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Messages - kamax3

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16
Suggestions / Psycho-temporal Contraction Nerf
« on: July 26, 2020, 06:40:18 am »
Its way to harsh. All the other changes I could have lived with. It literally changes this spell from being one of the best hybrid psi support spells, to one of the worst. The debuff is often huge and much worse than what you would get from using adrenaline shot.

I really hope this change gets reverted, but if not, lets talk about some possible alternatives. Clearly Styg thinks PTC is too powerful, so how can we tone it down a bit without make it completely unusable as it is on latest patch? Some options:

  • Debuff still exists, but change "Psyco-temporal Acceleration" feat to completely drops the randomized AP debuf, instead of granting +5 AP.
  • AP from PTC now scales with skill invested in Temporal Manipulation(TM) skill. Therefore it won't be as strong unless you invest more heavily. Not as easy to get all that free AP now.
  • New quest from Ethan (TM teacher) where you can talk to him about TM side effects (debuffs) and he offers you a quest where reward for completion is - tada - no more PTC debuff

There you go. I think we're off to a fair compromise here.

17
15% increase psi cost modifier for each cross-discipline spell is wayyy too harsh. If you're using 3 psi disciplines psycho temporal contraction literally costs too much to even cast.

I don't mind the idea (there should be some efficiency or synergy when specializing in a discipline), but if you're going to do that you should lower the base cost of all psi spells. Otherwise it just too much to bear with only 100 psi points.

Also I cast my vote with the others. The base psi ability slots is too low. Should be 4 minimum + int/3 seems good.

On a lighter note. Thanks for making this amazing game  :D

[Edit]
On second thought - 2 slot minimum + int or will(whichever is higher)/2.  This gives more variance, and 4 is too high for someone who isn't specialized.

18
General / Re: First Dominating Attempt - Salvage my run
« on: June 24, 2020, 07:05:50 pm »
Following up... this is the build I restarted with https://underrail.info/build/?HgULAwQLAwnCoGEAAAAAZFA-ACFgbklHYABYI0YAAG0xASsmTcKaWhYqSxEzwodnKcKzwqRd4qe-CuK0lAXfvw

I ended up getting the plasma pistol instead of the energy pistol from Elwood's house in Junkyard. At first I was bummed, but then realized it still works AMAZINGLY as a side-arm with Aimed Shot. Its basically a free insta-kill every 3 turns. Especially after re-building with smart module and practical physicist.

The run was still relatively challenging however, even with that. I'd heard that this energy pistol builds don't come online until mid-late game, but once you hit that mid game stride... holy shit. Specifically, once you hit 14, grab Critical Power and get your hands on a decent Circular Wave Amplifier, its a game changer. Its hard to believe I'm playing on Dominating anymore. To the point where the game literally feels easier than it ever did while playing my last three runs on normal... My energy shots crit for 350+, my plasma executions crit for over 2k, I have tons of CC with psi support and crafted grenades (+Grenadier), stealth and traps. Its super satisfying to play, but just funny at how easy it is now compared with my days trying to save Newton vs psi beetles. Haha seriously, f%$@ those beetles man.

19
Builds / Re: A build centered on the PSI Crab Carapace
« on: June 22, 2020, 08:40:42 am »
Go spear instead. They work better with Str, plus you'll get free melee blocks early on, and later you can pickup Psi Staffs later on https://www.underrail.com/wiki/index.php?title=S%C3%B8rmirb%C3%A6ren_Staff-spear

20
General / Re: First Dominating Attempt - Salvage my run
« on: June 11, 2020, 02:05:18 am »
I've written a guide here on laser pistol that allows to play laser pistol nearly from the get go (before Newton ideally!)

Amazing! This will help a ton. Do you have an underrail.info.tm/build link for it by chance? How much did you invest in psi?

21
General / Re: First Dominating Attempt - Salvage my run
« on: June 10, 2020, 07:48:44 am »
Awesome, thanks for the replies. Definitely some good ideas going forward. Definitely going to "newgame" this one and pickup some AP ammo and cryostasis. I did see that "blind stormtrooper" dex/versatility build. Looks fun. I might try that out if my build doesn't work. You do have a valid point that my early low dex will prevent this build from picking up until late game.

Not sure I agree with sniper sidearm comment. I used Sniper as a sidearm in my first build with AR for close/medium range and sniper for distance. It really only would use it to start fights off with free kill. Then go AR from there. Was thinking of doing the same with this build, so we'll see. Its not the worst thing, but I see how maybe its not the best use of skill points.
Scrutinous - wow, I completely missed that. Definitely picking that up.
Premeditation - Yep. Think I'll swap out steadfast aim at to pick it up.


22
General / First Dominating Attempt - Salvage my run
« on: June 10, 2020, 01:36:49 am »
This is my first play-through on dominating. I've played through on normal multiple times, and it was challenging enough. But this - with this difficulty it feels like a completely different game. I'm stuck on Newton's quest with the psi-beatles. They three shot me. Meanwhile I can't even get one of them to half hp....

This is the build I am going for: https://underrail.info.tm/build/?HgULAwUKAwnCoGEAAAAAZFA-ACFgbklHYAB7AEYAAG0xAStNOsKaWjMWSyY1ESrCh8KzKcKF4qe-CuK0lAXfvw
Its basically an energy pistol focus with sniper sidearm and psi for utility. However I was completely unaware at how crippling the lack of early game resources combined with the sheer toughness of enemies would be. I literally have no money, my SMG does not penetrate psi-beatle carpace at all, and I don't know what to do.

Save file linked for anyone inclined to help a poor soul navigate dominating for the first time. What should next steps be? Or should I just start over and buy better weapon somehow?

https://www.icloud.com/iclouddrive/0PQddoiWfMdtzwQWasmHlDNNw#Dominate_Me_Broh

23
Builds / Re: Wanted some opinions about my "Spartan" build
« on: June 09, 2020, 04:35:40 am »
I'm digging your second build. Interesting that you went with Str instead of dex for more crits, and higher throw skill. Could definitely work though.

I also took a stab at a spartan build! Has been super fun so far. https://www.reddit.com/r/underrail/comments/gno4co/update_spartan_build/
I went a lot heavier on the Con, since your agility gets shit on by heavier armors and riot gear anyways.

24
Builds / Re: A blind laser pistol build (aka Stormtrooper)
« on: May 13, 2020, 02:19:57 am »
Crazy that you end up with just as many points in Guns as if you had maxed it out with 13 perception. So much synergy with this build on every front 🤯. Should call it the "synergy pistol" build 😛

I've been wanting to play something like this, but I planned mine out a bit differently. I'm wondering what you guys think about perks like steadfast aim, sharpshooter, and execute. All of them say that they work with "pistols" (Honestly I'd be pissed if these actually only work for firearm pistols since tooltip doesn't mention it..). It looks  like there could be a lot of synergy with these perks that OP's build is missing out on?

It also would synergize well with sniper rifles. I'd like to go for a highly intelligent energy pistol/sniper build, something like this: https://underrail.info.tm/build/?HgUKAwUKAwrCoGEAAAAAwo1QPgAham5FQ2oAagBGAABJMQErTTrCmlozFksmNREqwofCsynCheKnvgritJQF378. I'm assuming this is probably a more standard take on energy pistol build and probably nothing new, but whatever, thought Id ask.




25
Builds / Re: Beginner build
« on: May 11, 2020, 09:54:24 pm »
Checkout https://underrail.info.tm/build/ if you haven't already.

As mentioned, plan out your build and find synergies that sound fun to play for you. You need Traps skill at, at least, 25 I would say just for trap detection. Unspotted traps gonna be a bitch without it. You don't need higher than that though. A small amount of stealth will help a ton, even if not doing a purely stealth/assasin build. It allows you to initiate fights on your terms.

My first playthough I went with a tank/AR/sniper/grenade build, which ended up being pretty strong. Not saying to go that route, but it worked for me. Just make sure you take at least 7(or 8 ) str so you can equip the heavier AR and metal armors. One thing I wish I had known when I first started was the insane amounts of penalty associated with wearing armor (95% penalty on some armors). It almost completely negates any benefit from high AGI (lower mov, stealth, dodge, evade). So if you do go tanky, I would recommend to not invest to much in AGI/dodge/evade.

26
Builds / Re: Riot gear non-flurry sword PSI tank build Dominating
« on: May 07, 2020, 03:47:04 pm »
Did you in all seriousness just say drop psycho-temporal acceleration?.... You bring up mobility issues but that is one of the main ways he can solve his mobility issues. Since he has future orientation even if the fight goes longer than 3 turns, he can keep it up basically indefinitely as long as he drinks his blue juice.
Stop it. Get some help.

Damn bruhski that was a strong ass reaction. Maybe you're right but for 75 psi points you'll be popping a couple blues every fight. I was mainly thinking of finding better ways to synergize with the ridiculous amount of STR on this pseudo sword psi-cave wizard build. But you're right, hes gonna be squishy and is better off going pure psi. Definitely play with it though. Will be a unique play style.

27
Builds / Re: Riot gear non-flurry sword PSI tank build Dominating
« on: May 06, 2020, 11:20:18 pm »
Very interesting build. Your movement speed will be an issue, but maybe not with all the psi abilities and utility you'll have going for you.

I would recommend drop Psycho-Temporal Acceleration and pick up Opportunist instead. PTA not going to do too much for you (you can already slow with cyro and speed with adrenaline) and Opportunist is going to make you hit hard, esp for those easy decapitations.

28
Suggestions / Dodge/Evasion bonus cap tooltip/explanation needed
« on: May 06, 2020, 10:03:36 pm »
There really needs to be more text/tooltips/guides in game around how exactly dodge and evasion work. For example, how these skills only work up to a cap (I've heard 60% accuracy reduction), so popping Evasive Maneuvers feat with 90mov doesn't really do anything for characters already high in those skills with high AGI bonus. I can easily hit 500+ evasion with my build and still get hit very frequently with ranged attacks.

How about adding additional text on these skills and feat to explain the nuances of how they actually work, since it's not obvious and not common sense? Very frustrating to find out through trial and error half way through the game that your build may be broke because you didn't do an hour of research online to figure out hidden mechanics.

29
Builds / Re: Rate My --Jedi-- Build
« on: May 06, 2020, 05:28:54 pm »
Updated build for any young padawans interested -  https://underrail.info.tm/build/?HgUMCgMDBwYAAADCoMKgwqBCACcAFcKBawgRwoEAwo4ARkgAACQ5KzHCjMKZBkEqEhRLZ1zCh8KxdHXin4QB4qG4BeKyiAXisokC378

Ended up dropping Dex a bit to bump Will in order to take Force User. Rearranged a few skill points to pick up Persuasion (not being able to persuade anyone doesn't really vibe with the whole "jedi mind trick" mentality...). Dropped Evasive Maneuvers and Fancy Footwork since Dodge/Evasion bonuses are capped anyways (tooltip on that one Styg?). Also dropped Blitz since its not good. Picked up Premeditation early, PsycostaticElectricity, and Expert Dodge for that true untouchable Jedi feel.

Playing on normal but Level 19 so far and feeling untouchable. Got through Arena without taking dmg until Carnifex (beat him 1st attempt)...  :-X

30
Builds / Re: Commando Build
« on: May 06, 2020, 05:06:32 pm »
Ya was gonna say...  for sniper rifles you're gonna need 5 str or so.

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