Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Niko

Pages: 1 [2] 3 4 5
16
Builds / Re: grug want shotgunnah
« on: December 23, 2021, 04:24:01 pm »
grug make me haappyy :)

17
Builds / Re: Advice on finishing the game (and build help of course)
« on: December 23, 2021, 03:23:07 pm »
I'm in a similar situation where I've reached institute 6-7 times since reaching deep caverns for the first time but every time I feel more enticed to try a different build than actually finish the game. I don't think there's anything wrong with it since the replayability lies on trying different characters and most can reach their full potential before DC even on oddity. The no-turning-back point doesn't help much, though.
Gotta say, I ran out of shotgun shells twice in my runs during past two years after the P.O.N.R.
It is fantastic to do the same mistake twice :) And no, no, I do advice you to make it at least once. Just as you realize you are possibly winning you might need to recheck your inventory that you are bringing enough supplies. I do not know what DC looks like under Dominating, because I wanted to finish the game on max difficulty if I ever made it to DC on Hard, so someone else can fill in what might be required supply-wise. Too much might be almost enough, if you play it smart and are prepared to load a save -20 hours into progress. And btw, even if Pack-Rat might seem a waste of space, it is a very solid pick after level 20. Just my few cents.

Merry Christmas, Pipeworkers! <3

18
Builds / Re: Advice on finishing the game (and build help of course)
« on: December 22, 2021, 04:45:26 pm »
UnderRail is no sunshine and rainbows. It is a mean and nasty place...
it will beat you to your knees permanently, if you let it.
It defines how hard you can get hit. But who knows how hard you can get hit, and keep moving forward...?
That...is how finishing the game is done.

19
General / Re: 30-40 hour beginner's review (very long and intense)
« on: December 17, 2021, 12:25:52 pm »
Hehehehe, I love this stuff. It probably took me 30-40 hours and 200 hours of theorycrafting to get tilted af. I mean it is a free world, right...post apocalyptic, living in tunnels and constructs. It gets to you bro.
You just gotta start DOMINATING man!

Kindly,
Pipeworker

20
Builds / Re: Mobile shotgun build
« on: December 16, 2021, 10:13:16 pm »
I was playing around a kind of similar idea at some point, where the fantasy was to shoot six times in a turn with a single shot shotgun.
https://underrail.info/build/?HgUFCwkKAwPCoEEAAAAAZAAyAAB9wocWCnMAAADCoAAAcjliKzHCsMKWJsKHwpgZRx3ChcKQwojCscKlwqbisaAF4rOsBeK3sAXfvw
Honestly, I never really liked the way it turned out. Yeah there is a huge overkill with pellets critting and everything getting shred to bits, but stat wise it was tedious to build.
I would probably recommend not going over 6 agi with shotty, and regardless of not always wanting to benefit from leading shot, it is still worth it when you need to bump up the odds. So that puts pressure on getting 5 dex.
On paper the ideas are fun, but in practice, I never really found much use for Blitz and Hit and Run.
Crit is good for shotguns though. Crit and stacking Per is probably the way to go. Travel light, and tactically use sprint and ptc and it is all good...yeah.
Cannot recommend burst fire with shotguns. Different story if personal rules allow unlimited carry weight. Then it might actually be kinda fun :)

*edit
Now all that gave me a really dumb idea, for ironman run, and I am not even thinking it through, but what if:
10(18)/5/6/10/3/3/3 -> versa synergized shotty bursting tin can. Hmmmm... could carry those 4000 shells, easily :)
*
oh wait, would need Int of 5 :) Well, it could be a sledge/shotty hybrid :D
But, anyway, something like maybe 10(18)/3/6/10/3/3/5, or 8(16)/5/6/10/3/3/5

21
Builds / Re: Pragmatic "psionic" build (as much tedium free as possible)
« on: December 12, 2021, 12:24:27 am »
This is a high quality post. Thanks for all the ideas :)

22
Builds / Re: Versatility pistol builds
« on: November 19, 2021, 07:54:28 pm »

23
Builds / Re: Versatility pistol builds
« on: November 19, 2021, 07:47:21 pm »
Did not proof read my thoughts so I just directly copy pasta what I had in mind 'some day' when I was thinking of doing this run...
https://underrail.info/build/?HgUQBwMDBgZGHgDCoCgAAAAAAAAoAAAAAAAAAMKgAAAAORcrJhbDkVvCh8OSwqMROjEqTsKzGeK1rgrivYQF378


*edit ahh yeah this was one i did actually play, the 6 wil excess went to +3 str to have the carry weight. yeah. i would have won it easier if it was like that. will was just for random fears for less reloads i guess....

24
Builds / Re: Versatility pistol builds
« on: November 19, 2021, 11:28:19 am »
Might want to add some spoiler alerts there :)

25
Builds / Re: Mobile shotgun build
« on: November 19, 2021, 05:07:15 am »
If you want shotguns only, skip aimed shot and ambush, as they do not work with shotguns.
Take Sixth shell and Leading shot as early as possible.
Other than that I think it could do okay on normal. Could bump up str to 8 for super steel, if you want to run around in metal armor, and have int at 6 indeed for armor sloping. Maybe nimble too, for even less penalty. Psi empathy -> temporal manipulation to mix in ptcontraction for 'haste' is solid too, as it bypasses any movement penalties for the while it is active (just like sprint does). Might as well take psycho temporal acceleration feat in that case too.

26
Sprint - why is everyone so hot on this Feat, i don't get it. I fight from stealth, and with 10 DEX, 10 AGI and 0% armor penalty i can outrun anything...

I very much dislike playing against intentionally overpowered enemies just for the sake of it. But what i also don't like is breaking the game by playing smart, this just shows poor design. This is why i think Mercantile (which no one has yet commented on yet :( :( ) seems so busted to me, at least on normal.

Dominating - i simply don't see whats so good about it. The game is not fundamentally different, just more enemies that are tougher?

On my first play through with a build similar to this, i got all the way to Core City and the nearby Train stations (this was before expedition) and i was steamrolling everything from stealth. I got level 20 way before the final boss... Lunatic Mall was a breeze...they did not even register me..

Rather than just spiking the difficulty to the max, i want to intentional limit myself to Knives (melee & Throwing), Traps (Mostly Bear or whatever i can scavenge) and Poisons (all of them), to get the most Assassin feel i can get. I already see robots becoming my most hated problem. I figure without buying the more expensive stuff, Acid Flasks (however low their damage may be) are my best bet, but against high HP enemies it will be tough. And also DAMN BURROWERS. I hate them more than Death Stalkers....

Hello Mark,

You have never needed to have a real fight in UnderRail, so do not craft images of it.
Sprint is your go-to skill, always :) Agi 6, or bust.

The tips and builds are FOR dominating, you do not need to understand it, you need to play it.
The moment you figure you can not beat something because the game is unfair, like; has shit design, has too little tools, cooldowns suck, soft locked, no items, grenade damage sucks, darkness is a bad mechanic, well....add your own list of stuff that would help you rant all the shit you would want.

I do not see any of that rant here. You are thinking of playing, but it sounds as if you are scared of a fight. A lot of us in the forums are here to give pointers, not to banter. Feel free to fail 50 builds to try beat dominating, and then come back with your shit list when you did get "this far".



27
Armor/robots - agreed, although i can buy anything i can't craft.

Dodge/Evasion - i am scared of playing without them :D, but i will try. With my current game, enemies miss a lot.

Difficulty - i do not like the oddity. Classic is the way for me, but yeah i am scared of getting to level 30 before i even near the game ending, that would be a MAJOR let down. Although, i do not kill anything that does not need to be killed, I've no such impulses, nor do i hit for re-spawn of enemies. As i said i am level 10 at Depot A.

Can anyone confirm if Mercantile or Persuasion have any REAL value for the game outside of money hoarding and finishing some quests the "right" way. Mercantile seems way overpowered on Normal for me. Is it the same for Hard ? (i will never play Dominating).

DID YOU SAY SMOKE GRENADES?! :)

What strikes me as fucking odd, is you never tried how the game looks like on DOMINATING. Are you kidding me? You are seriously missing out on those tough fights if you do not try it :D
I first did max difficulty after I had like 50 hours on easy/normal and beat the Depot. I tried hard for a few hours after that, and then switched to DOMINATING. I never ever looked back after that. The game changes completely. Everything is better. Your build actually matters! And on DOM there is content that you will never ever see on lower difficulties either...
Do not theory craft anything, it does not work. You need to know every fight to win the game.

Thanks, and yes, you are welcome.
...Welcome to UnderRail...there is no sanity


And to add to this seriously legit advice of a post:
The game has two difficulty checks where you figure out if you got it. First is early game biggie, where you unlock the map, and the second one comes later.
Funny shit though, the second one made me restart harder than the first check. So be careful what you are going into. This game will suck your soul right out of your body.

28
Knife biased, id est; always 3-10(+)-7-9-3-3-5
Sprint
Anything
Anything
Anything
Expose Weakness
Fancy Footwork
GG

Powered knives for robots, TM and AdrShots for more AP when needed, and pop bubble in tough fights. Can beat anything in the game. Seriously.

29
Builds / Re: Returning Player in need of do-all build
« on: November 05, 2021, 01:03:20 pm »
Here's an AR/armor/Temporal Manipulation build that can handle everything well. Definitely recommended if you want to beat the hell out of everything, as long as you find the burst mechanic fun. Because from mid-game on pretty much every fight is going to consist of bursting everything and using Psycho-temporal Contraction and self Stasis to burst everything even more.

https://underrail.info/build/?HgkDAwoMAwbCoHIAAAAAAGBsAADCoMKgV2NsAAAARgAAditjTzsmFcKHSidJKjFLCFDCtcKkVcOMwq3in6IF4qe0Ct-_

The build also has a ton of extra skill points. I don't think persuasion, intimidate, and pickpocketing are really worth it, or even traps or stealth on a build like this. So the skills in the version I linked are set up so you can pass every crafting/lockpicking/hacking/mercantile check without consumables or swapping in a certain knife, and also use the high level mechanics and electronics components you might find after a certain elevator ride. But you can definitely drop those skills lower, and also some throwing, if you want to pick up additional skills. Don't think it's possible for any build to pass every skill check though.

I would also suggest the AR in all honesty. It is a little bit more straight-forward like said above, but it can punch through everything with no sweat and tears. Key feats are concentrated fire, full-auto and commando. Everything else is just extra basically.
Take pickpocketing as well to steal bullets for the early game, and up to 50 effective is still good to have anyway for extra adrenaline shots. Guards pack a stack of 100x 8,6mm, most of the time.
And like it was said in the above posts, it is definitely a feat to pass all skill checks even for an underrail connoisseur with just one build. There are lore related things and stat checks. Perhaps with enough study, someone might come up with one to pass 99% of them with the correct stat foods and drugs.

And, ofc, welcome back to the best post apocalyptic RPG ever made! :)

30
Builds / Re: Looking for Crossbow + Traps + Stealth build (no psi)
« on: September 11, 2021, 10:20:56 am »
This is an extremely passive aggressive approach
https://underrail.info/build/?HgMGDQMLAwcAHsKgAAAAUAAAAAAjAAAAAAAAAMKgAADCoDl_KyIWAjHCgMKHS2o4woUqR8KlwrXCpN-_
a lot of the points are not allocated because the game evolves.
But yeah like I like to think of it, 55/70 Temporal is just too good to pass by doing a build.
Crossbows can be played with 3-5-6, or 3-6-5 start, basically, and going con 9, to sit at <30% for damage, if you choose to. There are ways to combine shotguns and crossbows, with picking Versatility. There however is not too much value in that, either or, Imho. Crossbow can still hit robots doing electrical bolts. You can use Temporal Contraction / Sprint to run to hide, when needed.

Pages: 1 [2] 3 4 5