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Messages - RewRatt

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121
Builds / Re: Rasophore build
« on: July 22, 2021, 11:41:05 am »
Rassophore Armor? - https://stygiansoftware.com/wiki/index.php?title=Tchortist_Rassophore_Armor  - what's so good about it to "rush" it? That armor won't even trigger Juggernaut. You will get melted by everything with 0 Stealth and 11 Initiative. This is for Normal right? But even there... Or am I missing something?

It seems that you want a Tin Can build, but with ultra low Gun skill and some Melee. Well you could get away with 18 STR and un-specced Versatility, but then maintaining higher CON and WILL becomes a problem. If you don't want MP, just go with Triple Reinforced Tungsten Armor and Boots and maybe 6 Dex to get Paranoia and Trigger Happy to get at least 26 Initiative without Soda. Otherwise, Armor Sloping, Nimble + Springed Boots and Super Steel.

Basicly, doing Triple damage sources, each with different derived statistics and being any good at it + Survivability is not how this game likes to roll.
i beat dom with this, if you didnt get it

I would honestly love to see that 😄 And by Beat the game, do you mean Tchort? I might learn something new if it felt OP as you've mentioned:

- Didn't know for example that Temporal Distortion damages dopplegangers.
Also feel free to multischool, cause i was able to free 70 points to squeeze in tm.You for example can go tm to kill doppels
Also, it takes 2 turns to proc damage, with no tranquility you will pop a max of 2 TD's per turn. Also, most of TC enemies will Mental Breakdown you first, which will often succeed (at least pre-lvl 26) and that means 2 Doppelgangers. 2 of them going at you with no MP to run away or Dodge to.. well.. dodge their attacks, they will inflict often in a region of 50-80(Domination TC Bilocation) x 3(attacks) x 2(Dopplegangers) x 2(turns) = on avarage 780 damage without crits before TD's finally proc. Bearing in mind most of Lunatic TC's are in stealth, they are super likely to get a drop on you first.

Do you have to start all encounters yourself? With 11 Initiative without soda, you would lose Init rolls to everything.
You also mentioned feat swaps, but exactly what feats? You have 7 Will - I imagine just for Stoicism and extra Resolve? You also have none of Spear Feats, so why Spears? You need to land an attack to get block up and doesn't require you to end combat with spear in hand? Would have to test it.
You also mentioned you get 85AP with supersteel, but I am guessing you meant MP. With no Armor-Sloping, you are left with 10-20MP? That is 1-2 tiles of movement at best? Of course TM would help, but would need an extra feat to get proper worth out of it.
Also no crit for rifle, no crit for melee as no dex, you don't use goggles, so no NVG. No Stealth, so no Ambush. Low gun skill.

Damn. I mean everything says it shouldn't work on DOM. So how does it work? 😅

122
Suggestions / Re: Idea of new Metathermics spell: Endothermic Aura
« on: July 20, 2021, 03:12:41 pm »
Next you going to suggest we add cryokinetic stream and pyro-shield.

Now you are getting somewhere...  :D
I can see now - Pyro-Shield increasing your Crit chance and dealing damage to attackers...

123
Any way to include currently unused skills due to PSI slot limits would be a boon.

124
Suggestions / Re: Make Hard and Dominating Harder (Spoilers)
« on: July 20, 2021, 03:02:28 pm »
Dude. You start giving enemies (numerous usually) way to penetrate armor or even impose an armor reducing debuff on you, you just removed any reason to play any heavy armor. Same for why only a few enemies currently use W2C.
How I can see your problems with DOMINATING removed? Stop reloading as often or play Iron Man. If you play the Glassy Glass cannon, that can wipe everything in a turn, but gets 1-tapped and think enemies need more ways to survive - that will be a solution. You will play survival builds, which will drop your damage, which will in turn make enemy abilities actually get used.

1 thing Styg could do to REALLY throw people off who have META knowledge of the game (as in knowing every single location and enemy) is to actually offer a Randomizer tick-box at the start of the game, to shuffle up encounters (when lore friendly). That way you won't be able to cheese, by knowing the right tile to stand on and not being seen by enemy you have no way in detecting, but you know to be there already from previous runs.

125
Builds / Re: Rasophore build
« on: July 20, 2021, 02:48:48 pm »
Rassophore Armor? - https://stygiansoftware.com/wiki/index.php?title=Tchortist_Rassophore_Armor  - what's so good about it to "rush" it? That armor won't even trigger Juggernaut. You will get melted by everything with 0 Stealth and 11 Initiative. This is for Normal right? But even there... Or am I missing something?

It seems that you want a Tin Can build, but with ultra low Gun skill and some Melee. Well you could get away with 18 STR and un-specced Versatility, but then maintaining higher CON and WILL becomes a problem. If you don't want MP, just go with Triple Reinforced Tungsten Armor and Boots and maybe 6 Dex to get Paranoia and Trigger Happy to get at least 26 Initiative without Soda. Otherwise, Armor Sloping, Nimble + Springed Boots and Super Steel.

Basicly, doing Triple damage sources, each with different derived statistics and being any good at it + Survivability is not how this game likes to roll.

126
Suggestions / Re: Reconsider PSI slot count
« on: July 14, 2021, 06:37:15 am »
Calling psi the lowest dps of all builds is a flat out lie, since crowbar exists. All jokes aside, Mania allows for huge burst damage with NO crits, and crit cryo orb, and proxy+ implosion+ crit TK Punch will kill every enemy in the game. Additionally, psi never misses, so these always work. There is nothing stopping you from swapping out psi skills since the vast majority of them are situational. For TC, most people mainly use NO, Bilocation, Projection, mental Breakdown, and enrage, since the other abilities are very situational. You will rarely ever use more than 6 psi abilities in a fight, since a lot of the abilities are ineffective against certain enemy types. This just sounds like you complaining that you can't fit TC and TM into your build without sacrificing some psi abilities.

I am complaining, that I would like to use Psi-cognitive Interruption, but it is a soft-CC, so I take a hard-CC instead, such as Frighten or Mental Breakdown. Same for Neurovisual-Disruption.
What about Temporary Rewind, Entropic Recurrence? Over what would you take them? Just to meme - maybe. Otherwise you are stuck with 7 slots at 10INT. At the moment, investing into INT as a PSI user is the same as investing into STR as a Rifle user - it will reduce your damage overall as you are not investing into PER, but it might be situationally good to have more (such as when being crippled).

We have a ton of good spells already and a few niche ones - but they are fun and allow for more interesting tactical solutions, than herd them up, CC and burn them down.

127
Builds / Re: Energy (or Chem) pistols or Sniper for Dominating?
« on: July 13, 2021, 03:58:14 pm »
Chem, Energy or Snipers are mainly stealth builds. Chem pistols builds are usually Versatility, because of the high AP cost to fire them. So if you want solid dps, you need DEX. After that you can go Survival Instincts glass cannon, or 3 CON but higher INT and Mad Chemist for better Damage Over Time and crafting in general, also 6 PER for Ambush - works great with Incendiary and Molotovs. There is a Chem tank build on Youtube, but it looks painful to play as you will be subject to all forms of skill reduction (when it's already hard to hit with Chem Pistols), AP reduction and CC's.. don't do it on DOMINATING 😆
Energy Pistols - you want high INT for High Technicalities and crafting in general. Also Ambush or SI again. But you also need DEX to reduce costs.. so Versatility again. Or a DEX/PER build, which leaves no place for CON again.
Remember DOMINATING enemies have even MORE Evasion - versatility builds already struggle and without Ambush - even more so...

And sniper without Stealth... is a no go. You need positioning, you want Snipe and Ambush, so that your shots 1 tap for Shooting Spree. You can again try going SI, and there is a strong showcase by KnifeGaf of Low INT, SI sniper build.. but it is still Stealth. You need Stealth with those builds I am afraid, for DOMINATING at least.

Ballistic Pistol build on other hand, with high initiative can do a non-stealth and non-glass-cannon build:
https://underrail.info/build/?HgMQCQcDAwVGMgDCoMKgwqAAADIoKHh9PSYwAAAARgAAWBfCoxkww5FbK07DkiTChzEWS0HCsyc54qCKBeK1rgXivYQF378

You can reach 59% Crit Chance with (10% Base + 7% Reckless + 18% Goggles + 15% Focus Stim + 9% Infused Rathound Leather Armor), use Hammerer frames for 125% Crit Damage boost.. yeah, it looks like a fun build to play.

128
Suggestions / Reconsider PSI slot count
« on: July 12, 2021, 10:15:29 am »
Wanted to really ask how does having such a limited number of PSI slots improve or positively alter the PSI gameplay? 8 Slots max. Thought Control has 10 skills now. Metathermics - 10.
Someone has to realize that you gut both flexibility of a PSI build and enjoyment as you can't even utilize all the tools we get - we will use the most optimalOPTIMAL skills, not such flavour as Psi-cognitive Interruption, Neurovisual Disruption, Exothermic Aura, Cryo-Shield. And even those not mentioned, I have to rotate Bilocation out for example as I get Pseudo-spatial Projection and Stasis.

You effectively removed fun from the game. I know you wanted Intelligence investment to be needed, but what about INT granting 2 slots instead on even number after 6 and increasing the max slots accordingly?

I noticed my build and many other PSI builds devolving to 1 button spam - and it is not Burst fire fun spam with a bunch of enemies getting shredded and critted, etc., no, it is single target Neural Overload, after NO, after NO... I would like to be able to use the tools we PSI has, the choice PSI has. We PSI doesn't have a choice to skimp on WILL as build's damage depends on it. PSI is lowest dps of all builds after all.

Someone will say and correctly, that PSI can still finish the game on DOMINATING no problems - yes. But you must also agree to the fact, that we have a shit-ton of skills we don't use, but would like to. Having more choice during combat is fun and those skills are fun. Much more than a single button spam on single targets...

129
Builds / Thought Control - Temporal Manipulation Trapper
« on: July 06, 2021, 02:14:41 pm »
Hey, hey people*,
This is a build to take out on a game when you get frustrated with all the Dodging, all the Evasion and all those 95% Miss-Miss-Miss times.. It gives you an unreal ammount of control over your enemies, so that you can melt their brains and their faces. I can't describe the elation of Carnifex begging for his life from a lvl 14 right out of Junkyard.. This build lets you Bear Trap in combat (which works on most robots), use Gas, EMP and other nades freely and frequently with Grenadier, has good trap detection and is unkillable by snipers with Pseudo-Spatial Projection and comes with the always-hit of PSI.
It may not be a DPS machine like other builds, but it always packs a punch and is never out of tools.

Build: https://underrail.info/build/?HgMHBgMDEAgAWQAAAADCi0lGQDxLZDA3SMKgAADCoC8ARDkoKz8wKgVkIyEWwockJ8K9wrRywrvCneKitQLio7AC4qaGCt-_

Youtube series (more to come):
https://www.youtube.com/watch?v=c4dWi7_BGro&list=PLJIz8SEgMJ1rjPUaiY0vheVOUXzfYbnvG

Full Arena at lvl 14 on Dominating:
https://www.youtube.com/watch?v=s6HjEB8Exoo

P.S.: Mental Subversion is taken primarily for Dominating and doing Arena early, as some enemies there have high Resolve and this allows you not only to up the damage by reducing it but also to prevent them from resisting your control skills. You may change it if you want or leave it as is.

* A nod to the Saint of obscure games - Sseth 😁.

130
Builds / Re: Which build is more fun?
« on: July 06, 2021, 01:49:45 pm »
This is the Arena at lvl 14 vid I promised, for the TC-TM Trapper build on Dominating 😄 :
https://www.youtube.com/watch?v=s6HjEB8Exoo

131
Builds / Re: Need help with a spear build, somewhat new player
« on: July 06, 2021, 01:47:18 pm »
I would probably go with https://underrail.info/build/?Hg4KBwMDAwYAwqAAwqAowqB7AAAAAHN5PSZaAAAARgAAWDkZK8KVFsKUBsKswodLEiomTlHCtnYx4p2NCuKnvgXfvw
Not do Regalia but craft with Tailoring instead to get more crits in the build. Again these are just opinions, but I tried to be as effective as I could with them.
*edit* Forgot where I misplaced my graphs with melee, whether Cheap Shots or Critical Power has most added value, usually beyond 167% CHD Critical Power has more value. So might opt with 10/10 with CP instead of CS...
Bear in mind that Regalia has no Armor Penalty, extra movement points and STR, bonus to stealth and grants immunity to Intimidate. At higher difficulties if you get Intimidated by a Yell, you won't be able to hit a side of a barn for 3 turns.

132
Builds / Re: Need help with a spear build, somewhat new player
« on: July 03, 2021, 01:24:23 pm »
You wasted points with Perception and Snooping is a waste. If you want to be tanky, blocking limited melee damage won't help much. Going for high Evasion and Dodge will and together with good Energy Shield Emitter and high movement points to get out of sight you will be fine. Have a look at this build:
https://underrail.info/build/?Hg8HCgMDAwUAwqAAwqDCoMKgewAAAABzeT0mGAAAAEYAAFgkGcKVFsKUEitOwqwGS8KHRzkxwrbCpuKdjQfioIoF4rOkA9-_

Start with STR 10, DEX 7, AGI 9, CON 3, PER 3, WILL3, INT 5
Use found Leather Armors, Tac Vests until you get Rathound Regalia.

133
Builds / Re: Which build is more fun?
« on: June 30, 2021, 10:14:23 am »
Thanks for the suggestions! If I may ask, how does the Chem Fist build work with strength at 3? Wouldn't the melee damage be too low to be a feasible combat option or does the high dexterity make up for the shortcomings in damage?

No, melee skill scales from STR or DEX and skill determines damage. There are of course STR bonuses, but only specific Brawler builds with Unarmed focus go there. Also, DEX increases crit chance.
As a side note, for Chem Fist, you can move points from CON to WILL and relocate skill points to Psychokinesis and grab Force User for even more Soft Target killing power with force emmisions.
This makes Early game much easier, but with loss of CON.. Just don't make any mistakes. Build like this here:
https://underrail.info/build/?HgMQBwMDBwcjLwDCoCgAwoJDKyQAUmpaK2AAwqAARgAAS085K8KjIBQTTgcGwpFLwodWEsKzFjHCnsKgwp_CnMOMwq3inY0K4p-EAeK1rgTfvw

Include a Universal or PK Psionic-Headband with Telekinetic Punch/Psychokinesis Filter and Psionic Muffler. Cast Proxy and wreck stuff.
For armor, I would go with either Siphoner-Infused Siphoner (not Greater) or Mutated Dog/Infused Leather Armor. I would lean more towards Siphoner as it gives Fire Threshold too, which will allow you to run on Molotovs, etc. And with Fire Field + Acid Puddles, you will deal so much passive damage, that a lot of enemies will be dying or getting to you at half-health.

134
Builds / Re: Which build is more fun?
« on: June 28, 2021, 05:00:24 pm »
Versatile Elemental Crossbow Trapper - https://underrail.info/build/?HgMHBwMQAwcAX8KgAAAAwqBMRUBLaGw2IloALQBGAABMfzkiMAImwqPCgCtLTGonwocWwrXCpMKFwp7CnMKtGuKijAPio7AC4qe-Ct-_
Wherever you can Ambush (even in Arena- you can move couple of tiles back to the wall) or Bear Trap, you will 1 tap most targets. Bosses can be shredded in a turn with bosted AP or CCed. And long range will be such a pleasant change. And versatility is there for robots/high mech resistance targets, as Energy Pistols will benefit from same feats (Crit, Crit Damage) and Versatile won't need Specialization points as those target's are non-evasive. For Nagas - EMP Grenade/Mine MKIII + Flare/Molotov + Acid Bolts. You will have such a high detection and stealth with a custom armor / Rathound Regalia, that you can quietily hunt and assasinate Death Stalkers on Dominating (it's an orgasmic feeling).

Thought Control - Temporal Manipulation Trapper - https://underrail.info/build/?HgMHBgMDEAgAWgAAAADCjEBGPzxLZTA3XsKgAADCoCAARDkoKz8wKgVkIyEWwockwr1mJ8K3wrvCneKitQLio7AC4qaGCuKsjAHfvw
Doing a Dominating run with this one. Unbelievable fun. Will post and link a vid to this post with me doing Arena at lvl14 on Dom (right after Depot A), and Carnifex begging to spare his life (Love you Styg for including such chatter from enemies XD) while his mind is being melted and is chased by his Doppleganger. Can do all content. Can kills snakes while they are submerged, can CC whole crowds. Has traps for even more CC and to eliminate low PER weakness of not being able to detect them. Included Pickpocket for more money on Dom, move points whenever otherwise.
For robots - EMP nades/traps, Bear Traps, Stasis as Temporal Distortion needs 2 turns. If you know in advance that you will verse robots, you can pop on a TM Circlet with boosted TD damage to wipe even Nagas easily. Grenadier included for AOE damage and EMP MKIII + Stasis + EMP MKIII = 6 turns of free damage on robots.

Chem Fist - https://underrail.info/build/?HgMQBwcDAwcjLwDCoCgAwqBLKzIAUmplK2YALQB0AABLTzkrwqMgEwZOB0sWwpFWwocvwrMxEsKewqDCn8Kcw4zCreKdjQrin4QB4rWuBN-_
Will be my next playthrough on Dominating. Fists with Pneumatic Hammer are some of the most fun tools out there - every 4th hit just target a full HP enemy and you either 1 tap or CC them. This build has it all - unreal damage vs soft targets and versatily for Chem Pistols on all Hard, Non-evasive enemies and Cooked Shot for evasive (like Carnifex). Once target is rooted and you can shoot and hide from them - they are done. Higher quality Acid pistols have 60%+ chance to root and that negates all evasion, so they are screwed. With Kinetic Imprint you have even more tools. Almost nothing resists acid, and what does, won't resist fire or being Ice Cubed and then punched to death.

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