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Messages - keats92

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1
General / Power to Tithonus Lab in DC?
« on: July 24, 2017, 09:49:03 am »
It doesnt show up as an alternative in the list of places to power up even if i have turned off power for everything else.

Is there something i need to do first?

2
General / Re: Arke Keycards/keys?
« on: July 18, 2017, 06:33:57 pm »
This was posted elsewhere in response to this thread, so I put it on the wiki.

full size: http://www.underrail.com/wiki/images/4/48/Arke_keys.jpg

Thank you!

But how do i get in to the room with the janitor locker?

I cant even find the button to open the door.

I feel like a retard over here

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General / Re: Arke Keycards/keys?
« on: July 18, 2017, 12:36:23 am »
So i need the janitors closet keycard and i need to get it from a locker in a room to the northeast of the second area.

How do i get in to the room to the northeast to get the janitors key?

Someone please help

4
General / Re: Arke Keycards/keys?
« on: July 17, 2017, 08:50:38 pm »
Have you seen a hallway guarded by four plasma turrets? you have to go there, but there are a few ways to avoid being incinerated:

- With Hacking you can disable the turrets for some time.
- If you have a Omni-tool (and high Lockpicking skill) or a crowbar you can go to the entertainment room and open the ventilation shaft to circunvent the turrets and proceed to the next area
- If you are ranged (Best if you possess Guns skill) you can attack the turrets individually at a safe distance and pull back the same time to not get attacked until they are destroyed
- The last resort: Run through the turrets and get to the transition area, very dangerous but adrenaline and morphine can help a lot, better if your build includes high mobility and evasion.
Yes, i have killed the bots and im in the second area to the east, but i can't seem to find the keycard to the northeast room.

I guess that you need to get in to that room to progress, but i cant find the keycard.

5
General / Arke Keycards/keys?
« on: July 17, 2017, 04:03:23 pm »
The only key/keycard i can find is the one that unlocks the entertainment room.

I have walked around for like 40 minutes i cant find any other key/keycard.

I assume that i need the Janitors keycard but how?

Can someone provide pictures or tell me in more detail than the wiki where the next one is cause im about to give up.

Please help

6
General / Deep caverns and charlevel
« on: June 19, 2017, 06:54:04 pm »
My friend said that once you enter deep caverns you have to stay there until you have played through that part of the game, is that even true?

Anyway, which level were you when you entered deep caverns and what level were you when you left?

I have done all the sidequests and explored all the areas, i am 3 oddity xp from level 21, is this normal?

7
General / Which emitter for electroshock pistol?
« on: June 06, 2017, 08:03:28 am »
I have looked everywhere to be able to craft the electroshock pistol and i just can't find the right emitter.

Help please!

8
General / How to begin Black Eels questline?
« on: April 19, 2017, 07:43:31 pm »
I'm at the quest where you're suppose to find out how the Black eels gang are getting into the old junkyard.

Is this how you progress into doing quests for the black eels?

Cause if not i don't think they will like me if i kill a bunch of their members but i haven't found a way to do a quest for them yet.

Any help is appreciated, thanks!

9
General / List of requirements of skill for crafting?
« on: April 16, 2017, 09:58:54 pm »
Is there a list where you can see exactly how many points in a skill that a specific item requires to craft it?


Thanks!

10
General / Re: Playing an assault rifle combatant
« on: June 04, 2015, 10:02:03 am »
To get back to the actual build. This is what I would recommend:


Like I mentioned in the beginning, heavy armor is not the best option here. Better idea would be to set strength to 6 and use tactical vests. I'm not very fond of riot gear for nimble characters. They can be very useful, especially the shield variant but you cant use that with ARs. Besides that, to get the 10% nimble bonus you need an armor with 15% armor penalty or less. Riot armor always has at least 20%.
So stick to light tactical vests made with reinforced fabric ballistic panel which favors resistance. Don't use armor plates. Going after high damage threshold is only really worth it with ballistics feat and kevlar balaclava/tabis. You cant pick that feat here and need the headgear slot for goggles. Conditioning + ancient rathound leather tabis + lifting belt + good vest will give you solid mechanical damage resistance.

Use http://underrail.info.tm to decide how to spred your skills. Go full on guns, dodge and evade, few points in traps. Lockpicking and hacking up to effective 75 (including tools + Jackknife) and then just enough so you can open the locks (you previously failed) after next levelup, psychokinesis 25 for force field (very underestimated psi ability), metathermics 35 for cryostasis (together with electropistol you can keep 1 enemy stunlocked), for crafting you'll only really need mechanics + electronics + tailoring. the rest of crafting skills only if you can afford them (which you probably won't), initially up to 50 into throwing and additonal points only when you dont need them right now for crafting. Make sure to use junkyard suprise for temp int bonus. I usually dont aim for +2 (small chance) until I have hoarded lots of them but instead for +1 (much more likely to get). With +1 you'll have 4 int which will offset your -10% skill penalty you get with 3 int.

A major problem with this build is you use more than 2 different weapons. I always recommend amplified electroshock pistol in one slot. Seriously, that thing is so OP, with crits you often kill 3 enemies that are around your level. With so many burst feats, you also want a fast AR in the other slot, but you also shouldn't miss doing executes with a .44 cal pistol. The issue is you would have to waste full 50 ap points to swap a weapon from the backpack.
So one alternative idea for this build would be to replace either full auto or supressive fire with quick pockets for 25 ap weapon change instead of 50 ap (one extra utility slot is helpful too) and take it earlier in the game. That way you can start battles with a sniper from afar, with lots of grouped enemies burst them with an AR and for vs 1 or vs 2 a .44 cal. I haven't playtested this particular build yet but I'm sure it's not only very versatile but also fun to play. Carry weight limit might be a problem though.

If you're in for min/maxing, the way things work right now with amplified weapons it's best to stick to a max dex build with pistols. Still room for quick pockets and strategical gameplay with a sniper until the enemies are near enough for the pistols. Skillwise only difference is stealth instead of throwing. All in all something like this:

Great answer thank you, i think i will go for a Sniper/AR Pistol Vest build.

What was that you said about agility, that i need it for SMGs or do i need it for pistols aswell?
You also said to max out evade and dodge, is that with or without points in Agility?

11
General / Re: Playing an assault rifle combatant
« on: June 03, 2015, 10:01:45 pm »
No armor will ever lower your stats. However every armor has a derived statistic called armor penalty which decreases your movement points, dodge, evasion and stealth by the same percentage. It's capped at 95% (can be lowered with feats) so if you plan a heavy armor character with armor penalty at, or near that cap you should dump agility and all skills based on it, as they will become (nearly) useless.

There is one exeption to this. 6 agility for characters with 95% armor penalty who need to take sprint feat as the only way to gain mobility, for example heavy sledgehammer users with heavyweight feat. They should still disregard agility skills as mentioned above. Tabi boots also give flat movement points which are unaffected by armor penalty. This is actually a bug because those MP should decrease as from any other source. I think a fix is planned for the next patch.

If you have at least 6 int, in most cases it pays off to invest in armor sloping and nimble feats to significally lower the armor penalty. It's possible to make a super steel armor brawler with capped 95% armor resistance and still low enough armor penalty to be able to use lightning punches feat, hoever not until later in the game where you not only need good quality super steel plates but also high enough crafting skills. Junkyard can give you up +2 int poins temporarly which is a great help in this matter.

There is no relation between armor and dexterity.
Thank you for the long answer

I'm gonna make my first character so i want to try out atleast 3 of the craftings skills.

I just have a few offtopic questions hope it's okay

Would you say it's better to have 8 str and use heavy armors or 6 str with riot gear and 5 points in con and conditioning?

I want craft alot and use pistols, smgs, grenades, and AR as offensive so i'm thinking something like this

st 8 or 6
dex 10
ag 3
con 3 or 5
per 8
will 3
int 4

skills:
guns
throw
lockpicking
mechanical
electronics
chemical
biology
tailoring

it's my first character  but i still wonder if i have thought out an okay build?

12
General / SMG - Armor - Crafting
« on: June 03, 2015, 02:57:02 pm »
Is it possible so make a good offensive defensive and still be able to max out 3-4 of the crafting skills?

It's my first playthrough and its pretty advanced which i like, i also like the Science crafting like in arcanum.

I'm thinking something like this

ST 7
DEX 8
AG 3
CON 6
PER 8
WILL 3
INT 5

and then i'll just play around with the skills and feats since it is my first character.

Anybody else who has done a SMG AR Crafting character?

Thanks

13
General / Re: Playing an assault rifle combatant
« on: June 03, 2015, 02:22:34 pm »
Does steel armors affect dexterity?
If i want to use heavy armors should i ignore dexterity and agility completely?

14
General / Re: How much is left on main quest-line?
« on: January 26, 2015, 08:27:22 pm »
you can read up it here
http://underrail.com/forums/index.php?topic=1114.0
 the tl:dr version is
next update(the one we are working on now) will be the last early access update, after that we will do the final place in underrail and there will be no more new places, we will take some time to polish up the game and that's it folks, than its shipping time.
Okay
So 1 update, 1 content update and then polishing, so about 2-5 months left?

15
General / How much is left on main quest-line?
« on: January 26, 2015, 06:32:02 pm »
I'm really excited about playing this game, it's just that i want to be able to finish it without taking a break..

So i'm wondering how much of the main quest is already done, or how long it will be until the game is finished.

I haven't gotten any answers from the moderators so that's why i'm making a thread.

Thanks

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