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Topics - bati

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Builds / Energy (or Chem) pistols or Sniper for Dominating?
« on: July 12, 2021, 07:33:26 pm »
Hey guys,

Been a while since I played UnderRail so I'm a little out of the loop, there have been many patches since my last foray underground. I was in the middle of an extremely well going Dominating run with a PSI char when the PSI nerf hit, plus other things got in the way at the time so I stopped playing. Couple days ago I found out that older branches are still available so I excitedly ran the game hoping to continue my old save, only to very unfortunately realize I lost all my saves when I upgraded the PC and forgot to make backups of the saves folder, because I forgot that the save files are too big for Steam Cloud. But I digress.

Anyway, I'd like to make another attempt at Dominating, with the latest patch of course, and I'm looking at either Energy (or Chem) pistols or full Sniper builds because they are one of the few I haven't tried yet. Any suggestions will be welcome. I'm strongly leaning towards Energy pistols because I've played stealth based chars so many times that I'd like to try something different. Thanks in advance!

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General / Any way to backtrack from the cave (expedition) to the East?
« on: August 04, 2020, 01:39:44 pm »
https://i.imgur.com/TPCaRsk.png

I used a skill check to jump down (1 agi) into an area with the spiders. Had no issues with killing stuff but the problem is that I left my jetski behind and I can't seem to find a way back.

edit: I have low agi so I cannot hop over some gaps that I found in other cells. Playing on 1.1.1.6.

3
Builds / What will be your first build in Expedition and why?
« on: July 10, 2019, 09:47:31 am »
It doesn't matter if you're in alpha or not but I'm curious what the people are going to roll, what difficulty you intend to play and the reasoning behind the builds.

Against my better judgement I'll probably play a crossbow again, with quick tinkering, deadly snares and grenadier (for burrower spawns, The Beast etc). It's a relatively unique playstyle that's very under represented in RPGs which along with stealth nature of the build is the main draw for me. Sure the snipers are probably more powerful but there's something to be said about silently dispatching enemies 1 by 1 if positioning permits.

And as an added bonus it's a high perception character, meaning you get to see most of the hidden passages and secrets.

I will most likely play on Hard difficulty.

4
Builds / Hook me up with Energy/Chem pistol build please
« on: September 27, 2018, 05:22:19 pm »
I've never played either of these so either option would be fine, but I'm leaning towards Chem as my preferred choice. Also, couple questions - does either of these two weapons count as silent? What's the earliest you can make both options? If I remember correctly there's usually a Laser pistol in Depot A and it might be possible to make one before you enter there, but I'm not sure. No clue whatsoever about chem pistol though. And second - potential blind spots of each weapon? Anything that's particularly annoying, such as crit immune mobs that crossbow builds have to deal with?

I'll be playing on Hard as usual, unfortunately I lack the patience for Dominating, but if the build ends up performing well I might give it a shot.

Thanks in advance for answers.

5
Hey everyone

I'm playing UnderRail again, this time with a build that I've never done before, which is a knifer. I've played more or less all other variants that rely on stealth so I'm quite familiar with the mechanics of the game, but I'm currently in a bit of a dilemma - I'm making a full time saboteur character and for now I've limited myself to these skills & feats: http://underrail.info.tm/build/?GQMQCgQDAwcAMgDCh8KHwoLCh1k8ADwAAAAAAAAAAAAAAE8kJx0WEgZBPgsQPDA

I'm very familiar with grenades and traps and I'm sure I'll be able to get by with the supply I find out in the wild and on merchants, so the crafting aspect of that does not particularly worry me - I will of course invest enough to craft bear traps and high quality leather armor, the only thing I'm not sure of is crafting knives is worth it - the reason I'm asking is because there are some good unique knives available, Kukri in particular looks like a very strong debuffing tool, plus it saves me some feat slots because I don't have to take recklessness or weaponsmith then. Another thing I'm not sure of is if bleed is worth it - I had it on my previous character which was a psi-monk using Claw, and the damage increase was noticeable, but I didn't have access to knife specific feats like Eviscerate so I'm not sure how good these are. I'm aware that if I wanted to utilize bleeding I'd pretty much have to resort to crafting if I wanted to keep my weapons up to date.

Thoughts?


6
General / Sledgehammer build
« on: January 10, 2018, 01:32:42 pm »
As per MirddinEmris' request I'm creating a new thread for the build to see if it's viable for Domination (or anything else :D)

http://underrail.info.tm/build/?GQoHBwoDAwYASwDChwAAAF5kAMKHYWFFKGIAAAAAwocACDEZVTkAYx8DVDAWS0Q

This is just a rough outline - again, feats are taken out of order and some I'm not sure about - like Bone Breaker and Yell. Feats I wanted to fit in but couldn't find space - Paranoia, Fast Metabolism. I'd also like to know two things - does Armor Sloping effectively lower the crit dmg bonus from Heavyweight, and two - is the movement bonus from Boot Spring static? Ie, if I have for example 98% armor penalty, am I still going to get flat movement point bonus from boot spring, regardless of penalty? I've only played a heavy armor build once back in Early Access and then never again.

Gear will likely be metal helmet with visor so I can throw flashbangs at my feet, metal armor, lifting belt, metal boots, shock super sledge.

Starting stats are a little problematic, especially since I'd like to get Quick Tinkering asap. I was thinking of dropping Hit and Run to somewhat combat this and have starting stats of 8 str, 6 dex, 6 agi, 10 con, 3 per, 3 will, 4 int. First point would likely go to dex, second two to int, then 2 to str and 1 to agi.

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General / Death Stalkers are a bit unfun
« on: January 09, 2018, 06:04:19 am »
Disclaimer - I've killed many of these bastards, most on my crossbow trapper (Hard diff), and that mostly came down to how OP Quick Tinkering is. Well, that and backing into a corner lol.

What's frustrating about them is that even at level ~18, with maxed dodge, Nimble and wearing Tabi boots I can't seem to dodge their initial sting, at all. What's worse, on my other character with 12 PER I don't even begin to spot them (not even the non-targetable shadow outline) before I get attacked. And if I manage to hit them with a flare in time they'll usually win the initiative anyway and still get me. It seems like outside of cheese or speccing in a very specific way (Thick Skull, Uncanny Dodge + magic ball) relying on character skills alone just doesn't cut it, not even a small % of the time.

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General / Has the Beast encounter been buffed?
« on: January 07, 2018, 03:38:32 pm »
I just got to the final part of the Beast questline in the Foundry on my crossbow build (Hard diff). I optimistically started the fight with around 25 pre-placed bear traps (about half were poisoned) and I had about 80 or so shock arrows (with Elemental Bolts feat) so I thought I was sufficiently prepared. After what felt like the 8th or 9th (!) wave I realize that wasn't the case.

I mean I knew the encounter was gonna suck for crossbows anyway because I did it in the past (before elemental arrows got buffed) but this feels like it's slightly overtuned.  The only thing I can think of right now is to go shopping and bring another 30-40 traps.

edit: Beaten it by crafting a bunch of mk3 arrows, but still. Feels a little extreme for a quest that is usually done around level 16-18.

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General / How does feat scaling from stats work? Effective or base?
« on: January 06, 2018, 05:44:12 pm »
Specifically feats like Snipe, Uncanny Dodge and Three Pointer, do these take base values or effective? The table for Three Pointer on the wiki goes past 135 which leads me to believe that it scales off effective but I'd love some confirmation.

10
General / Burrower nest keycard
« on: January 04, 2018, 05:00:44 pm »
I completely forgot I can talk to Quinton to convince Gorsky to give me the keycard and since Gorsky is now in Core City I can't really ask him for the card. Can I still obtain it by going to CC?

11
Hi everyone

It's been a while since I've played this wonderful game and with the patch that came out recently I've been thinking it's now a good time to replay it. The last time I played I used a SMG spec ops character and it worked out great. I'm thinking of going with the same option again, but if there are any other good options that can utilize stealth and still have access to hacking and lockpicking I'm all ears. Fwiw I've also played a crossbow user in the past and thoroughly enjoyed that too. The only thing I don't want to do is micromanage buffs so if the build is so tightly tuned that it requires constant upkeep of food buffs then I'm not interested in it  :(. For now I'll be playing on Normal difficulty and save Dominating for the next run.

Here's my planned SMG build - http://underrail.info.tm/build/?GQMOBwMJAwfChzIAAEvCh8KHYEEAAFpaWh1aAAAAAAAATyQmJ0hTGTsdFkY-N0k

Couple points I'd like opinion on:

- I thought about pumping throwing all the way to get ~20% crit on grenades but I think 10% base is enough for 1 feat point investment. Throwing accuracy isn't really an issue when you get stealth and can close the range.

- Gun Nut - worth it? The damage range on SMGs is pretty narrow so I don't think this feat is really worth those extra few points of damage. Could optionally replace with Paranoia, Quick Pockets, Sure Step, Power Management, Sprint, Escape Artist, Evasive Maneuvers

- 14 dex - I have no problem downgrading to 7.62 (I think it has the best type of ammo too iirc), the only goal is to maximize the amount of bursts per turn with a rapid reloader enhanced weapon.

- crafting disciplines - I feel like I'd need a little more investment here, been a while so I don't know how high the components go. Points from dodge could go here if needed.

Other than playing with SMGs again I'm also interested in trying out sniper rifles (read that they need a strong backup weapon which doesn't sound very appealing), psi (doubt it fits the criteria of having both stealth and decent lockpick/hack), the newly buffed pistol specs or a stealth knife/melee build - played a fists character in Early Access and loved it but I doubt a character like that could clear DC without major frustrations.

Thanks in advance for answers.

12
General / Strongest builds for DC (spoilers)?
« on: January 03, 2016, 11:35:58 pm »
I keep reading somewhat concerning reports from people who have 'finished' DC. I use the term 'finished' because an alarming amount of them seemed to have used cheats to beat a particular section or boss. So far I've read about bloated hp, crit immunity, bleed/poison immunity, respawning mobs, trap immunity etc. My highest character (22) is a crossbow user and after reading another crossbow player's reports on the DC I just straight up rerolled because I realised the area seems to have too many hard counters to my build. Right now I'm playing an AR commando but I have a strong suspicion that I will hate myself for not having stealth. Not to mention ammo consumption which is off the charts.

So my question to people who have finished DC - what would you consider a good overall build for the area? Ie, which mechanics will get hit the targets. Is melee only viable or is ranged as backup absolutely necessary?


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General / [spoilers] - Mutually exclusive factions?
« on: December 29, 2015, 08:57:14 pm »
I'm looking for a quick overview on the mutually exclusive factions in this game - ie, working for one effectively locks you out of working for others. In the early access I locked myself in with the Coretech because their building was the closest to the map entrance :). Before I knew what was going on I already got roped into their schemes! In the early version I'm trying to avoid this so I'd like to know in advance which factions don't mesh well together. So far I got:

JKK - Coretech - Praetorian Guard
Free Drones - Protectorate
Institute of Tchort - ?????
Oculists - ?????
Faceless - ?????

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General / Psychosis vs Tranquility
« on: December 21, 2015, 07:29:05 pm »
Just wondering what people here think works better for Normal difficulty. Nerd Commando (https://www.youtube.com/watch?v=cxG64b5SH_o) recommends Tranquility but he's taking 10 CON on his Psion for the feat that sets health to max for two turns. I'm a little conflicted, for several reasons:

1) I don't have 10 CON
2) I think crit on demand (Psycho Mania) would be pretty potent for finishing fights before they even properly start
3) I'm on Normal, not Hard

Is anyone far enough into the game with a Psion to weigh in on this?

Thanks.

15
General / Fist weapons vs high armor - ran into a bit of a wall
« on: July 02, 2015, 06:00:14 pm »
Hi

I'm playing a stealthy techhead that likes to get up close and personal with fist weapons. This build has worked amazingly well throughout the game so far - I just got to Core City but decided to turn back and head to Rail Crossing where I'm having huge issues fighting Faceless. Unless I crit I basically don't do any damage to them and my hit percentage versus them is relatively low as it is - about 70% (weapon is at ~90% durability, but I suspect difference in levels might play some role here - my 17 vs their 20). It feels like I'm missing something important but I can't quite figure out what it is. Fwiw, I noticed the first sign of things to come vs The Exploder in the arena.

My combat stats are as following (level 17):

7 strength
8 agi
9 dexterity
95 melee, dodge, evasion

Offensive stats:

Damage: 21-35
AP: 7
Impact Speed: Very low
Crit chance: 19%
Crit bonus: 225%
Initiative: 22

My fist weapon has 10-17 (8-13,2-4) damage range. I am also using Force Emission which adds 8-17 dmage to my strikes.

Relevant perks (the others are mostly to support stealth and lockpicking):

Nimble
Recklesness
Lightning Punches
Cheap Shots
Wrestling
Combo
Critical Power

Is there something I can realistically add to this build to make it more potent? Note that I don't have any points at all in crafting, so making my own fist weapons is out of the question for this run.

There are a couple perks that I think could help a bit:

Expertise (if it even works with fist weapons, when I took it for testing purposes I didn't see any changes on the Offensive tab)
Heavy Punch
Opportunist (I stun a lot)
Expose weakness
Bone Breaker (very unreliable)

I've also thought about getting a sledge hammer as a secondary weapon but if possible I'd prefer to stick with fist weapons.

Lastly, let me just say that this game is absolutely amazing. So even if my build is fucked I won't be mad at all if I have to restart :).

Thanks in advance for answers.

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