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 - Bjorn

Pages: [1]
1
General / Re: Do the ambush feat work with various utility attacks?
« on: September 16, 2017, 06:26:25 am »
As Sanger already wrote, it works with special bolts.
I just want to add, that it works very well indeed with special bolts, especially since the bonus damage from Elemental Bolts feat stacks with Critical Hits. I have a character basically built mainly around this.
Also, using the Ambush feat starts opening your eyes to the details of the lighting levels in the game.

2
Al Fabet sharing some of his inventory management skills, in the form af an acquired feat (like the Hunter feat), perhaps as a quest reward, could be nice. I think it would make Al Fabet useful for something (at least if you are a massive hoarder like Al Fabet is).

3
General / Re: Ambush - Is This Thing On?
« on: July 06, 2017, 08:44:03 pm »
Oy... Correction to my above Post!

I just managed to do an "Ambush" on a target which was primarily illuminated, because it was "on fire". So perhaps it might work, but I would need to test it more to be sure.
Though not reliable enough to be useful I think... Better just throw a incendiary grenade, works (almost) every time.

4
Discussions / Re: What do you play right now?
« on: July 02, 2017, 09:10:43 pm »
I am currently playing Underrail a bit again.

Otherwise I started playing Neverwinter Nigths 2: Mask of the Betrayer... This time I am doing an EVIL playthrough, and with maximum "Craving".

5
Hi,

In the coming expansion, I had an idea for 2 additional feat (hoarding feats), perhaps as Veteran Feats.

Ancient Pack Rathound feat (or whatever you want to call it), prerequisite the regular Pack Rathound feat, and further increases carry capacity. (for example by 60 or something like that.)

a more "fun" feat could be a:
"Al Fabet" feat.
currently the encumbrance limits are:
Heavily Encumbered 35 points over carry capacity
Completely Encumbered 70 points over carry capacity
the feat could simply double (or triple) those numbers.

Since it is simple Hoarder Feats, they wouldnt break the game balance in any major way, and I guess they would be somewhat simple to implement.

6
General / Re: Scenarios for guaranteed critical?
« on: July 01, 2017, 10:31:22 pm »
I was thinking...
It would be really neat with a seperate entry for "Critical Chance" where it listed all the possible sources for %Critical Chance.

7
General / Re: Scenarios for guaranteed critical?
« on: July 01, 2017, 09:46:28 am »
I have been playing since a while, and I am pretty sure that the only way you will land Critical Hits is by:
- some Feats guaranteeing Critical Hits, and
- increasing your Critical Hit Chance by Items, Base Abilities and Feats

That being said, there is quite plenty of options among those.

If somebody mentioned attacking from stealth, causing a Critical Hit, he might actually have meant the Snipe feat, which can only be done from stealth. (it is not technically a Critical though, but does bonus damage).
It could also have been confused with Ambush, which gives bonus Critical Chance based on your Stealth Skill. Does not require you to actually be in Stealth, but is dependant on lighting circumstances. With enough Stealth Skill, you can pretty much get guaranteed Criticals on every single hit. (I am currently playing a character based on this feat, and it CAN be powerful if done correctly - I might post the build.)

In terms of traps, they must have been referring to using the Deadly Snares feat, which makes all Crossbow Attacks against an enemy stuck in Bear Traps OR Acidic Entanglements into automatic Critical Hits.

8
General / Re: Ambush - Is This Thing On?
« on: June 29, 2017, 08:51:21 pm »
Regarding Pyro Bolts/Fire Arrows shot from Crossbows, I just did a quick test. I am running Version 1.0.1.10
Shooting the fire arrow did NOT give enough illumination to count as Ambush.
Shooting a fire arrow, that then puts target on fire, so that he is literally burning alive. STILL does NOT count as enough for illumination for Ambush.
Subject was in a fairly dark area, so MAYBE it can still work, if the target is already somewhat illuminated, further tests could be done on this. But counting on the fire arrows alone for Ambush, nope!

BUT... dont give up on Ambush just yet. You can use Fire Grenades to illuminate for the Ambush, and this works very well. Just make sure to keep enough distance from the fire, that your own character is still in the dark. In tight spaces you CAN use flares, but doesnt work nearly as well.
My current character is a Crossbow Build which does NOT use traps. 0 points in trap skills. Instead it relies purely on Ambush for doing critical damage. (of course combined with the relevant critical feats). So far I have been having fun with it.
I might do a post describing the build, since it is a bit alternative way of making a Crossbow build, for those who are interested in an alternate type of crossbow build. (though you COULD do combined Ambush and Trapper Crossbow build if you really wanted.)

9
General / Re: "Tchort" ...Random Opinion/Analysis...
« on: October 02, 2016, 09:59:29 pm »
Hi Hayaku

I think you have a point in the similarities, as they are portrayed for example in regards to Tchort.

Sometimes the way that scientists speak about science, they resemble some religious people quite a bit, when you consider their way of speaking. Scientists may (sometimes) have a better basis for being right about certain things, but when they get "cocky" and insists that they have to automatically be right "because science", their attitude is quite the same. I think this might be a basic human behaviour that pops up once in a while, which has more to do with the persons personality, rather than being religious or scientists. So basically, I think it is just a personality trait more than anything.
Just as you will find some people with "A**-hole"-attitudes as well as some awesome people among both religious people and scientists. So I think it is a human thing.

But yeah, I find it quite amusing when some scientists criticize religion for their dogma, while they continue speaking with the exact same manners of speach. Quite ironic actually.

(And please do note that I write "some scientists" and "some religious", because not everyone is like that. Obviously.)

The idea of Tchort and their science practiced in a religious way... hints a bit (heavily) at that actually, so you could easily be right that the writer was trying to make a point. Though it is also cool in its own right, even if it was not.
Makes me think actually... We have (probably) only seen a small little part of the Underrail universe. Perhaps there could be other similar Technologically religious groups in the Underrail universe. (perhaps in a sequel).


10
General / Re: SMG Bleeder Build - A horrible or a great idea?
« on: September 03, 2016, 07:54:45 am »
Well, I am wondering wether you actually need a high Perception for the SMG anyways. When it is done as a melee/SMG combo I guess you should be able to get pretty damn close to the enemies, and thus making it easier to hit.

I have been looking through some of the feats in regards to your stat allocation, and as I can see there is:
Uncanny Dodge, requires 8 Agility. (VERY, VERY useful against sledgehammer opponents.) which you did take.
Hit and Run, requires 7 Agility, which SEEMS very useful for a fast-attack melee build.
Aimed Shot requires 6 Perception (which you dont have), but seems quite unnecesary for this build anyways.
Suppresive Fire also requires 6 Perception, this could be useful, but not vital. So I guess not so important.
Kneepcap Shot requires 7 Perception. It gives a bleeding wound on the target, but then again, it is just 1! bleeding wound, compared to the Burst fire giving potentially A LOT more. Not worth 3 stat points.
Cheap Shots, 6 Dex and 5 Int, giving Melee +50% crit damage, and 15% chance to incapacitate, very useful for this.
Expose Weakness, 5 Int, VERY usefull actually for a tough enemy. Build a ton of bleed stacks, then use Expose Weakness to lower their mechanical resistance, and then WHAM it with the Eviscerate!
Spec Ops, requires 6 agility, and cuts 1/3 of AP cost from SMG burst, so vital.

Soe... as far as I can see, you dont loose much but only having 4 Perception. The only thing I am curious about, which will only really show up as you start playing the build, is if the 4 Perception gives enough %to hit with the SMG. If it does, it makes sense only keeping it at 4. Since we mostly use the SMG to apply Bleeding Stacks, the actual damage done by the SMG is not so important. So as long as we can hit stuff, we are good.

I agree with keeping the Con on at least 5, so you dont end up with a glass cannon.

On the Robots, what I usually do with the early, bullet-shooting robots, is to craft a good Tactical Vest, with a nice Damage Threshold against bullets, making me immune to their attack. Then I can take my sweet time in slowly chipping away their HP. Sometimes horribly slowly, but it gets the job done. Also I like Expose Weakness against robots, makes it possible to suddenly hurt them with melee.


11
General / Re: SMG Bleeder Build - A horrible or a great idea?
« on: September 02, 2016, 09:38:33 pm »
Hi Tygrende

Cool  8)
Thanks for the tip!

I guess this means it is most practical to join the protectorate for this build then.

12
General / Re: SMG Bleeder Build - A horrible or a great idea?
« on: September 02, 2016, 07:29:35 pm »
Thats cool  :D
I am happy to hear, that my idea inspired you.

I am curious, how are you planning your build? (Especially on the stat distribution.)
10 +lvl ups Dex is obvious, as it heavily affects the amount of attacks you can do.
at least 6 Agility is vital for the Spec Ops feat, also increasing amount of bursts you can do in a round.
Perception for the gun skill (though since it is a melee hybrid you can get pretty close to enemies, which will make them easier to hit, so exactly how high, I dont know)
But the rest... talk about tough choices.
Should you go 7 strength for the Full Auto feat (going from 7 bullets per burst to 9 bullets per burst). It is neat, but is it worth 4 stat points?
How much Constitution can you squeeze out? should you get a bit, or go full-on glass canon.
Ooooh the choices. :-\

I finally found the Micro-shrapnel Bullet blueprint on my Super-tank Assault rifle build, so I think I am going to try it out a bit with the assault rifle, to see how the bullets actually behaves practically. Probably I am going to finish the game with this build, before playing around with a bleeder build though, I am curious to see the end game area, and what challenges lies ahead.

Also... let me know, how the build works out.

And now we are at it, does anyone know a vendor, or a place where you can for sure get the micro shrapnel bullet blueprint?
(Quite important, since the whole build depends on it)

And does anyone know if the end boss can get bleeding wounds?
(Because if it can... then think 2-3 rounds worth of bleeds-stacking with the SMG, and then ending off with an eviscerate 8) )

13
General / SMG Bleeder Build - A horrible or a great idea?
« on: August 31, 2016, 06:51:30 am »
I am getting more and more familiar with the game mechanics, and had an idea.

Idea:
What about making a build, that uses SMG loaded with Micro-Schrapnel Rounds, to make all the bleeding-counters. Then utilizing feats like "Taste for Blood" and "Eviscerate" to end them rightly.


As far as I can figure, a good SMG-build would need high Dex, which synergizes well with a knife-melee build.
With a Dex in the 14-16 range, one should be able to make SMG Bursts at 12-14 AP per burst. And since each Micro-Schrapnel bullet hitting has a 50% chance of inlficting a bleeding wound, it should be possible to quickly stack up A LOT of bleeding wounds on your targets.

A bit of guessing numbers:
Taste for Blood is a nice feat, but the overkill is Eviscerate, which gives a 50% damage bonus per bleeding wound on target.
Lets say you fire 3 bursts with each 7 bullets, 21 Bullets total. If we assume that around 14 of them hits. That would then in average inflict 7 bleeding wounds. Ending that off with an eviscerate, you would get a 350% Bonus Damage, which is not too shabby.
Plus... keep in mind that other enemies might get hit in the cone of fire as well, also receiving bleeding wounds.

I havent figured out the whole build yet, but what do you guys think. Is it a great idea? Or a Horrible Idea?
(And if it is a horrible idea, then why? What have I missed?)

14
Well... I just now managed to defeat him with my lvl 10, TankyTank Assault Rifle build. (A slightly experimental build, as I am going to max out Con to 16 as primary stat.) Normal Difficulty.
Carnifex had initiative, but I resisted his "yell"-intimidation attack, which is important. (If I dont resist, I will have my Gun skill reduced to almost nothing, meaning I almost cant hit him.)
I definately did not get him in first try, and I did need a little bit of luck, but because of my build I could fairly easily tank him for quite a long time. My weakest point was when he used Yell, and it became almost impossible for me to hit carnifex, even with a 9-bullet burst fire!

I relied mostly on damage resistance from armor, AND Damage Reduction.
A few vital things I learned/figured out in this regard, which others might find useful:
1. Dont use a metal armor, the moment Carnifex gets a few crippling strikes on you, your strength gets lower than the minimum strength of the metal armor, and your AP gets reduced by 15 points!. If you instead choose a good riot gear with reinforced fabric panel (and regenerative vest), you will actually get the same damage resistance against carnifex melee attacks, as you would with a Metal armor. Because Riot Gear has a 75% bonus to Damage Resistance and Threshold against melee! Only minus is the lower Armor penalty which makes Juggernaut Feat not work. (Riot Shield was NOT an option, as I was using Rifles)
2. Damage Reduction is not in itself overpowered, but when combined with Morphine, it gets pretty wild. With "Conditioning", "Lifting Belt" and "Mushroom Brew" I had 37% Damage Reduction, but when combined with Morphine I get a whooping 87% Damage Reduction, which are applied AFTER the armors Damage Resistance. When you multipliy that with the Damage Resistance of armor pieces, then Carnifex suddenly only damaged me for 10-15 damge per hit, which is much more survivable.
BUT... remember what happens at the end of the 3 rounds of morphine! (Actually that was how Carnifex died, I had him down on around 5% life, and then his morphine ran out taking away his last bit of health.)

Combine this with some Stun from a Taser, and a Flashbang, you can stay alive for a while.

Of the above, using the Riot Gear should be availible for most Character Builds, at least without the regenerative vest if you are not a crafter. And for stealth builds, it should be possible to craft a Riot Gear with Black overcoat that gives +stealth.
And by using a Lifting Belt and perhaps Mushroom Brew (if youre not a Psi-character), you can miximize the advantage of the Morphine. (Pure Morphine means 50% damage received, with just the belt and brew, you get that down to 30% damage received, which is almost doubling the advantage of the morphine.)

That was just my 2 cents in regards to Carnifex, at least sofar.

Pages: [1]