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21
General / Re: Help with high making CON build?
« Last post by Bruno on August 19, 2017, 01:03:45 PM »
If you're going to put so many points in CON you can go PSI and still have a lot of HPs. You'll also gain:
Stoicism - stack nicely with other damage reduction sources, including Lifting Belt;
Fast Metabolism - more healing;
Force Field - 25 Psychokinesis (you don't need more to make good use of it); a barrier that can shield you from ranged attacks and make your enemies close distance so you don't have to; good for slow melee;

Other PSI abilities that can help with survivability are Disruptive Field, Cryo-Shield and Pseudo-spatial Projection. Not to mention crowd control.
You can also support your hammer strikes with Psychostatic Electricity. You'll need 30 Psychokinesis for Electrokinesis.

I'm not posting exact build because i'm lazy i believe building character yourself is very fun.
After some thinking, I decided to be inspired by hilf, and go with psionics as second power.
Specifically metathermics and freeze abilities, supported by basic psychokinesis.

It is unfortunate that we must give up ~25% of our HPs to do so, but it is a lot more fun to use various psi instead of only sledge, and we gain much needed range, for a slow tank. Also, Stoicism kind of makes up for lost HPs.

Stats:
STR 10
DEX 3
AGI 3
CON 10->14
PER 3
WIL 7
INT 4->6

Skills:
Melee
Hacking
Lockpicking
Mechanics
Electronics
Biology (some)
Tailoring
Psychokinesis (30, for forcefield/electrokinesis)
Metathermics

Feats:
1- Opportunist
1- Stoicism
2- Conditioning
4- Thick Skull
6- Juggernaut
8- Cryogenic Induction
10- Premeditation
12- Armor Sloping
14- Super Slam
...

Basic idea is to be a walking freezing tank, crushing everything to bits that is close enough, using mainly cryokinesis for long range.
Cryostasis+Cryogenic Induction=Shatter
Super Slam+Huge hit pool (Sturdy vest heavy armor, juggernaut, high con)=shatter everything to tiny ice cubes.

Currently in depot A, and it is very fun so far :)
Criticism of build is welcome.
22
General / Re: Help with high making CON build?
« Last post by Fenix on August 19, 2017, 12:10:06 PM »
While I see Bruno's request, heavy tin cans were never my cup of tea.

So, I made stealth one-shotter with hammer. Balor's hammer.

http://underrail.info.tm/build/?AwGlEYQJgVhcBsIkA4QGYNYOxjxdOcdCcIwkFUFOUCYeu+B5pt-PJcNWaAThAAWUIIExBIGLgRxscFBL7ogA

There are few variation - not sure how to use last feat.
Is it Opportunist, or Deflection (which should give +100 dodge), or Evasive Maneuvers, or Pummel (how useful it is at all, tell me who played hammerers?)
I concidered Bone Breaker and Super Slam as a waste and overkill.

Also I took both Sprint and Hit and Run, ans it can be overkill too, so possibly we can throw out one of them.
23
Suggestions / Re: New weapons and items
« Last post by Tygrende on August 18, 2017, 02:55:12 PM »
The thing is, while cool, those weapons wouldn't bring anything entirely new to the game. All the niches they would fill are more or less filled by already existing weapons.

Quote
flame thrower

Pyrokinetic Stream is just that.

Quote
grenade launcher
Grenades already exist and fill their role pretty well.

Quote
machine gun
Assault rifles and SMGs are all about burst fire. Shotguns will have bursts as well.

Quote
portable force field
Not sure what you mean here, but isn't energy shield exactly that?

The amount of cool things that could be implemented is unlimited, but development time and resources are. There are simply tons of things that need to be done and have higher priority, such as bug fixes, content that fills entirely new niches, etc.
24
Suggestions / New weapons and items
« Last post by nameunknown on August 18, 2017, 02:40:01 PM »
Dear UnderRail developers,

It is very upsetting that there is no flame thrower   and grenade launcher.
Game needs weapons like light machine gun (K MG36, Mark 48, Kalashnikov LMG).
I would like to see portable force field in the future.

 
25
Suggestions / Re: Recycle Crowbars
« Last post by Bruno on August 16, 2017, 12:30:08 PM »
I was going to post this myself, but please give the ability to recycle crowbars, it is strange to recycle all other manner of metallic implements except these indestructible things. Thanks.
26
General / Re: Rescue Rassophores
« Last post by Hal900x on August 16, 2017, 08:18:32 AM »
Hey am I looking in the right place? I've played the game several times, and I always assumed the Tchortists to be rescued are in the main compound in the far Northeast map where the Faceless commander resides.  But the old man says the Faceless camp is to the South of his home. There are no faceless camps south of the entrance to his home, but if you go south several maps and then West, you are in the block with the statue.
27
General / Rescue Rassophores
« Last post by Hal900x on August 16, 2017, 02:29:51 AM »
I think I'm out of ways to rescue the Tchortists from the Faceless camp without aggro. My stealth is not quite high enough to pick the lock, I cannot find a key, and no speech abilities. Anything I haven't tried short of opening fire?
28
General / Re: Help with high making CON build?
« Last post by destroyor on August 15, 2017, 10:36:26 PM »
I agree w/ MirddinEmris you should get at least 6 AGI for sprint or 7 for hit and run as you will need those MP to get into melee range; 5 INT for expose weakness is essential as well.

Alternatively you can go the unusual route and try my throwing build. Critical demolition expert w/ throwing knives finisher using quad plated super-steel armor and I finished a hard classic game w/ it.
29
General / Re: Help with high making CON build?
« Last post by Bruno on August 15, 2017, 08:58:54 PM »
Thanks for replies, many good tips here.
In the interest of migitating damage, what exactly does Uncanny Dodge work from, what decides how many attacks you will dodge?

Is it unmodified dodge skill, modified skill after AGI and equipment bonuses (possibly very high), or final skill after armor %-penalty (possibly very low)?
30
General / Re: Help with high making CON build?
« Last post by TheAverageGortsby on August 15, 2017, 01:27:16 PM »
I did a 12 STR 14CON sledge build on Hard and won.  It was pretty stress-free, though I did save often and reload quite a few times when I made mistakes and died from them.  I'm not sure, if I went back and did another tanky sledge, that I'd go with 12 STR.  It's not that the damage was unsatisfactory, but rather that the difference between 10 and 12 wasn't really enough to make it a good use of stat points.  I think I'd do a higher dex+agi build.  Good heavy armor plus high-CON conditioning is going to be enough damage mitigation for everything up to and including Tchort.  I think having some extra mobility and snare removal would have been really handy.  Several reloads were from not making it up to melee range, or out of LOS from, snipers in time.  Even with good mitigation, those sniper crits can take the wind out of you.

Oh, and Balor kicked my butt bad like five times.  He's a beast when you're toe-to-toe.  I had gotten cocky from my previous psi character who just set the world on fire then threw a 4-turn forcefield and re-burst when it dropped.

Anyway, since sledges do a lot of mechanical damage, you might benefit from Expertise to add a bit more there, and if you can get 7 AGI I feel like Hit and Run would be highly useful for most of the game, since even with a lower STR like 10-ish you're going to be one-shotting a bunch of things and you'll always wish you had a few more MP to close distance.  If you end up with 6INT for Armor Sloping it's possible you'll have a low enough penalty to make Deflection worthwhile but that's just wild speculation.  You're right to want some Bio to cook your own drugs.  You'll have so much health even on Hard that you'll need those super hypos to get you back up into regen range after you tangle with a few damned coil spiders ^_^
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