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Messages - RewRatt

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31
General / Re: Where is a new, BIG update?
« on: September 16, 2021, 02:03:46 pm »
It usually takes between 4-6 months between updates, so I’d expect to see this update by Christmas at the earliest. I’d guess that this might be one of the larger updates, so it might not even come out in 2021. I’d be thankful that we get new content at all, since the developers are under no obligation to release so many free content updates that are more than just bug fixes and minor tweaks.
Indeed. These guys are Legends! 😄

32
General / How to: Ethereal Torch w/o Ingwar or Ferryman
« on: September 16, 2021, 02:01:39 pm »
Hey guys,
Decided to make a small vid guide to help anyone out when they can't get Ingwar to open up and spill his deepest thoughts... or when Ferryman just won't talk simple and basic with you 😆

The guide: https://www.youtube.com/watch?v=77U8OJ7VFoM

Quick version:
  • Find the Totem with the symbol on it.
  • Go rob some graves.
  • DON'T ROB THE GRAVES!!
  • Find the Crank.
  • Put the crank into the hole and spin it.
  • Touch the dacaying body in all the inappropriate places, until his mom's ghost comes over to see what you're up to...
  • Leg It!
  • Repeat last two, until done. Or found the thing.

33
Builds / Re: High agility build
« on: September 16, 2021, 01:38:49 pm »
Problem I find with low APM (attacks per minute) weapons and low weapon skill - you can't afford to miss. Building sniper (which is low APM) or Crossbow (mid-APM with Quiver and Cyclon) is that Ambush(ing) then becomes essential on Dominating. Even at 95% you still miss and get irritated. At 60% you will be swearing non-stop. So less of that = more playing and more fun 😆😁

Assault Rifles can also get away with low PER somewhat - at least AOE doesn't suffer. 11PER is really doable. But:
a) AR's are already fine with 3CON and no Dodge/Evasion.
b) All this extra mobility is rather pointless on such a long reach weapon.
c) Who want's to play AR when looking for something different? 😁

Also Sniper's Killing Spree RELIES on you not missing and shots being kill-shots. Otherwise it is a complete waste. So a as high a skill as possible what is needed. Imo.

34
Builds / Re: Hammer wizard but with metathermics
« on: September 16, 2021, 08:19:24 am »
>Quick Pockets
>Paranoia
>Trigger Happy
>Grenadier
This is less of a hammer wizard and more of a generalist.
Next thing you're going to say is recommending TM

My recommendation is going 7 Will, Stoicism is great and is too good to pass, as well making your casting actually good.
Stop relying on grenades and traps, leave throwing at 10 maximum and traps at 0, boosting detection on a shaded metal helmet 3 PER build is dumb, you're not supposed to not detect anything, you're supposed to either tank it or play outside the box, like using exo aura to ward off crawlers.
3 AGI is an experiencie, you dont need to move when you're very tanky and you have mad damage from ranged sources: thats why tin can AR is so good.
Also not having Thick Skull will hurt, and unless you play to run TiChrome/SS, armor sloping on Tungsten will be virtually useless.

Mind you, I dont think MT is a good psi school, as matter of fact it's pretty bloody good, I simply dont agree with QoL choices, which makes the build less of a hammer wizard and more of your average generalist.
You are some sort of purist? Grenadier is mainly for Flashbangs, Gas Grenades and EMP's. Don't have to use damaging grenades much. Molotovs for Crowd Control.
Wielding a Hammer and casting <Methathermics> Spells is a definition of Hammer Wizzard. QOL Feats are there exactly for that - Quality of Life 😆 You can bang you head against the wall if you wish.
There is a point of course by going 95% Phys Resist and no mobility. But then you will be Wizzarding more and less Hammering. So 7Will and Stoicism would be valid then.
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unless you play to run TiChrome/SS, armor sloping on Tungsten will be virtually useless.
Would never suggest Tungsten Armor Sloping. But basic Metal can be done at the start. 10-13% AP difference only and it is early game after all.

He did mention that he want's CC and some occasional damage on this build. With say a Cryo-Orb Filter he can even do some alpha-strike blasting. But he is a mobile Hammerer otherwise. 😄

35
Builds / Re: High agility build
« on: September 15, 2021, 01:20:07 pm »

36
Builds / Re: High agility build
« on: September 15, 2021, 01:12:45 pm »
I don't think so, as AGI doesn't boost any combat stats. One thing could work though:
High AGI, Shotgun Evasion build. Because of Lead Shot which can negate 90% of Evasion, you can use 9 or 10 PER. Damage takes a hit of course, but hit chance not so much.
And max Temporal Manipulation for additive bonuses from Precognition.

37
Builds / Re: Building a Stealth Sniper / Traps for Dominating?
« on: September 15, 2021, 01:04:52 pm »
Mercantile breakpoint is 130 as far as i remember. Hacking is definitely 130. For lockpicking you can always use a lock pick max is +15. Hacking checks ignore tools.
Just a few notes.. 😅 Mercantile 92 is enough + 3 from UnderPie and you got 95 effective for Oculus. Otherwise, 102 + 3 for Institute trader (which is meh and unnecessary).
Hacking 120 is enough if you have expedition + Engineer Suit = 130. Don't forget Hypercerebrix, which will boost it further. As 130 is the check in Deep Caverns. Save. Put the suit on. Use Hypercerebrix and then check how much you still need to reach 130 😅

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Why do you need pickpocket?
Because it is awesome. A ton of money, Meds, all the bullets you will ever need for free and lots of quest items/ Odditites in the pockets. All my builds take it, especially on dominating. It is much more important and profitable than Lockpick in my experience.

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Recklessness is a good option for specialization if you like crits.
Never saw anyone speccing it, as it increases enemy chance to crit you, too. Better to take spec in things that have no negatives.

As for my suggestions. There is a post not far down about such a build - Sniper/SMG + Traps.
edit: this https://stygiansoftware.com/forums/index.php?topic=7825.0

38
Builds / Re: Hammer wizard but with metathermics
« on: September 13, 2021, 11:14:57 am »

Having extra 3AGI points and/or Sprint, doesn't make a build mobile. Having low Armor Penalty does. And you will boost the psionics damage with Headband Filter for the most used skill.

You're right. 6 Agi does nothing for mobility. 3 extra movement points is negligible. Sprint is very strong though. But I'm starting to think that convenience of high initiative might be worth the tradeoff. Maybe you can probably get same effect from jumping bean and adrenaline.
Annoyingly, you have to wear Lifting-Belt, so 10AP cost to take the Jumping Bean pills 😄 But still worth it when you can.
And Sprint is amazing, but with 2 round duration and 10 round cooldown... hmm.. yeah. It is situational. If I had to choose between that and light and mobile Metal Armor, I know what I go for. And I value Initiative very much on non-Stealth builds. You won't be starting a lot of fights half hp, crippled, dazed, incapped, etc. 😄😅

39
Builds / Re: Looking for Crossbow + Traps + Stealth build (no psi)
« on: September 13, 2021, 11:03:28 am »
Valid points, I have a little bit of time to think about it.
I'm also conflicted on where should I put points at level 1, since the build has way more than 8 skills.
There you go, Level 1 allocation 😄: https://underrail.info/build/?AQMHBwMKAwcADw8AAAAPDAwPAAkADAAAAAAAAAAAD385378
Chemistry 15, Mechanics 10+ for Frag Grenades. Grab a Hand Grenade blueprint from Quartermaster, x5 Frag Casings, x5 TNT and get yourself some Boom for early fun 😄

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I was going to do that indeed, mainly because with inexperience I wouldn't know what to drop on the ground
Valid point 😄 I would suggest:
10-15 Bear Traps,
Crossbow Bolts (assorted),
Mechanical Repair Kits x4, (when got Advanced x2)
Meds - <20 each, Psi Inhalers <10,
Supercharged Lithium Cell x50, Fusion Cell x30
Quiver, Lifting Belt (Loot-goblins best friend 😆😆), Trapper's Belt, Jacknife, Lemurian Engineer's Suit (Expedition),
Flashbangs, Molotovs - x10-x15,
and then a small number of found and disarmed Mines.
Grab Recycling and Repair Kit blueprints after Outpost quest.

I am a self-confessed Loot-Goblin, so I know what I'm saying 😆😆🤣🤣

40
Builds / Re: Looking for Crossbow + Traps + Stealth build (no psi)
« on: September 12, 2021, 08:23:26 am »
I'm ok using PSI, but I wasn't recommended it because it would have made the build harder to use and I'm a new player
PSI makes it easier, not harder 😄 -25% HP on a 3CON Sneaky Trapper simply doesn't matter 😉 Just hide behind a corner or a pillar from enemies and you will take no damage. And you should always be able to start combat by your terms when Sneaking.

Also, some early tips for getting money, armor and shields: https://www.youtube.com/watch?v=tCk0--8Vpgc&list=PLJIz8SEgMJ1rjPUaiY0vheVOUXzfYbnvG&index=2

41
Builds / Re: Looking for Crossbow + Traps + Stealth build (no psi)
« on: September 12, 2021, 08:19:59 am »
The example builds presented looks solid. If I were to play this myself, I'd absolutely take Pack Rathound much earlier, like lvl 1 or 2, as hauling special bolts, loot and heavy traps around with only 3 str is a massive chore. The extra carrying capacity is needed.
Thing is, there are so many Essential Feats, that you simply can't waste slots for something, that can be solved by simply "dropping off stuff on the ground near trader". Don't carry shit you don't need, basicly 😆

42
Builds / Re: Hammer wizard but with metathermics
« on: September 12, 2021, 08:17:28 am »
Great suggestion with yell and thermodinamicity. As for 3 agility. I tried it, and i never want to do it again. As nice as initiative is, playing low mobility is pure torture. This build is not and ar build that can just stand around and shoot stuff. And 3 will is not enough to make metathermics damage worthwhile.
Having extra 3AGI points and/or Sprint, doesn't make a build mobile. Having low Armor Penalty does. And you will boost the psionics damage with Headband Filter for the most used skill.

Spring boots are strange. They do give you movement bonus but this bonus is then reduced by armor penalty. So you get a good spring, lets say quality 105. With 90% armor penalty you get 3! movement points from them. They are obviously not good enough as only source of mobility.
With Steel armor + Metal boots you will have a 51% AP, with Nible (which could be picked up at lvl4 if you wanted, 36% AP.  With Supersteel - Armor + Boots = 25% AP. And that is before Bodyweight Training which is -10% AP. Dude, you can reinforce SS armor with additional plates/add regen vest if you wanted. Boot Springs will grant you alot of MP all the time. You can pick up Q100 Springs from Blaine as early as pre-Drill Parts quest. Q130+ are sold by Oculus trader before even completing Oligarchs Quests.

I don't see how psi headband would be better that lawgiver. Yes ap cost is high but headband bonuses are just not strong for this build. Increasing crit damage and crit chance doesn't synergize well. Build has no crit feats and low crit chance. Decreasing costs, premeditation and thermodinamicity already do that. Additional slot may be useful but i like bonuses from lawgiver more.
You clearly forget Filters. Use the favourite skill Filter in you headband (say, Cryo-Orb) and that is 25-50% damage increase. Then of course a Muffler, to reduce costs by 15-35% and with Premed+ Thermodinamicity, you can spam out some damage. There 30% AP penalty on the Lawgiver is what's the worst. It will be you whole armor set penalty just in a helmet...

I can be fully immune to moving on fire with exothermic aura.
Of course you can. But does it matter when SuperSteel armor will do this passively for you? I meant more like low level stuff, before you can get to Foundry.

43
Builds / Re: Hammer wizard but with metathermics
« on: September 10, 2021, 12:54:11 pm »
...Quick tinkering and fast metabolism are quality of life feats that can be swapped...
Did you mean Quick Pockets?
My suggestions as to any Tank builds - 6 DEX instead of AGI. Get Paranoia + Trigger Happy on lvl 1 for that sweet 26 Initiative + Root Soda to reach 31. Grenadier later.
I see you want to go for mobility with Nimble and Armor sloping, not max tankyness, but still getting Preatorian Lawgiver with its 30% AP. Don't. get a good PSI Headband. 15% Additive Bonus to Yell is nothing to scoff at, but AP cost is too high for mobility build.
Leave Yell for later, when skill is high enough to matter, get Armor Sloping early. With Spring boots and high Initative you wont need Sprint, espacially with Metathermics reach to pull them in.
Grab Thermodinamicity much earlier - it is one of if not THE best feat for Metathermics. And with grenadier and basic Incendiary grenades you will have the control offered by Pyromaniac without the feat 😄 You should also be practically immune to moving on fire fields thanks to Metal Armor + Boots.

Should be good fun otherwise 😁
Edit: something like this? https://underrail.info/build/?HhAGAwkDAwYAawDCoAAAAGQAAEtpaVAoSQAAwqAAAMKgcyjCg0UrPSpVJA0tRBYuCi_Ctnwf4p20BOKiowHio5MF4qa4A-KnggLfvw

44
Builds / Re: Looking for Crossbow + Traps + Stealth build (no psi)
« on: September 10, 2021, 12:40:20 pm »
That's the kind of build I was looking for. I read around I'll need the electrical pistol for robots.
What should I take instead of the Psi skills by the way?
Also, sorry for the late response. I was waiting for some form of email notification which never arrived.

Is there some sort of precedence, given that I'll start from level 1? I read that Strafe is important and something else I can't think of right now, plus I should always max out the crossbow skill
I put the feats in order. You can of course move them around (say, Versatility a bit earlier, at 8 or 10), but the most important is - Ambush ASAP (6), Elemental Bolts, Crit Power. As soon al level 6 you can start setting up Ambushes, with 55%+ Crit chance. Just use any armor that grants you as high Stealth as possible.
You will not be encountering super heavy robots for a little while, but an Amplified Laser Pistol could be made as early as lvl 5-6 too. Look for parts at all Junkyard traders. Not sure if Ezra sells Circular Wave Amplifier until after Drill Parts were returned. Anyways, having that pistol will be a great boon in taking out turrets in Depot A, etc.
And yes, the point allocation is quite simple. You will have all the stats set from lvl1 and just have to invest into PER and Crossbows. Max Stealth as that boosts you crit chance and this will be a super smooth and entertaining build to play with really no major big weaknesses.
For arena, kill or join JKK for their JKK Jacket (killing them doesn't aggro other factions, just don't place traps in Controlled Areas) and use Root Soda. This combined will get you to 29 Initiative, so you will roll against Carnifex on equal footing as he has 29 too 😄 You can also Ambush in the Arena by moving to the back wall a few steps and then let rip 😁

45
Suggestions / Re: Energy shields rework?
« on: September 09, 2021, 12:57:03 pm »
I also remembered the enemies never have emp grenades. Only coil spiders can emp. Giving enemies emps could make people less reliant on shields for everything.
Enemies have and use EMP's. Obv, if you wipe them in one round they won't 😆 Protectorate Shock Trooper is one example that does.

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