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Messages - Guehlfirf

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46
Suggestions / Re: Clump of Traps update ideas.
« on: September 22, 2021, 12:06:55 pm »
Sure Step - Also walk freely over and on traps you can already see yourself. Could make some feat-owning enemies more annoying for Traps builds that don't invest that much into their Trap detection difficulty and skill, which isn't a terrible idea imo. Also allows trap-heavy player builds to not go insane walking into their traps from a missclick to disarm. Specialization could be changed to (0-10 points) 6% chance per point for rooting or slowing effects to not remove or reduce your movement. (Traps are already not too difficutly for high detection players to play around already, so I don't think that part is too broken.)
I thought about something similar. Make traps just not work after detection. Think about it. Bear trap is uselles when you know it's there. You can just not step in it. So why underrail characters have to step right into the trap when they detected it? Traps should only work if not detected or if movement ended in trap square. This should also make trap expert more useful and reduce early game cheese.

Other than that great suggestions

47
Builds / Re: Hammer wizard but with metathermics
« on: September 22, 2021, 05:21:27 am »
Imma add a little.

First off about Paranoia, the best part is actually -3% chance to be crit since you're so beefy and taking so many attacks.

Also Cryostasis is really effective for us as tank, as you can auto-6-ranged-disable the worst threats with it, and if you take Cryogenic Induction, a high power sledge attack is likely to full-hp shatter most enemies as a combo, which is huge.

Here's my build attempt for you: (level 16 build here:) https://underrail.info/build/?EAoDBgcDCQYAQwBaAAAAAAAAAFpaGypaAABaAABaKzlfK0Q9JFUqChwu378  (show crafting bonus)

A main strategy will be to remove any enemy's high dodge values to zero because your melee skill is not uber-high. Best options are:
Cryostasis
Taser
Throwing Net
Flashbang
Sledgehammer's 10% stun hahah.

Some later shit to get is like, Superslam, Fast Metabolism (will boost regen vest, hypos, AND psi boosters), Body Weight Training...ect. Armor sloping is good but, don't forget there are a lot of powerhouse low-end infused leather armors too- when the enemies deal non-mechanical and non-energy damage. Especially cold damage, ancient rathound and bison leather armor are so good, alongside slow immunity bootses. Armor Sloping also does nothing if you put on a super-heavy tac vest suit anyways.

Try to get your hands on some Infused Siphoner Leather Bootspring Boots (tabis lose us crit-protection) to have slow immunity.

edit: re-arranged the order of the last couple feats.

Great point about paranoia.

Why 9 will instead of 9 con?

Superslam is in the same category as stoicism for me. It's not worth it. With your build on 16 level it's just 50 bonus damage. On level 30 the damage increases to 86. Sure you can spec it. But spec points are scarce enough to not waste them on bonus hp and a bit more damage once or twice per combat.
On the other hand with only 10 str you might not have enough damage to oneshot most enemies. Might be worth it in this case.

48
Suggestions / Re: Fire burns nets
« on: September 21, 2021, 02:31:10 pm »
Regular nets wouldn't burn that quick
This is bullshit. Exothermic aura burns so hot that people 3 meters away from you can feel it, and take damage from it. It sets the ground! on fire. And you're saying that a net will not burn or at least lose restraining properties fast enough from direct body contact. 

49
General / Re: Why is player chararter immune fo fear?
« on: September 21, 2021, 07:01:48 am »
8 turn fear iы probably possible only with thot patrol. And if you dont kill controller first round you might as well be dead because bilocation exists. So not much much difference. I don't even know why it would be hard to implement. Move away from nearest enemy.
You can even rework stoicism to make your character not fear when lit on fire. And give enemies molotovs. They are probably going to kill themselves though.

50
Suggestions / Fire burns nets
« on: September 21, 2021, 04:48:39 am »
Fire effects from molotovs and exothermic aura should burn nets and remove entanglement.

51
Builds / Re: Hammer wizard but with metathermics
« on: September 21, 2021, 04:47:02 am »
Just tested it. Neither molotovs nor exothermic aura burn nets. Would be cool though.

52
General / Why is player chararter immune fo fear?
« on: September 21, 2021, 04:18:09 am »
It would be annoying and inconvenient, sure. But so is getting stunned, instakilled or meeting a crawler.


53
Builds / Re: Hammer wizard but with metathermics
« on: September 18, 2021, 03:35:34 pm »
Great suggestions

Except they boil down to playing tungsten tank. Which is the opposite of what i want.

>Hammer Wizard works because its max strength has a twofold use - Balor's and Corporeal Projection.
Yeah great synergy with strength. I lose some efficiency by going metathermics here. Still it's a build choice if i wanted to play tungsten psycokinesis tin can, i would.

>Really, just lower Strength a little bit for Will
Why? I can drop agility and dex for will.

>Quick Pockets is simply SHIT and should not be taken on most builds
You say it yourself hammer has a lot of free feats. Yes quick pockets can be swapped. I just did not find a worthwhile feat.

>Grenadier makes it so you rely too heavily on grenades instead of using your build to damage shit.
This is correct.

>Trigger happy and paranoia
Total 12 bonus initiative, sounds significant. I could not give less of a shit about detection. Crawlers are countered with yell, traps are countered with traps.

>You DEFINITELY want 7 Will for Stoicism
Really don't get what you both like about stoicism. It and conditioning are just not worth the feat slot. 14% damage reduction after 60% or so reduction. Small percent of damage reduction of a small present of damage. Stoicism is the same you at full hp you get 0% dmg reduction. Some fights i won't go down 20% hp. I does not even work sometimes. And when you stack them at max it's 39% of 40% of damage. So extra 15% of dmg reduction at 1% hp.

>Cryostasis affects ONE target for TWO turns unless you get Cryogenic Induction, but what the hell are you doing specializing in single target CC/damage
Yeah, i admit i speced it just because i like to see people shatter. But also with dirty kick, flashes, fire effects i feel there is enough crowd control. Cryostasis is here just to fuck this guy in particular. He spends 3 turns frozen and then gets shattered at the end. Also great for instakilling high hp enemies. 30% hp in damage to instakill with hammers is not a problem.

>Might as well add TM since you will get a better point action economy.
This hurts.
 

54
Suggestions / Re: area suggestions for the final update
« on: September 18, 2021, 12:17:35 pm »
Mole crickets are encountered in one area in the whole game. Aren't they widespread or supposed to be. I would like to see them added to more areas ether friendly as hoppers or buffed like mini rathounds. Acidic rathounds.

55
Builds / Re: High agility build
« on: September 17, 2021, 07:54:21 am »
Yeah some random encounters make no sense. I want to meet two headed mutant in depot a. I want Masters in sewers. Would like to see increase in spawn chance in the next update.

56
Builds / Re: First time/blind chem pistol playthrough
« on: September 17, 2021, 04:48:13 am »
There are two ways to build chem pistols. Full dex with versatility losing some perversion feats. Or a mix of dex and per losing attacks per turn. I prefer high dex for low attack ap cost and versatility helps in early game when you don't have a chem pistol yet. Melee scales with dex so the bonus you get form versatility is significant.

You obviously want to pump chemistry. Get cooked shot. Get sure step so you don't kill yourself with your own acid after combat. And then you're free to do whatever with your build.

https://underrail.info/build/?AgMKBgMDAwcACgAUAAAUCgoAAA8PDwoPAAAAAAAAFDnCo2Hfvw
This is my version of the build. Note 5 free stat points. You can add whatever you want. Psi, perception for feats, energy pistols, firearm pistols, knives etc..

57
Builds / Re: High agility build
« on: September 17, 2021, 01:12:42 am »
https://underrail.info/build/?HgMODAMDBQYAwqAAwqDCoMKgMmQeABQ8WkYyWgAAAAAAAFAkOWFOFhM-BgkvPEdcS8KxwonCpsOG4qG4BeKlvAfip5cD378

Meme evasion build but with a lot more grenades this time. Go for suicide belt and evade all damage. Get siphoner infused leather for even more evasion. Evasive maneuvers might work better that stuntman also available earlier. Knives are picked because of high dex.

58
Builds / Re: High agility build
« on: September 17, 2021, 01:09:31 am »
Hi! I was playing with that concept too. Maximum evasion playable character possible. I managed to do this: https://underrail.info/build/?HgUDDgMKBAfCoHgAAADCoGREWgAAUGANMFAAAADClgAAPiskOSY7AgFKfkk1woddLw_CsXXCheKepgLiobgF4qWeBeKntAPfvw
So a meme evasion build. Siphoner man.

I can vouch for Escape Artist even on 3CON builds. Acid Entanglement from dogs, Nets from natives, missed Bear Trap - often not lethal, but would be with no mobility and zeroed out Evasion/Dodge. It is an "F9 Preventor Nr.1"™! 😄😄
Was also going to say that escape artist is anti f9 feature. I also enjoy having sure step for just how convenient that is.




59
Builds / Re: Hammer wizard but with metathermics
« on: September 17, 2021, 12:45:32 am »
Build is meant to be mobile man in metal armor. Who blows half the enemies and freezes most dangerous one and the cleans up with a hammer. I would prefer to use spring boots and balors hammer.

>Quick Pockets
>Paranoia
>Trigger Happy
>Grenadier
This is less of a hammer wizard and more of a generalist.
Quick pockets are pure convince so that i don't have to swap emp and flashes. Paranoia and trigger happy are for initiative. Don't care much for grenadier.

My recommendation is going 7 Will, Stoicism is great and is too good to pass, as well making your casting actually good.
I really doubt that stoicism is that good. And stoicism does nothing for casting. 7 will is nice even better 8 will and psionic mania but there is really no points to spare. Losing the initiative is not fun. Trying to enter combat manually every time is not fun. At least for me.

3 will is point economy. Cryostasis works 100% of the time. Pyromaniac does not scale with skill as far as i know. Exothermic aura again no need for skill.

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.
I really could not enjoy playing tungsten. I feel like you have to have ranged attacks or you're in for a bad time. And this build does not really have much of that.

Also not having Thick Skull will hurt, and unless you play to run TiChrome/SS, armor sloping on Tungsten will be virtually useless.
Yeah thick skull is great but it can be easily replaced with cryostasis. See the guy named "I will stun you next round". Boom. Frozen. No stun for me.

Quad nagas are not a problem for a hammer.

60
Builds / Re: Building a Stealth Sniper / Traps for Dominating?
« on: September 16, 2021, 02:42:35 am »
Good to know, actually. Is there a general thread of info similar to this for future reference or is this just kind of information that you end up just naturally gathering by playing the game enough?
There is a steam guide by destroyor called In-depth faq. There is a lot of info, skill checks included.

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