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Messages - Easy

Pages: 1 [2]
16
Suggestions / Re: Newton can die before you talk to him
« on: January 06, 2022, 12:02:09 am »
How do you even kill Newton?  ???

No beetle has a patrol path to Newton's corner. And he shouldn't respond to any noises or anything. Unless you somehow lead a beetle to Newton, I don't see how he can die before you talk with him.

Fearing a beetle in to him with a Molotov might do it. I think that's how I lost him the one time it happened.

17
Suggestions / Re: Newton can die before you talk to him
« on: January 04, 2022, 11:02:19 pm »
Have you tried looting his corpse then talking to Big Brett? I've definitely lost Newton and been able to continue the playthrough as normal after telling Big Brett what happened.

18
Builds / Re: Advice on finishing the game (and build help of course)
« on: December 24, 2021, 04:18:18 am »
Bring lots of consumables/ammo to Deep Caverns, and keep telling yourself that you're just doing it for the story/achievement and are ending your next playthrough at the elevator.

19
General / Re: 30-40 hour beginner's review (very long and intense)
« on: December 16, 2021, 01:06:15 am »
Sounds like you want to spend some more time and destroy the game a few times on dominating 8)

20
General / Re: Sell to Aran or not?
« on: December 12, 2021, 12:38:50 am »
Sure. The world of Underrail is a rough place and the Protectorate seems like the most capable faction you can give it to, so if you want to maximize humanity's chances at survival you might give it to them. And then you'd give it to Aran over the Professor because Aran might just murder the Professor and take it anyway.

21
General / Re: Does the doctor feat work with a regenerative vest?
« on: December 09, 2021, 01:26:50 pm »
Nope. Fast Metabolism definitely affects regenerative vest healing, though.

22
Builds / Re: Returning Player in need of do-all build
« on: November 05, 2021, 12:38:05 am »
Here's an AR/armor/Temporal Manipulation build that can handle everything well. Definitely recommended if you want to beat the hell out of everything, as long as you find the burst mechanic fun. Because from mid-game on pretty much every fight is going to consist of bursting everything and using Psycho-temporal Contraction and self Stasis to burst everything even more.

https://underrail.info/build/?HgkDAwoMAwbCoHIAAAAAAGBsAADCoMKgV2NsAAAARgAAditjTzsmFcKHSidJKjFLCFDCtcKkVcOMwq3in6IF4qe0Ct-_

The build also has a ton of extra skill points. I don't think persuasion, intimidate, and pickpocketing are really worth it, or even traps or stealth on a build like this. So the skills in the version I linked are set up so you can pass every crafting/lockpicking/hacking/mercantile check without consumables or swapping in a certain knife, and also use the high level mechanics and electronics components you might find after a certain elevator ride. But you can definitely drop those skills lower, and also some throwing, if you want to pick up additional skills. Don't think it's possible for any build to pass every skill check though.

23
General / Re: Diedrick and Ryl random event
« on: September 17, 2021, 09:50:45 pm »
I've seen them a few times super early on dominating, I think once on the way to mushroom cove and once in the basement of the largest SGS outpost. Skipped them the first time after getting my ass kicked on several attempts. The second time, was able to go back a few levels later, at like 5 or 6, and the fight wasn't that bad between manually entering combat and using some molotovs.

24
General / Re: Can Edgar and his hunters not be so stupid?
« on: September 04, 2021, 03:20:59 pm »
IMO that fight is easier without Edgar and his hunters. They get in the way of grenades, prevent you from manually starting combat, and don't do all that much damage.

Instead of bringing Edgar, start the fight by moving next to the door on the south side of the room, entering turn based mode, and then closing it. Then toss a flashbang, which will give you two turns to 1v1 the ancient rathound. If you can't kill the king after that, just come back at a higher level. I've done the fight at level 15-16 on dominating runs.

Also, not sure why hunters are armed with pistols. Shouldn't they have rifles or at least crossbows?

25
Builds / Re: Rate my basic bitch build
« on: August 25, 2021, 10:10:10 pm »
You want a shield with a High Efficiency Energy Converter and the best Plasma Core you can find. The modulators aren't too important, I'd probably go with the best medium or high frequency ones you can find since you have 3 CON and ranged damage is harder to use positioning and whatnot to avoid than melee damage.

Headwear should be Seeker Night Vision Goggles for more crit.

Not sure about armor and boots for that build.

26
Glad I could help 😆

Quote
Advice : Always Carry Ammo and repaid kit for weapon (My SMG broke apart before the boss)
A Golden advice for Deep Caverns. Pack you bags full before going there. I would probably replace something(Tranquility?) with Pack Rathound for that reason 😆🤣

Yup its my first blind gameplay (My first time playing it XD)  to reach deep cavern so i never though to carry much repair kit because of its weight. I also nearly run out of molotov in there for trigger the ambush XD (Ambush Its love, Ambush its life..)
I deeply resent the deep worms for destroying my smg and its ammo (Im stuck at labyrinth with a broken smg from bursting the worms) :)

Well lesson learned (Always Prepare for the descent XD)

There's a warehouse area down there that has a ton of weapons and armor that you can recycle and turn in to repair kits.

27
Builds / Re: Rate my basic bitch build
« on: August 05, 2021, 09:37:32 pm »
I wouldn't worry too much about the Psycho-temporal Contraction slow effect, everything should be dead or close to it when that drops. You can also use self Stasis and Limited Temporal Increment so that you're almost ready for another one when the first one drops, to offset the debuff. Not much reason to have TM above 70.

You may want higher mechanics to be able to use the best AR frames. Pretty sure you can encounter frames that require 170+ mechanics after a certain elevator ride late game, when you no longer have access to the workbench.

For guns, you want one Rapid Muzzled 7.62 Hornet (three bursts with PtC and Adrenaline up), and either an 8.6 or 9 mm Muzzled Scoped Chimera for Commando procs. The 8.6 would be for incendiary bullets.

For feats, may want to swap Kneecap Shot for Premeditation, it's great especially with Stasis.

Also, the SGS tattoo gives +2 to all skills and reduces all of your skill caps.

28
Builds / Re: Assault Rifle / Crafter Build?
« on: July 25, 2021, 04:10:31 am »
I've done two dominating runs with more or less this AR/armor/crafting/temporal manipulation build - https://underrail.info/build/?HgkDAwoMAwbCoG0AAAAAAGVsAADCoMKgV2NsAAAARgAAditjTzsmFcKHSghJKjFLJ1XCtcKkDsOMwq3in6IF4qe0Ct-_

The really good feats are Full Auto, Concentrated Fire, Commando, Psycho-temporal Acceleration, Thick Skull, and Premeditation. The rest can probably be played around with especially on lower difficulties.

Dabbling in psi for temporal manipulation is really good, since Psycho-temporal Contraction (with Psycho-temporal Acceleration) and adrenaline gets you to 90 AP per turn, which is enough to burst three times with nine bullets each with a 7.62 Rapid Muzzled Hornet. Other gun should be a slower one for Commando procs, I like 9 mm Scoped Muzzled Chimera with the crit damage increase (green) scope.

Other gear, once you can craft it, should be Seeker Night Vision Goggles, Regenerative Tungsten Plate, tungsten boots with springs and high density foam, and a shield generator with the High Efficiency Energy Converter part. 

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