anything against your mk3 EMP grenades and will get their resistance reduced by corrosive acid

Can pick and hack every lock due to high dexterity and int

Cons:

Lacks skill points until about level 7 unless you decide to drop or postpone hacking or lockpicking

No passive defenses besides shield, you will win fights by good use of cover, your weapons, psi abilities and utilities

Reliant on gear for stealth until late game

Low strength and the fact that you will usually be carrying a minimum of 24 lbs of ammo (equivalent to 100 vials for each pistol) will minimize the amount of loot you are able to haul

Build at level 5:

https://underrail.info/build/?BQMLAwMDCggAHgAjAAAeGxYaAAoAGwAIAAAeIwAAACbCoyssFt-_

At this point you have mk2 grenades + LTI and probably some random knife as your main offense, pyrokinesis exists but is currently too weak to be useful, you don't have enough points to max metathermics yet.

build at level 10:

https://underrail.info/build/?CgMMAwMDCggjHgA8AAAeLSEaAA8RNAAIAAA8IwAAIibCoyssFsKRVirfvw

By this point you should have a chemical pistol or three
(Blaine sells the parts for cryo relatively often and incendiary sometimes while Fixer always sells acid)
and are probably about to do Depot A, which will be a breeze due to mk4 grenades and cryo pistol cooked shot, you are also finally not running out of skill points.

While at this point your chemical pistol accuracy is relatively low that problem is minimal due to cooked shot + LTI as well as a taser.

build at level 16:

https://underrail.info/build/?EAMOAwMDCggjJwBaAAAeOCYaACY8VAAIAABaNwAARybCoyssFsKRViplLg3fvw

By this point the build is extremely powerful, you have all your zone clearing tools except stasis. With guaranteed critical pyrokinesis, thermoD and cooked shot removing evasion with entanglement you should be able to delete the majority of groups in two turns at most with minimal consumable and utility use.

Don't forget to join Oculus ASAP, due to your high INT you can make three q140 chemical pistols shortly after finishing Depot A

By now the build is basically finished, any future feats except Increased Dexterity and Advanced Psi Empathy are up to you.

Personal feat recommendations:
 
Escape Artist so you can use XAL is a good idea and definitely worth the 30 points in dodge, its also nice when your cooked shot hits you.

Quick Pockets is useful so you can switch utilities and pistols mid combat as well the extra utility slot (You will only have 2 without it due to advanced catalyzing belt)

My version of the finished build:

https://underrail.info/build/?HgMQAwMDCghGLADCoB4AwqBVMhoAJk9UOF8AAMKgRgAASSbCoyssFsKRViplLg0RL07Ch8KzcsK4378

Gear:

For headband I was usually equipping a -psi cost +critical damage uni psi headband, with a metathermics +pyrokinesis damage +critical damage to swap to for fights with big groups.

For body armor I wore rathound regalia (use cave hopper leather early on) until I could make a infused hopper leather armor for the extra movement points.

On your feet slot you should wear ninja tabis the whole game.

I made two shield emitters, a low frequency one for crossbowers and a high frequency one for gunners.

Belt should always be advanced catalyzing belt unless you need to haul something, the damage boost from it is massive.

When you acquire CAU armor use that with sea wyrm tabis for maximum acid resistance so you can use XAL without damaging yourself.

Weapons should be obvious, an acid pistol, cryo pistol, incendiary pistol and XAL for tougher fights

Utilities should be taser + grenades early on and flashbangs + grenades until you get Quick Pockets, then use taser + grenades + flashbangs.

Closing words:

Overall this is probably the 2nd strongest build of the few dozen I have played, by level 20 I was able to clear almost every zone in non Expedition areas except Upper Underrail and two maps in the upper caves with many death stalkers.

Almost every zone including expedition ones were cleared (except the Upper and Lower caves, I didn't want to deal with death stalkers in open areas) and every hostile boss I could find was killed (Including Faceless Commander)

19
Bugs / Bioinvestigative Belt requires base skill not effective skill
« on: September 04, 2021, 11:44:44 am »
Title

20
Bugs / Pirates in Port Crag only have one dialogue
« on: September 03, 2021, 07:45:59 am »
They just keep telling you to go see Katya at Port Ceto for healing

21
Bugs / Being hit by TNT doesn't put you out of stealth
« on: September 01, 2021, 05:28:11 am »
Title. Image attached though it isn't very explanatory

22
Bugs / [Spoiler] Five Ghosts Spawning
« on: August 27, 2021, 05:33:06 am »
Title. Image attached as well.

Oh and I have a question for Phryg, how long is your todo list?

23
General / Your opinion on the new psi abilities?
« on: August 24, 2021, 06:02:31 am »
So far I have personally used Plasma Beam and Cryogenic Barrier

Plasma Beam: Very good long range attack, has high damage and equally high psi cost, beam is currently well balanced for psychosis in my opinion due to the incredible psi cost limiting you to perhaps 3 beams a turn at most as well as how thin the beam is forcing you to position yourself carefully before firing it, I have not tried it on a tranquility build yet but I reckon it would be way more powerful on those.

Cryogenic Barrier: Very effective for jet ski combat, the amount of barriers mean that this is effectively a force field that lasts for 3 turns.

24
Suggestions / Food Blueprints
« on: August 24, 2021, 05:45:10 am »
Food merchants should sell food blueprints and we should be able to acquire ingredients by killing mobs or just harvesting plants, maybe ingredients can be sold by food merchants as well?

25
Bugs / Light of flares is too weak to activate ambush in darker areas
« on: August 22, 2021, 10:53:36 am »
Title. Image attached as well.

26
General / Jet Ski Power use in kilometers?
« on: August 22, 2021, 04:19:32 am »
When you put your mouse on consumption in the jet ski menu it mentions kilometers, how far is that in-game?

27
The dude your supposed to talk to should not patrol, the first time I went under there everyone turned hostile because I just walked in and the patrolling dude wasn't nearby

Oh and at the moment there is no reason to use Synesthetic Refocus over a normal headband besides looking for secrets, I would suggest increasing the psychokinesis boost to 50 (this isn't too much since a headband has lots of other strong boosts) and making it increase force field health or something like that, since they use force field to attempt climbing the Oculus

28
Suggestions / Stunned and incapacitated enemies should fall over
« on: August 17, 2021, 03:05:21 am »
If not for this game maybe the next one, being able to block a chokepoint with a stunned guy is very silly in my opinion and is currently a very common tactic for many builds.

In case the title wasn't clear I meant stunned dudes should fall over and be able to be walked on (maybe they lose a small bit of hp as well?) so that you can't just cheese every battle using a chokepoint

And yes, I understand that the current choke blocking meta is an integral part of Underrail, I myself have used it very often during my time playing

Oh, and while your at it you should increase the range at what a door can be opened, in the Scrapper base you can easily kill everyone on your own for massive amounts of classic xp by blocking the door with a dog and repeatedly throwing grenades behind it.


29
Suggestions / Tab should highlight Zone Transitions
« on: August 16, 2021, 02:53:00 am »
Title

Attached image is a example of one that is hard to see

30
Suggestions / Incentive to craft higher quality taser
« on: August 16, 2021, 12:43:31 am »
At the moment there is little reason to craft a taser with a higher quality electroshock generator since a quality 10 has an equal chance to stun as a quality 160 one.

Idea for solution, maybe taser should ignore a percent of fortitude based on quality? Up to ignoring 40% fortitude as 160 quality.

Alternatively you could increase the attack rating of the taser stun based on its quality (not damage, am talking about the skill that is checked against the enemies fortitude)

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