Recent Posts

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21
General / Re: Chemical Pistol feats questions
« Last post by destroyor on May 22, 2017, 10:30:36 PM »
Didn't Styg said something about additional chemical pistol feats in the upcoming expansion to compensate for the Gunslinger nerf? I consider chemical pistol build as the second weakest build in Underrail (after throwing build) so I would wait for expansion if I'm you.
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General / Re: "all weapons" include grenades?
« Last post by destroyor on May 22, 2017, 10:27:39 PM »
The problem is in the final boss fight - Tchortling will constantly respawn and you can't leave.

The other problem is Tchort's insanely high mech resist and unlike melee build you don't have exposed weakness. This means a long drawn-out fight even if you use HE grenades.
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General / Re: Chemical Pistol feats questions
« Last post by hilf on May 22, 2017, 02:13:00 PM »
I don't think any chemical pistol counts as silent weapon. It would be cool if cryogun did.

If i were to play with chemical pistols now i'd still use my old build:
http://underrail.com/forums/index.php?topic=2008.msg11366#msg11366
I tried to avoid spoilers. I put some awful quality videos of rather spoilerish nature so be careful.
24
General / Re: Chemical Pistol feats questions
« Last post by Tygrende on May 22, 2017, 01:27:13 PM »
Also, the feats you listed are all perfectly fine for chem pistols. Point Shot is especially great to make up for their rather high base AP cost. Opportunist works great with cryoliquid and acid blob pistols. Crit feats are not that important since chem pistols can't stack crit damage and crit chance to very high numbers, but more damage never hurts either.
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General / Re: Chemical Pistol feats questions
« Last post by Tygrende on May 22, 2017, 01:17:20 PM »
If you want to use incendiary/cryoliquid pistols, I would say Mad Chemist is pretty much a must since the On Hit effects of chemical pistols are their main selling point.

It increases the duration of freeze to 2 turns instead of 1 for cryliquid pistols and doubles the already high secondary damage over time for incendiary pistols.

If you want to use acid blob Mad Chemist is good as well, but not nearly as mandatory. It doubles the secondary damage just like with incendiary pistols but it's not going to be as high.

Another reason why Mad Chemist is not mandatory for acid blob build is that (at least in my opinion) you should acquire XAL-001 unique acid pistol, Chemical Assault Unit Armor and craft infused siphoner leather tabis as soon as possible.

XAL-001 deals more base damage than any other acid blob pistol you could possibly craft and more importantly it costs mere 16 AP to fire instead of the usual 25. The On Hit effect is slightly worse than that of endgame crafted acid blob pistols, especially with Mad Chemist, but 9 AP less to fire more than makes up to it.

Wearing CAU armor and infused siphoner leather tabis makes you almost immune to acid (about 90%/35 with both) and immune to immobilization so you don't need to worry about the gun leaking acid at you. In fact it's going to be beneficial as you will be spraying acid puddles all around you that can damage enemies.

This build goes very well with toxic gas grenades too, both thematically and thanks to CAU armor 20 bio DT and acidic entanglement. With grenadier the cooldown of gas grenades is only 1 turn, so you can fill up entire rooms with gas very quickly and make enemies stay inside them thanks to acidic entanglement. You can safely stay inside the cloud yourself as long as you don't stay in the tiles with the highest concentration of the gas. I guess you could risk staying even in tiles with high concentration if you wore a gas mask in addition to CAU armor for a total of 37 DT against bio damage.
26
General / Re: "all weapons" include grenades?
« Last post by Hal900x on May 22, 2017, 11:26:22 AM »
Well since you are a veteran of the game I don't mind spoiling things.

If you are a low CON, high AGI throwing build you might not be able to beat the final boss. The respawning Tchortlings are a huge problem; if you don't have enough health to tank the psi damage you'll be one-shot. On steam forum there's a guy who did fine until the end where he couldn't beat the boss.

Starting CON is 6, augmented by Pig Leather to 7, plus Sturdy Vest for significant additional health. I've never had a real problem with the Tchorlings...I leave those areas after fighting one or two, if necessary. Also since I know how to get the feat I get it pretty early on. I'm playing multiple games simultaneously so it will be a little while until I find out how I fare there.
27
General / Chemical Pistol feats questions
« Last post by Bruno on May 22, 2017, 10:35:37 AM »
Hi

So I am trying to put together an interesting stealth+chemical pistol build.
Primarily because I like stealth and think chemical pistols are fun (not exactly because of overpoweredness)

But do the following feats work with chempistols?:

-Aimed Shot
-Sharpshooter
-Point Shot
-Ambush
-Opportunist

There are not a lot of info around on chemical wonders.
28
Suggestions / Re: Key ring or bag?
« Last post by MirddinEmris on May 22, 2017, 12:18:10 AM »
Well, you can press "non quest items" button in the inventory (the far right one) and all such items will be hidden.
29
General / Re: "all weapons" include grenades?
« Last post by destroyor on May 21, 2017, 08:51:49 PM »
Well since you are a veteran of the game I don't mind spoiling things.

If you are a low CON, high AGI throwing build you might not be able to beat the final boss. The respawning Tchortlings are a huge problem; if you don't have enough health to tank the psi damage you'll be one-shot. On steam forum there's a guy who did fine until the end where he couldn't beat the boss.
30
General / Re: "all weapons" include grenades?
« Last post by Hal900x on May 21, 2017, 08:14:22 PM »
Yeah I'm doing a throwing playthrough as well, somewhat different build from yours. So far I've successfully Iron Man'd it on Hard to level 12. Not nearly as hard as I thought it would be.
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