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Messages - Fenix

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General / Re: Minor tips and tricks for Underrail
« on: October 16, 2017, 12:28:22 PM »
This is a hilarious idea and I love it. You could have Dude or Al Fabet act as junk traders (even more than the actual junk traders in Junkyard) that take in the most random crap ever for nonsense reasons. I can totally see Dude saying something like, "I need 40 sledgehammer handles and 56 flares, stat! The tiny aliens in my Mushroom Brew demand it, and they're not messing around!"

I know that the rags and bottles are useful as molotov components, so maybe the Free Drones could accept them?

I got in mind that Fallout 2 quest when barman in Vault City asks you to bring real alchohol.
And yeah, Dude seems to be a perfect candidate for it, just imagine - you can't sell 4-5 items in the game, and boom! you finally have found a weirdo that needs exactly that in large amounts, with no real money in return, just some funny fluffy dialogs. Or something like that. Or different.

General / Re: anti-Carnifex cheese
« on: October 16, 2017, 12:14:55 PM »
Tazer? Dude....

I think it will give Tranquility build even more versatility and control over battlefield, but I already did run with it (dropped it to not spoil al the joy before Expedition), so I'll try crit psi build.

General / Re: feedback about my last build
« on: October 16, 2017, 12:06:51 PM »
looks like your playstyle is more focused on defense and mitigating damage rather than spiking the enemy down as fast as possible.
Which is not effective as focusing on damage given nature of games - you are the one, enemies are many, but it doesn't mean it won't work of course.

General / Re: Minor tips and tricks for Underrail
« on: October 15, 2017, 05:47:17 AM »
Yes, I can't sell hammer's handle, flare, boxes for tnt, and rags - can we have some quest for the last and the flares?
Maybe some humorous - like someone need all these hundreds of rags and flares, and someone wonder why they don't need to anybody.

General / Re: The lost train, persuasion and joining the Free Drones
« on: October 14, 2017, 01:39:53 PM »
Anyhow, I think this is the only way to join Free Drones without dooming Rail Crossing.
I see.

General / Re: Acid Cyclopean Eye
« on: October 13, 2017, 10:30:16 PM »
I'm not sure how you can unlock Core City before you enter Deport-A...

Also, I think - maybe you need to plant explosive (gang wars) before you enter Deport-A?

General / Re: Requesting crossbow build from Wildan
« on: October 12, 2017, 07:24:17 AM »
Well, you can put skill points in dodge instead.
Or in dodge AND evasion minus persuasion.

At least there will be no stealth enemies for you, so you can plan your fights.

General / Re: Requesting crossbow build from Wildan
« on: October 11, 2017, 04:59:40 PM »
Well, I did Deport A without it, but if I did not then take Quick Tinkering then, I would take Snipe.

General / Re: Requesting crossbow build from Wildan
« on: October 11, 2017, 08:24:42 AM »

The equipment should consist of:
1 damage dealer crossbow - Scoped (anatomically-aware) Super Zephyr Crossbow. Tornado is stronger but has fewer, weaker criticals, a 2% CtH penalty and also important - 15% instead of 10% move and shoot penalty. Ideally you'll be shooting first and then moving but now and then you won't be able to do so because sometimes you'll have to hide behind a corner to lure the enemy in your trap, and when he steps on it he'll be rooted and you likely won't see him unless you step out from cover again. Also on some rare occasion a bug happens where the enemies can fire at you but you can't fire back unless you move. This problem is not special to crossbows and can happen with any ranged weapon.
1 special bolt spammer crossbow - Scoped (anatomically-aware) Pneumatic Cyclone Crossbow. I'll get more to it later.

This is a really cool build, so thanks Wildan. But how is it affected by the Bowyer feat?

I playing now (just postponed it for sledgehammer build) crossbower, and while traps greatly help in certain places, for expierinced player they trivialize things too much, and I almost don't use them in late-game (I haven't been in DC yet).
So if someone experienced with the game, I recommend go without traps - you will get more free skillpoints and 2 feats.

Here is the build I actually want to play

You can find that Snipe and Ambush is excessive when both are taken, dunno, didn't used them yet so I don't know.
Also Paranoia can be a bit overkill with 15 Perception, for me it is fine.
So you can replace 2 feats for something you like more, or even more - e.g. Evasive Maneuvers, Concussive Shots, Kneecap Shot, Recklessnes or Nimble.

Not as powerful as build with traps, but powerful enough to complete game I think.
I just don't like to spend feats for situational fights when traps make things easier - I'll better use bear traps with zero skill before fight, and plan my fight than I spent feats on that, because most of the fights doesn't require that.

I'll take the opportunity to say once again that I love where crossbows are at the moment.


General / Re: Chemical/energy pistols
« on: October 11, 2017, 05:05:23 AM »
Right, but that mean that this is actually grenade build, if you relies and used only them for one fight.
And I don't want to use them, I want to use my primary weapon.

Suggestions / Re: Infused rathound leather boots bonus
« on: October 11, 2017, 05:00:25 AM »
I'm for the nerfs changes with my both hands!

General / Re: Chemical/energy pistols
« on: October 09, 2017, 02:37:46 PM »
Effective use of incendiary and gas grenades isn't gated behind any particular skills or feats, so any build can use them to create a killing field for the Faceless near Core City.
If you use grenades on any build - it is grenade build, and not sonething different.

You cannot access the pillars below Core City without joining the Praetorians. The area JKK sends you to may unlock after the warehouse attack no matter which faction you join, but Jookhela's area never does.
Shit. :(

General / Re: Chemical/energy pistols
« on: October 09, 2017, 10:04:33 AM »
Also, as guy with sledgehammer, I joined Praetorians.
And after their first initial quest were finished, I was that closed door, leading to a quest area for JKK mission was open.
So, this 2 doors in sewern will be open after initial quests?
I just want to go as Psi next time, and join Coretech, but want to visit misterious pillars in sewer.

General / Re: Chemical/energy pistols
« on: October 08, 2017, 08:55:36 PM »
Any build can take on the Faceless at Core city by using morphine, gas and incendiary grenades
When build using grenade, this mean grenade build, not any but one and only grenade build.
Sledgehammer or nothing.

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