Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Wildan

Pages: [1] 2 3 ... 14
1
General / Re: Super Slam feat question
« on: December 10, 2017, 04:40:45 pm »
Good example how completionists (no secerets - I want to see and get everything) willingly shoot in their own foot. Ironically 7 PER is enough for maybe only half of hidden areas and shortcuts.

2
  • Junkyard surprise can no longer increase perception, will or intelligence
As much as I hate this, it was really necessary. No more INT 3 DIY crafting wizards. :P

DOMINATING terrifies me already. I'm pretty much sure I will not be able to complete the game on it, at least not with permadeath rules.
Haven't played Underrail for something like a year, can't wait to get my ass kicked. :D

3
Development Log / Re: Dev Log #52: Jet Skis
« on: April 24, 2017, 05:25:50 pm »
Can barely wait to try those out. Gotta love that Waterworld pirates flair (minus the bright blue sky).


4
General / Re: is the loot totally random?
« on: December 31, 2016, 10:59:06 am »
It's not only the RR spearhead. Dropped items will never match those of crafted ones, especially not if crafting feats are counted in. There are also some crafting components that never appear in dropped items. It's also documented in the wiki.

I really wish the enemy spawns and their stats were random to some degree.

5
General / Re: Build for first playthrough
« on: December 28, 2016, 08:04:35 am »
A sniper can always equip a pistol/SMG/AR in his second slot and use it situationally without any issue, with a low armor penalty build to it's full potential thanks to Snipe.

A "tin can" build is straightforward and still solid but not as much as it used to be before the nerf. Back in mid 2015 the damage resistance of metal armors and crafting plates was reduced as they were OP. One problem newbies might have with it is that it takes quite a long time to craft really good metal armors (above 80% resistance) and until then one has to walk around without any dodge/evasion and rely on DT of anti-rifle vests (which are better choice early on). Doable with 10 CON but still not really newbie friendly.

Getting ambushed when putting every stat point into PER is not very likely, especially not if exploring hostile areas with detection goggles while stealthed. You'll notice the hidden enemy before he notices you.

On the other hand, as a tin can you also cannot ignore knifers and combat glove guys, not with only 8 or 9 STR. Like I mentioned in my previous post, these enemies often have Crippling Strike, will hit with 95% chance vs 0 dodge and because you're probably not walking around with your shield on depleting it, and you're most certainly loosing initiative, they only need to cause as much as a scratch to get one criplled stack and lower your STR below 8 debuffing you with a 15 AP penalty for not meeting the STR requirement anymore. Another stack and you can't hit reliably with the AR. Luckily as one approaches 95% mechanical damage resistance they'll have less and less chance to actually cause damage and the debuff through the armor. This is where metal armor gets really good.

Metal helmet with shaded visor does make you immune to flashbang but it also lowers PER by 1 point which is bad for a ranged character - less precision and damage. Besides that, it shares the head slot with goggles and you need the smart ones to increase the special attack damage. Burst attack DOES count as special attack. Metal helmet is better suited for high STR sledgehammer guys.

Regarding the build you linked in your previous post destroyor, I assume you unintentionally copied the Weaponsmith feat into the build as it does absolutely nothing for a ranged character. The usefulness of Armor Sloping for a non dodge/evasion is questionable. The only usefulness would be some retention of movement points but in order to reach 95% mechanical resistance you'll need multiple plates and thus reach high, maybe still even 95% armor penalty. Most MP will come from striders anyway so I don't think it's worth taking this feat.
Investing extra 3 points into INT just to be able to craft a good metal armor earlier is probably one of the bigger disadvantages in this build. Those points would be much better invested in maxed PER in the long run but then again a new player will have a hard time surviving with mediocre metal armor because of the need to rely on crafting. Personally I'd still do it but I wouldn't recommend it either for a new player that's going for metal armor.

6
General / Re: Build for first playthrough
« on: December 27, 2016, 03:17:00 pm »
First of all, snipers are not suitable as standalone weapons. They need a secondary firearm, not only for melee oponents but also for all those kills where the enemy is good as dead and vs little pests like burrower spawns. A full 24 AP sniper hit is an overkill here.

Snipers kill from afar and kite pretty well but melee enemies WILL close in from time to time, be it from missing to hit, surprise/stealth attack, lack of ground to cover, loss of initiative roll or the need to dispatch someone more dangerous first. Once a melee enemy gets in his range you'll get precision penalties no matter what, because you need to either:

1.) Shoot while standing within melee range and suffer 40% or 25% (Spearhead frame) "close quarters" precision penalty (vs all enemies - not only those in melee range).
2.) Move away and suffer 30% or 15% (Spearhead frame) "move and shoot" precision penalty.

Those penalties are flat and can't be compensated by high guns skill. 95% CTH will always become 55%/65% or 70%/80% on a Spearhead sniper.
#2 will always apply and #1 can be lowered by 20% with the use of a rifle barrel retractor, but if you need to waste a crafting slot for that, then there is no real use of a second sniper and it's much better to use a fast Assault Rifle as a secondary gun (11 AP 7.62 Hornet/RR 9mm Hornet/RR 8.6mm Chimera). ARs have 5% move and shoot penalty but none for close quarter melee range and ARs are DEADLY point-blank. Sniper has no use for DEX so naturally ARs are the best choice here but it does pay off to bring a 11 AP SMG along (ideally a smart, muzzled 5mm impala with shock rounds) vs situations where you're in danger of becoming crippled.

And this is where some dodge skill is important. For a far-range build it doesn't have to be maxed out but it should be raised to at least 40 to qualify for Uncanny Dodge, but @10 agility I'd raise it to 51 to make the effective dodge skill 90, which will result in a total of 5 automatically dodged melee attacks when activated. Can be increased further with gear but 5 attacks is usually solid vs single enemy.

Uncanny Dodge was nerfed a while ago and has a 5 round cooldown so it won't be a saver at all times. For this reason, like I mentioned above, it's good to have a SMG ready and equip it BEFORE encountering mobs with several unarmed or knife wielding enemies. On higher levels they're very likely to have the Crippling Strike feat and stack the crippled debuff on hit. 1 stack alone lowers STR by 2 points and the character no longer meets the strength requirements to wield the sniper and AR without precision penalty. SMGs don't have any STR requirement so you won't have to worry about that.

Speaking of STR, most ARs need 6 but it's still better to leave STR at 5 and use rathound barbeque to get a temporary +1 buff. It lasts for 20 minutes which is plenty and it's never a problem to carry a dozen or so around. One base ability point saved is worth it.

On a low/0 armor penalty build it does pay off to max evasion, especially @ 10 AGI, actually on anything that can't rely on armor damage reduction and has at least 6 AGI. Nimble is good as useless without Evasion/Dodge.
10 AGI works very well with sniper ofcourse but the best reason to get it that high is the Blitz feat. Though it's awesome it's not nearly as important for snipers as compared to something like a x-bow character. The AP bonus from Blitz is capped to 20 AP so you end up with 70 AP but need 72 to fire 3 times with the anatomically aware rapid reloader sniper (24 AP). You could burst fire twice for 66 AP with the 11 AP assault riffle but that's not good enough, since the sniper is still your main weapon, and if it really gets rough you can still pop in an adrenaline shot. So I'd drop AGI to 8 to qualify for Uncanny Dodge, dump DEX, WILL, and yes, INT too, raise CON to 10 and put everything else into PER:
5/3/6++/10/10++++/3/3
http://underrail.info.tm/?build=AwGloJgVhGGYQA4QEZQoCwgQlcbhizJ4ykgBsMVR6+q9GA7NmfYR0SiBEthbG5QEUFlACclGEwRMsTaZPHigA



3 INT may seem very bad for crafting but actually you can still craft almost everything IF you make good use of Junkyard Surprise (+2 INT) and Core City home crafting bonus (+15% effective skill). With those two and only 3 INT, a maxed crafting skill goes up from 121 to 167 (at level 25). Search for those terms in the forum or Google if it's unfamiliar.
For a first playthrough I wouldn't worry too much about crafting. Just focus on Mechanics so you can craft a scoped sniper (you don't need the anatomically aware one until much later). Chemistry you need only if you want to craft special ammo for the AR (9mm acid and 8.6mm incendiary). 7.62mm micro sharpnel only needs Mechanics.

10 CON is not really needed but if you're still not familiar with the fairly complicated game mechanics, having a high hp pool and immunity to stun (Thick Skull) will save you alot of frustration later in the game).
I'm playing permadeath and by far most of the deaths were result of me getting stunned any not being able to mitgate the damage in the next round I had to sit out. If you don't mind even more min/maxing regarding the skill distribution you could try a slight different build. I play this one for permadeath, and I need to lower Chemistry (35 effective skill for 9mm acid rounds), a bit Mechanics can be saved too and some from Lockpicking/Hacking (70 effective skill is good enough for most common locks) in order to max out dodge. I repeat, don't neglect dodging melee if you rely on weapons which have a STR requirement.
AGI is lowered to 6 so no Uncanny Dodge but 16 PER at level 24 which more than compensates for the loss of bit stealth (and thus Snipe damage). It's more powerful and precise than the build I posted above so I'd encourage you to try it:
5/3/6/10/10++++++/3/3
http://underrail.info.tm/?build=AwGloJgVhGGYQDYQEZQuQhK43GVXQmHBAFgHYQyUD0J0iJMAOYuj-WiENuZKLSgIoVKAE4QFBBTJSYFSeNrjxQA



Uncanny Dodge is replaced by Rapid Fire so when you burstfire for 33 AP you can still fire 3 times for 16 AP with the 11 AP assault rifle (fits within 50 AP). In terms of overall damage gain it's even better than Blitz which has a 10 turn cooldown. RF has only 2. You should take it early unless you come across a rapid reloader crafting component, which you will use to get your 30 AP sniper down to 24 AP. In my experience it's not likely to be found before levels 12+ (when you're done with the drill parts quest).

Suppressive Fire is not a must-have, you can replace it with something of your liking. Survival Instincts, Evasive Maneuvers or Fast Metabolism are good alternatives.

7
General / Re: Build for first playthrough
« on: December 25, 2016, 02:08:30 am »
Real hard to go wrong with a sniper

No offense but it's rather easy to go wrong with a sniper and you made a couple of mistakes, but what really baffles me is that you recommend an almost defenseles build (0 dodge/evasion AND 3 con) with needlessly high crafting skills for a FIRST playthrough.
I'd be surprised if he made it back alive from the SGS caves.

8
General / Re: Nimble Feat Question
« on: November 01, 2016, 12:05:36 pm »
Base 50 evasion at your level is very low. How high is your agilty? It directly raises (or decreses evasion/dodge). I usually don't bother using those skills unless my build has atleaast 6 agility.
In any case, if you rely on damage avoidance you should always raise evasion/dodge to max. There are exceptions though, like when you plan to use feats like Uncanny Dodge.

9
General / Re: Wyatt Pear...
« on: October 30, 2016, 09:10:21 pm »
He is not immune to traps or acid. He won't get stunned or anything but he won't be able to move either and his evasion is gone.

Place several acid blob traps on the left side of the hut with just enough space for you to peek around the corner to shoot him when he's rooted. Make sure the door is closed when you do this otherwise he'll detect them and come forward to disable. You can use this to your advantage though when you place the last trap with the opened door, move a bit back and when he starts disarming manually initiate combat, shoot him and move out his line of sight towards the left corner of the building. It's important to keep him blocking the door as long as possible or his dogs might trigger the traps themselves.

Wyatt MUST NOT see you when he starts his turn otherwise he'll one-shoot you with aimed shot. Always end your turn outside the line of sight, there should be enough room behind the left corner.

Quick Tinkering helps but it's possible without it if you make good preparations. It's more about your gear than your level if you want to take him out. When you get there the first time you should be around level 9-10 at least and that's good enough.

10
General / Re: knife focused build advice
« on: October 30, 2016, 08:32:47 pm »
Playing an assassin is not as easy as it was before the nerf. With Taste of Blood and total of 14 DEX it was possible to get the AP cost down to 4 for steel knifes. In case of TiChrome even 12 DEX was enough for that, making builds possible that would have 4 AP per hit, Blitz, Fatal Throw, Ripper AND Survival Instinct - which in case of knifes is really worth it.

Now fastest possible is 6 AP @ 17 DEX for steel knives, and 15 DEX for Tichrome. I haven't played it enough to say for sure but I rate knives to be weakest weapons for now and hope there will get some favor again in the future.

I'm not a fan of melee glass-cannons. They have a naturally higher risk of dying but if you want to play one it's probably best to max DEX (incl food buff) and add both grenade-specific feats.
S 3
D 10 -> 16
A 10
C 3
P 3
W 5
I 5

Recklessness
Sprint
Nimble
Quick Tinkering
Cheap Shot
Fatal Throw
Ripper
Taste for Blood
Critical Power
Three-Pointer
Expose Weakness
Blitz
Grenadier
Weaponsmith

An alternative would be a CON based build: 14 DEX (+1 from the eel), serrated TiChrome blade and tabbis you'd still get down to 6 AP per hit.

S 3
D 10 -> 14
A 6
C 8 -> 9 (at level 20)
P 3
W 5
I 5 -> 6 (at level 24)

Recklessness
Sprint
Nimble
Quick Tinkering
Cheap Shot
Fatal Throw
Ripper
Taste for Blood
Critical Power
Expose Weakness
Cut Throat
Survival Instinct
Opportunist or a grenade feat
Weaponsmith

Unfortunately Thick Skull is one CON point out of reach but you could drop INT to 5 and replace Weaponsmith for it. The usefulness of this is questionable as you won't be able to take it before level 24, unless you prioritize CON over DEX or WILL, which would postpone Ripper or 6 AP attacks to level 24. Another problem here is the lack of skill points for throwing so I'd stick with the 6 INT variant.

In any case Quck Tinkering is too good to be left out.

11
It does make sense to me. Chemical pistols don't seem to be designed to chamber their ammo casing (unlike firearms) but instead funnel the fluid into the collector for storage and accurate dispersion. Extracting the chemicals back into an empty vial would probably be too inconvenient and unsafe.

12
Suggestions / Re: Dark side of the Force
« on: October 01, 2016, 08:33:37 pm »
It's the classic raider paradox:
How can anybody join their ranks if they attack everybody on sight.

13
General / Re: Yet another build help request
« on: September 23, 2016, 10:30:36 am »
Investing into STR (snipers need 5 min or 4 + food), DEX, AGI (you need stealth), PER, WIS, and probably some INT too (you need more than average amount of skill points) you'd spread yourself too thin. If you want to be proficient with both guns and psi I'd suggest to dump DEX and take assault rifles as your secondary firearm. The points you'd normaly invest in DEX you can put into WIS to get it to 10 and take the best psi feat - Locus of Control. This will be more so important because of low CON.

Statwise I'd start with
5/3/6/3/10/7/6
and end with
5/3/6/3/12/10/7

Alternatively you could sacrifice one point from each INT and PER and put them into AGI to take Uncanny Dodge which would allow you to go light on dodge skill and thus save lots of skill points. I'd stick with 7 INT and crafting feats though. A good shield will be important, especially if you want make good use of the Tranquility feat and if you can fit it in Clothier can compensate for mediocre AGI.

I would NOT dump evasion on a 3 CON build but that's just me because I don't reload on death. Like Ty said it's actually viable to go without it if you have two strong Power Management crafted shields and are good with CC and stealth. Also note that without evasion you'll almost certainly be hit by the enemies and if just a scratch gets through your shield your Tranquility will be rendered useless. You can however go the other path and take Psychosis but I think that Tranquility goes better with stealth oriented builds.

edit: 5 STR works for ARs because you can supplement with rathound barbeque for +1 STR for a total of 6 points so you get no penalty. It's better to use the food bonus for STR than either CON or AGI.

Feats I'd recommend (in no particular order):
Aimed Shot
Sprint
Nimble
Tranquility
Snipe
Gun Nut
Power Management
Critical Power
Premeditation
Locus of Control
Sharpshooter
Concentrated Fire
Commando
Clothier or Ambush (if you choose to invest into Metathermics)

14
General / Re: UHD/4K resolution
« on: September 11, 2016, 06:40:43 pm »
What's with you people and these uber-resolutions. In my days all you needed was 1024x768!

In my Slav days all we had (and needed) was c64 320 x 200 "hi-res". I like to get nostalgic myself but unfortunatelly it didn't save me from becoming uber-spoiled 30 years later.  :P

And all those skill icons in the bottom of the screen are very small even in 2560x1440 resolution, I think you will have to use magnifying lens to see whats drawn on them if 4K support will be added

Not on a 65" screen from 1 meter distance. I know it sounds crazy but it makes perfectly sense for an immersive Elite Dangerous hotas setup and it doesn't bother me for other games either. I'd actually play in full hd windows mode, but I can't make the mouse lock to the windows border for scrolling.

15
+
If I could I'd mod Deus Ex (the classic one) death scream for all human npcs - it's terrifying.
https://www.youtube.com/watch?v=DnfDxP-nD-g

Pages: [1] 2 3 ... 14