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Messages - Guehlfirf

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31
Suggestions / Allow using crowbar from toolbar
« on: February 07, 2022, 03:34:02 am »
Crowbar is a pretty bad weapon, no reason to ever equip it. So every time i want to open a vent i have to do this weaponswitching dance.
Every time i play high str character i still level 50 lockpicking and use omnitool for convenience.

32
Builds / Re: Help with psi fist build
« on: December 03, 2021, 02:09:38 pm »
I played this on hard and i found it to be too strong actually.

33
Builds / Re: Help with psi fist build
« on: December 03, 2021, 02:32:34 am »
I'm guessing you want to go for ripper's glove build. If so then you're mostly fine. Here are some thoughts:
1) Bone breaker only works with blunt weapons.
2) No reason to level throwing so much unless you go for threepointer.
3) No reason to get more than 80 stealth. Rest is usually boosted with gear.
4) On low perception builds I like getting some traps early skill for trap detection.
5) Take expose weakness earlier that deflection. Deflection is not really necessary since you'll be relying on movement points to break line of sight and get out of range. But if you really want it get it at later levels.
6) Really recommend escape artist. Saves a lot of reloads.

For unarmed you're better off going for crit damage instead of expertise. Get dex to 12 to get 4 ap attacks. Pump strength for damage after.
This is what i completed the game with:
https://underrail.info/build/?Hg8KBwMDAwUAPADCoMKgwqBLSwAAHmRkSxlkAMKgAAAAAAArJCYxIAZOExJpwqhDAwdLwrPCqXzinY0K4p-EAeKfjgTfvw


34
Suggestions / Re: Opportunist
« on: December 03, 2021, 01:56:39 am »
Extra loot most of the time is worthless. Especially in those very specific situation where you initiate fight through dialogue. This is not nearly good enough for a feat. I don't really get what is your problem with the feat the way it is now.

35
Suggestions / Re: Survival Instincts nerf
« on: November 01, 2021, 03:13:00 am »
did you try stoicism si fight response build?Its quite good and i was comfortable with being in si treshhold.You just refuse to see it outside of "oh my god someone on reddit beat this ultra hard game while never being hit".
Never heard of it. Is it a tin can AR build?

36
Suggestions / Re: Survival Instincts nerf
« on: October 31, 2021, 03:35:10 am »
>good feat
>You already have to spend 6 stat points (the same amount that you obtain naturally through leveling to 24) and be within <30% HP (a death sentence in Dominating) for it to be active. When you enter Depot A you can't use Survival Instincts by itself anymore, much less if you're a psi user. You'll simply die to the copious amounts of acid damage, even with full mutated dog leather armor and boots. And this keeps up throughout the game outside of edge cases that already have ways to cheese it without the need for a feat (ie. Arena); SI isn't the game breaking feat you think it to be that instantly makes everything die because you're simply nearly dead.

Pick one.

As it stands now survival instincts are only useful to stealth/tm builds abusing high ap and stasis. Instead of being useful to actual high con builds.


37
Suggestions / Re: stasis nerf
« on: October 29, 2021, 01:43:47 pm »
Smarter ai is always great. If it nerfs TM even greater.

38
Suggestions / Re: Healing items should heal percentage
« on: October 26, 2021, 06:12:14 am »
You can use bandages in combat mode without enemies nearby, its MUCH faster.
Bandages can not be used in combat, unless I'm misunderstanding something.

40
Suggestions / Re: Transference buff
« on: October 25, 2021, 03:40:34 am »
Wow these are pathetic numbers

41
Suggestions / Re: Survival Instincts nerf
« on: October 25, 2021, 03:38:45 am »
There is not much that can really hurt a tank build like taking crits.
Survival instincts can be reworked into something like: whenever you get critically hit your next attack this turn is guaranteed to be critical. And add specialization that allows for +1 crit attack per 2 spec points or something.
There is antisynegy with heavy helmets, crotch guard and paranoia which reduce chance to be critically hit.
Maybe better way to do this would be: whenever you take a hit that would reduce your hp by 25-40% your next attack this turn is guaranteed to be critical.

43
Suggestions / Re: Randomized Death Stalkers location in Dominating.
« on: October 14, 2021, 09:25:50 pm »
You might as well randomize all encounters

44
Suggestions / Re: Idea for riot armor in Infusion
« on: October 10, 2021, 07:04:28 pm »
Blocking in general is not very useful as you don't need to worry about melee much. Allowing shields to block ranged attacks would be a great buff to riot armor. I might even consider playing shield build myself then.

I can easily see a feat called something like Full cover. Allows shields to block damage from mechanical ranged attacks. You can even go farther and make more feats to allow blocking ice and fire attacks.

45
Builds / Re: Help with sword/psi build
« on: September 28, 2021, 06:05:57 pm »
There are some skills to spare. Featwise you have enough for 2 schools.
Main problem will be spell slots. 6 int is 5 slots total.

Psychokinesis you want force punch, force field, electrokinesis and electric trap.

Metathermics you want cryostasis, pyrokinesis/cryoorb (or both), exothermic aura and thermodynamic destabilization (never tried destabilization but it supposed to be strong) and maybe cryokinesis.

So you'll need to pump int for multiple psi schools. At this point better to go pure psi.

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