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Messages - Guehlfirf

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61
Builds / Re: High agility build
« on: September 16, 2021, 02:02:37 am »
I know you said "not a meme stealth build", but hey, just in case:

https://underrail.info/build/?HgUDEAMKAwbCoGUAAAAAwqBVcGUAZG4jOGQAAABGAABaATkdKAI1fjNLKyrCiMKFJCfCscKlwqbDi8Kdwp7Cn-Kgsgrir7wE4q-9Ad-_

I'm finishing a run with that stupid build (lvl 29, almost done everything except DC), and it was surprisingly viable. Snipers are okay with low PER, because it's easy to get extra accuracy, and they overkill most things anyway. And extreme stealth is really strong.

Also, be careful with dodge/evasion + 3 CON. You will most likely end up playing as if you have no defenses anyway. Dodge/evasion is damage mitigation, like armor, and you need base HP to make use of damage mitigation.


No blitz or escape artist? What difficulty do you play?

62
Builds / Re: High agility build
« on: September 15, 2021, 01:47:15 pm »
I also thought something like this
https://underrail.info/build/?HgYHDgMKAwPCoGQAAMKgwqBkAAAAAAAAAAAAAAAAwqAAAFw5JCvCsE4ewpZHwphhMcKHFhknwrHCpcKJ4qG4BeKligXip5cD4rOsAt-_

Fast shotgun hobo. Can get a double barrel for that doomguy feel.

63
Builds / High agility build
« on: September 15, 2021, 01:05:15 pm »
Like real high. Agility is highest stat. I want to take increase agility veteran feat.

Is it possible to build something other than meme stealth build.


64
Builds / Re: Building a Stealth Sniper / Traps for Dominating?
« on: September 15, 2021, 12:51:09 pm »
Although, I'm not sure if that one point in strength is necessarily all that worth it just to use that one unique sniper rifle.

You take gun nut and want to use unique rifle. Better to make up your mind and take point ether of intelligence or strength. You also get this rifle very endgame if want to try it out real bad just eat barbecue or whatever +1 str food is called.

I don't have much experience with temporal but i can say that it will work better with low ap sniper rifle which Black Arrow is not. It's 50 ap per shot.

Crit power does nothing for black arrow.

I kind of just looked at the max skill checks for Mercantile, Speech, Lockpicking and Hacking as well. If those max checks are insanely high outliers in comparison to the rest of the checks they have normally, I'd appreciate the info as well so I could allocate points else where.

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.

I never found interloper to be useful every time i picked it i felt like i wasted a feat slot.

You have high perception why take paranoia. If you want high initiative take trigger happy. Or even better start combat by using snipe (like sniper is supposed to) and go first every time. Bonus points for laying traps all over battlefield.

Why no points in throwing?

Snipe scales with stealth you should probably max it.

There is a feat called future orientation it's potentially very strong with stasis but i can give any advice on it.

Why do you need pickpocket?

I would build it something like this
https://underrail.info/build/?HgUHBgMPAwfCoCgAAAAAwqBkZABLVWQ8KGQAAABGZABaATkrMTA1An4zFirCh8KFU0sAwrXCpOKvvATir70B378

Sprint is great don underestimate it. Quick tinkering is traps. You wanted traps builld, no?

Recklessness is a good option for specialization if you like crits. Quick tinkering is good spec if you like traps.

65
Suggestions / Re: New Veteran feat suggestion
« on: September 13, 2021, 10:29:01 am »
Psychosis having overcrit chance is pretty cool actually. I still would prefer this to be specializations though. This is also not happening. Maybe in infusion?

66
Builds / Re: Hammer wizard but with metathermics
« on: September 12, 2021, 10:22:57 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 get same effect from jumping bean and adrenaline.

67
Suggestions / Re: New Veteran feat suggestion
« on: September 12, 2021, 12:55:06 am »
Specializations largely only buff whatever the feat does by a little every point. Exceptions exist like Sure Step that instead grants you up to 60% chance to not trigger a bear trap.

First two suggestions are very similar to specializations.
Psychosis granting even more critical chance - is already a specialization
Mania working for 2 spells instead of 1 - not the same but close enough specialization lowers cooldown

As for the rest they could be easily done with specializations too. Maybe that would also give people incentive to put specialization points somewhere other that crit power.



68
Builds / Re: Hammer wizard but with metathermics
« on: September 12, 2021, 12:40:20 am »
Did you mean Quick Pockets?
Yes i meant quick pockets. Quick pockets are picked because lifting belt does not allow for more that 2 items slots. Switching them around constantly is a pain.

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.
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.
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.

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.

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.
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 should also be practically immune to moving on fire fields thanks to Metal Armor + Boots.
I can be fully immune to moving on fire with exothermic aura.

69
Builds / Hammer wizard but with metathermics
« on: September 10, 2021, 11:35:08 am »
Build looks something like this

https://underrail.info/build/?HhADBgkDAwYASwDCoAAAAGQAAEtpaVAoaQAAwqAAAMKgc1U5K0QkKg0uLwotRVAfPcK2fMKB4p20BOKjkwXipYoB4qa4A-KnggLfvw

Heavy armor, balor's hammer, praetorian lawgiver for yell buff.Yell makes enemies tickle you. Grenades, cryostasis and pyroorb control crowds. Exothermic aura for molotov shenanigans.

Quick tinkering and fast metabolism are quality of life feats that can be swapped.

Looking for suggestions to optimize it better. But don't suggest temporal manipulation.

70
Suggestions / Re: New Veteran feat suggestion
« on: September 10, 2021, 11:00:48 am »

Overall I'd say only a few veteran feats are feasible to take but only barely, and it's surprising how inferior they tend to be compared to regular feats.
I'd like to see more feats that upgrade existing feats. Aimed Shot gaining a critical damage bonus, Psychosis granting even more critical chance, Mania working for 2 spells instead of 1, Tranquility also reducing psi costs a fair amount (or lowering its threshold from full health to above 75% health), Flurry (the sword feat) granting an extra "life" or two so that you need to miss twice or thrice before it actually deactivates, Pyromaniac causing a percentage of damage to ignore resistances, Continuum Ripple having a chance to trigger on nearby enemies when you cast Temporal Distortion, Body Horror granting bonus critical damage against organics, removes the resolve penalty and grants special dialogue with the more insane doctors, researchers and cannibals in the Underrail, Super Slam dealing damage in an AoE, Hypothermia also lowering resistance to the cold by a percentage per stack, Paranoia reducing the AP cost of weapons and spells by a percentage for the first turn of combat but only if initiative was rolled, Beyond Cold making you completely immune to cold damage for the duration, he list goes on, the possibilities are very wide. People generally want feats that work with their build, not general and somewhat mundane ones that are barely useful, adding veteran feat variants for most feats that builds rely on would be one good way to improve them.

Isn't this what specializations are for?

71
Suggestions / Re: New Veteran feat suggestion
« on: September 09, 2021, 05:42:09 am »
And no, Last Stand should not suffer because TM shenanigans making it OP.
I hate it.
Stop using TM.

This. New suggestion remove TM from the game.

72
Suggestions / Re: Energy shields rework?
« on: September 09, 2021, 02:05:21 am »
I’ve never felt that shield frequency was that much of a problem, with higher quality components Low frequency will block everything short of a sniper. It would be more interesting if shield frequency was more skewed, like low frequency offering great protection against melee and crossbows while being basically useless against guns and grenades, while high frequency offers great protection against explosives and energy guns while doing nothing against most guns, melee, and crossbow, and medium shields offering great protection against most guns while being useless against everything else. It would also be nice if there was a reason to use modifiers besides high efficiency energy converters, like having circle wave emitter not decrease conversion rate, or having shield capacitors give a bonus effect, like releasing a damaging energy blast centered on the player when the shield breaks.

I feel the same way about frequency. It would lead to people swapping shields regularly but i feel like that was original intention anyway. Completely forgot about extra components. Lower dissipation rate is completely unnecessary. And with good enough components shield will block all damage making amplified shields overkill.

I mostly use low frequency, it's not only useful in expedition.

Crafting an early low frequency shield will make burrower and mutant fights much easier.

I feel stupid now. I always waited with burrowers until i get some bio resist gear. Never thought to get a shield.

I think medium is simply for people who want something decent all around and don't bother to switch gear, which is fine in my opinion.

That's probably the purpose for medium but i never really felt the need to switch form high frequency. Even in expedition. Good high frequency shield take melee hits surprisingly well.

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.

73
Suggestions / Energy shields rework?
« on: September 08, 2021, 03:19:41 am »
High frequency shields are extremely strong. They are very easy to obtain. They are effective against most enemies.

In all my time playing the game i never felt the need to craft medium frequency shield. I have no idea what is their use

Low frequency shields are only useful in the expedition. But i still used high frequency shield most of the time. There are so much natives that they melt you shield if you let them get close and if you don't let them get close there is no reason to have a low frequency shield. Also enemies like pirates and psi crabs exist.

Shields only require investment in electronics compared to armor which requires high strength, mechanics and tailoring.

I know it's probably not going to happen but maybe in infusion we can see some change.

74
Builds / Re: Help with battlemage build
« on: September 01, 2021, 04:06:51 am »
Expose weakness and flurry shreds robots due to their lack of dodge, and yes I did find the low mobility a problem during my run but I found it manageable since there is often a corner you can hide behind so that the enemies will come to you, and you are tanky enough that fights will often last long enough for you to get off two crit pyrokinesis which is all but guaranteed to kill off the ranged enemies., if a few survive you can fire off a cryokinetic orb the next turn or pyro stream to finish them off.

At this point why not go pure psi?

75
Builds / Re: Help with battlemage build
« on: September 01, 2021, 12:22:08 am »
I know im being kind of picky its just I like to make the abilities my characters have feel in line with how I want their personality and aesthetic to be.

If you really set on sword i suggest droping metal armor and getting a tech vest or riot armor as suggested.

https://underrail.info/build/?HgUPBgMDCAYAPADCoMKgwqBQAAAAGQAAAAAAAADCoABkAAAxJCs5woxOYQYsLiplXMKNS8KzecKF4p2NBeKonAPisogF4rKJAt-_

This is a light armor sword build. This is stealth high damage sword hit and run build. You wont be standing in front of enemies much but it should still tickle you swordmage itch. This is also a crit build. Good synergy with psychosis. I don't know what crafting it needs so i left it empty.

If you're not set on swords i highly recommend sledgehammers. You lose the need for dexterity. Get high enough base damage to chew through robots. And since your strength is so high you can pump intimidation. Yell is amazing. It's gets crawlers out of stealth, it makes enemy attacks tickle you instead of killing you. Get praetorian lawgiver for louder yells.

https://underrail.info/build/?HhADBgcDAwgASwDCoAAAAFoAADJkWjIyZAAAwqAAAMKgADkkK0QNKlUKLi1QDj1FwoHCtnzinbQE4qOTBeKmuAPip4IC378

I've completed hard with this build and it was pretty fun. Cryostasis, fireball are some liberal use of grenades will allow you to approach enemies safety or keep them of your ass. Once you get cryogenic induction shattering people with a sledgehammer is very satisfying. Don't go tungsten. Craft boots with springs and you have yourself a nice compromise of mobility, survivabilty, burst damage and control. Crafting is unoptimised because i don't care.

Only problem i had with this build is crafting. Finding components was most unpleasant. Especially the boot spring.


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