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Messages - Fenix

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511
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.

512
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?

513
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.

514
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.

515
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 http://underrail.info.tm/build/?AwGloJgVhBmEYEZT0TeB2M3GxuEXJPEDGADgNGWuAJsLu3oisJAg4E44AWOciF6goiBPCgA2UmLIguqYNMQRyQA

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.

True.

516
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.

517
Suggestions / Re: Infused rathound leather boots bonus
« on: October 11, 2017, 05:00:25 am »
Lol!
I'm for the nerfs changes with my both hands!

518
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.

Quote
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. :(

519
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.

520
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.

521
Bugs / Re: My usual bunch of glitches\bugs.
« on: October 08, 2017, 07:06:56 am »
Found 2 oddities on body of Faceless Centaur - bug or is it normal for it?

522
General / Re: Chemical/energy pistols
« on: October 08, 2017, 06:57:26 am »
In fight with Faceless on platforme managed to destroy Mindreader, crossbower, sniper and 3 augmented rathound.
There are too much of them for this build.
I'll try them with my Psi when Expedition will be released.

523
General / Re: Chemical/energy pistols
« on: October 07, 2017, 06:39:21 am »
Never again!
This guy in Core City is hilarious lol.

524
General / Re: The Future of UnderRail and it's main storyline
« on: October 07, 2017, 06:36:53 am »
I don't care if it will be new PC, or same PC, will it be 1 lvl or 25 lvl.

But I think that we need Expedition - not "as soon as possible", but soon, in the first appropriate time window.
For now DOS2 dominates minds, in next month or two people will get enough of it, and after that it wil be the time.
I'd promised I would help quickly test the game and report bugs if I knew what would happen to me tomorrow, but I don't.

So my advice is to release expansion faster, in time window that is most appropriate for this, bugs will be stomped with community's help.

525
General / Re: Super Slam feat question
« on: October 07, 2017, 06:08:56 am »
It's not only my preference, it is interesting build also.
E.g. I cleaned up two packs of Faceless - near Foundry and in cave in Core City - from first try.
So nothing so non-optimal in this build.
With all buffs I have like 500-600 dodge already, and 400 evasion.

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