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Topics - Fenix

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31
General / Quick tips for new players
« on: September 12, 2019, 06:21:16 am »
So, you launched the game, and now you think what to choose - what difficulty level and experience system?

First - pick Normal. Play it untill you feel that it's too easy for you, and doesn't have any challange for you.
Then you can start on Hard. When you feel your build is powerful enough to get you bored - then and only then it's time for Dominating.
Don't be afraid to do your own build on Normal - you can finish the game with every build there, even with very non-perfect or straight bad.


Classic or Oddity?
Try Oddity - it's new, you could try classic experience system in every other game.
Oddity has many advantages - did you ever gat that feeling, you met that NPC, done quest for him, and now he's leaving the map, walking to the exit to vanish forever, and he has tons of exp inside of him? But you like him! And roleplay! But exp!
*kill crash murderhoboing*
Or have you ever dropped the key to the door, so you can just lockpick it and get that sweet exp?
Sadly, I'm familiar with such stupid behavior.
But Oddity solves it all! At least for exp reasons. :P
You don't need to eliminate every single living being in a rush for exp.
Also, you wan't to avoid combat - Oddity is best way to get experience.
And with classic system you will hit the lvl cap long before the endgame... so your character won't develop farther and that's a bit boring - or a lot, while Oddity is adjusted in a way that all fights will be more or less challanging for you.

If you don't have idea how to build a character but don't want to spoil the fun with guides - just specialize.
Specialize in everything - ability points aka stats, skills, feats. Don't be "... of all trades master of none".
Your stats are maximal or minimal, and don't just add stats just in case - they are there to open access to feats and enchance your skills.

Hope it will be helpful for someone.

32
Bugs / Ambush being triggered
« on: August 25, 2019, 09:58:39 am »
with shotguns, according to some codexer.
I didn't check this, so can't confirm.

33
Bugs / Door in RK lair
« on: August 21, 2019, 12:29:02 am »
is conusing a bit - of half of double doors is restricted for touching it, while other is not.
I guess both doors should be restricted, so you can't close them and seal there 2 Ancient Rathounds, right?

Also, guys - on the way to RK lair on map cv24 still no mark that there is also mindshroom growing there.
Map markings for map cv20 still doesn't show Ancient Rathound that appear only on Domination.

34
Bugs / Muties encounter
« on: August 18, 2019, 09:32:37 pm »
has old barrel.

35
Bugs / Barrel access
« on: August 18, 2019, 01:45:36 am »
through the wall.

36
Bugs / Adra in the barrel
« on: August 17, 2019, 07:56:25 pm »
Adra stuck in the barrel left from previous random encounter with beggar.
He can't move, I checked it.
Zone "up6".

37
Bugs / Industrial Bots are weaklings
« on: August 16, 2019, 09:21:05 pm »
because they immobilazed by net for 2 turns.
Which seems like bug or oversight.

38
Bugs / Buzzer floating
« on: August 16, 2019, 06:58:42 am »
phrase is a bit off, because he keep telling second phrase after Mindless Reader was laready eliminated, and he actually asked to searh his body.

39
Bugs / Wrong map description
« on: August 16, 2019, 06:05:51 am »
Hey!

40
Bugs / Wrong conversation order
« on: August 11, 2019, 06:56:34 am »
After eliminating Ethan at SGS, if you talk to Vera, you will get her line with your character name and portrait.

41
Bugs / Traversables
« on: August 06, 2019, 08:15:56 pm »
Safe.

42
Builds / Dwarf Fortress
« on: August 05, 2019, 01:11:18 am »
http://underrail.info.tm/build/?Hg4MBgMDAwUAAADCoAAAwptzAEYAc3MAc3MAwqAAwqAAAAAxOStpGMKowocGB0sDVCYSQsKpwrYN4qe-BeKpmAXitqAF378

OK, it's fragile mobile fortress. But your main mean of defence will be mobility, and armor mostly for Heavyweight critical bonus damage, you shouldn't be tanking damage really with your 100-200 hp.
You want metal armor as heavy as possible, with blades to proc Vile Weaponry, and 95% armor penalty.
The main trick here is that Movement Points you get from Psycho-temporal Contraction (PtC) does not affected by your armor penalty, so between Sprint and PtC you will be as mobile as that skinny dude in leather armor (but not really).
So, you get 30 MP from Sprint for 2 turns, and who knows how much from PtC with skillpoints pumped in Temporal Manipulations for 3 turns. Given the damage output of this Mobile Fortress, with its 200% crit damage bonus, it will be enough to eliminate most of the threats for that time.

Things I'm not sure about - Vile Weaponry or maybe Crippling Strike? VW takes time to proc, but it's good against sturdy enemies like crabs which could be annoying on Domination, CS could be useful against melee sledghammerers (and on Arena) or against some enemies that use AR. Well, in my opinion Vile Weaponry looks more useful, especially we already have Bone Breaker for bosses.
Or you could take Trigger Happy and forget about those two above.

Also not sure in specialization points allocations - how good is math-wise Improved Unarmed Combat Damage, but bear in mind this feat increase your base damage afaik, which is further increased by Heavy Punch, Crippling Strike and the like.
And what difference is between putting points in Cheap ShotCritical Damage and Critical Power.

Skillpoint allocation is very approximate, do as you think it will be more useful.

43
Bugs / Crafting wndow preview bug
« on: July 30, 2019, 01:46:19 pm »
When you craft shotguns, and if you have shotgun in hand slots, preview is showing number of shells in burst same as shotgun you have in active hand slot. Shows right when nothing in hands.

44
Bugs / Scanner doesn't act
« on: July 30, 2019, 12:36:30 am »
Despite being seen by cameras (red) this Scanner didn't move from his room to attack.

45
Bugs / Unnamed kitchen
« on: July 29, 2019, 10:20:30 pm »
furniture.

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