This is far better then it has any right to be, top 5 RPG of the decade

This is far better then it has any right to be, top 5 RPG of the decade.

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underrail.com/forums/index.php?topic=4154.0
underrail.com/forums/index.php?topic=3744.msg21441#msg21441
underrail.com/forums/index.php?topic=1963.msg11205#msg112054
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I'm intrigued. Is this a combat focused RPG, like Baldur's Gate, or one that's focused on giving you lots of different ways to interact with the world (lockpicking, stealth, speech, etc.), like Fallout?

WHERE IS IT STYG

its focused on punishing you for not building one of the handful of lame meta builds

I didn't know this was Pathfinder

its combat and crafting focused with an emphasis on finely tuned encounters and strategic challenge. Layered on top is fascinating lore and great exploration of hand crafted locations and a 100% unique experience system. All those other things (lockpicking etc) are also in there but I the characters and world arent as strong as fallout imo.
I personally never looked up builds and beat the game fine, but i guess if you're a retarded zoomer it might be difficult.

>UnderRail
No thanks, I already bought Atom RPG and Wasteland 2 and they both turned out to be poorly balanced, soulless pieces of garbage. I'm not falling for the meme again.

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this game is better then a country mile then either of those. Ive played all three, although i didnt hate ATOM.

>this game is better
don't tempt me, user. i already wasted enough money

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Is this the game with the skeleton?

underrail was flawed but I agree with you OP. ATOM RPG was also an amazing game

i mean, im not gonna sit here and tell you you're gonna like this game but i have about 15 hours in atom and 5 hours in wasteland 2 before i turned that hot trash off and im pushing 100 on this bad boy. I've played about every single decently big name RPG in the indie CRPG revival and this one and pathfinder are the stand outs for me (although i like underrail more then pathfinder)

My favorite game of all time is JA2 so make of that what you will.

Yes. I suggest taking flurry asap.

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it's okay I guess

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first for PICKPOCKET IS SUPER CHEAP early game i stole 900 8.6mm with a value of 18000 plus over 200 charons, health and adreniline hypos all over, a few oddities, and i haven't even done gms yet.

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>over 10x my playtime
Holy fucking shit user. Give us wisdom.

ATOM is really good, specially with the latest updates. But imo underrail is just better

give me your meme-est, most fun build, based 3.4k hours user

ask and you shall receive

sgs guards are rich

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Tell me uniornicaly, in spoilers, what you think all the crystals info accumulated means. Tell me without jokes whats the best kind of SMG to rock out cock out with about 14 or so dex. Tell me what you know about traps and what you effectively know of melee.

Also favorite build and favorite character? Most hated one too just outta curiosity.

>Wasteland 2
>Soulless pieces of garbage
You have retarded taste.

You know what user, why don't you pirate it. Maybe that can heal your wounded soul.

not that guy but that last one was a fucking doozy lol, way too vague to get a decent response

well, I'm currently playing
this, which is what I used during the beta
I have an improved version that is objectively better, I believe, but probably less "meme"y
pic related
I think it's gonna be my most favorite build, but we'll see.

you get a special post, give me a while

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Bumping in anticipation.

>tfw steal round trip boat fare from the captain then steal 50 more stygians from the one on the other side

Anyone got a psi + pistol build?

Kind of want to be a psychic cowboy.

Neat, I'm going for a similar build. Though I don't have parry / riposte / decapitate and opted for fancy footwork / uncanny dodge / dirty kick

have to break this up due to length

>best SMG
Tough question. I understand the differences/niches of SMGs probably the least of all weapons. There's not much of a clear dynamic except that 8.6 steelcats are the obvious commando gunrush choice. A rapid muzzled 7.6 jaguar is probably your best bet; with 14 dex it can be burst' 5 times with adrenaline, but you'd need to reload once in there. Here's a potential setup (assumes bulletstrap belt, spec ops, and no full-auto):
rapid muzzled 7.6 jaguar, each burst is 14 AP
rapid muzzled 8.6 steelcat, each burst is 18AP (forward grip would be better if you only used it with gun rush)
14 + 14 + 14 + gun rush steelcat + 4 AP reload either + point shot jaguar = 50 AP
14 + 14 + 14 + 18 + gun rush steelcat + 4 AP reload jaguar (or point shot) + 4 reload steelcat (or point shot) = 68 AP
honorable mention JK MP6: 20 AP bursts, very high burst precision, 9mm (so acid bullets; good against bladelings)
I've never played an SMG guy, however.
(already had this image made a while back)

>favorite character
Old Jonas.

>most hated character
I am not the type to actually hate npc's in a videogame, but I always go out of my way to kill Ola when I do JKK.

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>traps
Well, even with 0 skill you can use bear traps. With the jack-knife, you can use MK 1 frag mines, and probably HE's assuming some synergy. I've found that most enemies won't spot traps (even with 0 skill) if they couldn't see them when combat starts, so putting them around blind corners as a fall back option is nice. I like to do a row of bear traps around a corner with one tile for you to slip by, and a row of mines on the other side of the bear traps. Enemy 1 rounds the corner and hits the first bear trap, 2nd enemy goes around him into the 2nd, etc, and when they're all stuck, chuck a grenade or fireball or whatever and they all die. Frags are good near the center, HE's near the edges, but you also need to take into account their armor; mutants have no DR/DT so you always use frags, while heavy armor types like protectorate and robots won't get hurt by frags much.
Acid traps are good against heavy armor fags. Pyro traps are good for ambush. Cryo traps are good for freezing some poor idiot in a doorway for several rounds so his friends can't get past him while you shoot them.

On a crossbow build with deadly snares, they're godly; you can auto crit even heavy armor enemies with shock bolts for gobs of damage that bypasses their armor.

>favorite build
I'm really liking my temp-psi machete guy here
but I also really liked my sneaky traps crossbow chick because she can do everything except win fights she's not prepared for, and I like to carefully scout and set up battles. I love the utility of all the different bolts and traps.

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Fucking neat. Thanks user, Im way the hell too tired since its almost 4 am, but ill save these pics. Thanks for the answers. Just one question tho, why kill Ola? He seems decent enough, bar the zoning out of that one chick.

I'm trying to do a pure psi build, but getting my shit kicked in Depot A. I can nuke the shit out of any single enemy or some grouped up enemies really fast, but I can't keep my Psi points up. Is there any way to get more than 115 Psi points or should I have just not taken Psychosis?

>he's an angry psych sperg

I've never played a Psi build before, I have no idea what I'm doing.

Caltrops. Molotovs. Bear traps. Throwing nets. Grenades. Be smart enough to know bear traps have 0 fucking traps skill, root people for like 3 rounds and can be placed in doorways to delay a fuckload of people. Know that mutants have 0 dr and hate fire. Know that caltrops AND fire are a great combo. And learn that a well placed nade can fuck em up hard.

ADAPT. OVERCOME. SURPASS. PURE WHATEVER IS FOR DORKS, USE WHATEVER YOU HAVE AND NEED TO GET SHIT DONE.

also cryo traps are about the only way to immobilize spiders

>melee
this is a huge question
Ive done a heavy sledge juggernaut:
underrail.com/forums/index.php?topic=4154.0
that was a lot of fun and practically invincible except against psi; even dreadnoughts weren't hard for him

But otherwise, I think it's best to be very mobile. Both to get to enemies, and to get away after using your MP; get around a corner so they have to waste points getting to you, aquire move'n'shoot penalties, etc. Against ranged enemies, try to move into darkness so they have less chance to hit, and of course distance is a factor for shotguns, smg's, pistols, etc. Against other meleefags, get into a spot where only one can attack at a time (grouping them up like this is also good for grenades). Quick tinkering is great against meleers. Riot armor is pretty good and doesn't have a big penalty unless you use a shield.
Typically, you'll run up and hit the toughest enemy with expose weakness and focus fire him until he's down. If multiple enemies, try to stun/incapitate/root the ones you're aren't hitting right now. If you have fast attacks and cheap shots/pneumatic hammer/combo, if you incapacitate an enemy, leave him alone and hit somebody else; he won't get to act until after your next turn. Against very dodgey enemies, use a taser; if you need more time to finish them, use your last 10 AP on a net; both will raise your THC up to 95% assuming no misc penalties, but you need to use the taser first so they don't have any evasion against the net. Opportunist is nice for stuff like this too.

I never got into taste for blood/bleed stuff, and I still haven't played a puncher build past lvl 8 or so; not a lot of experience there. My machete guy is a ton of fun and hoo boy his fucking flurries get ridiculous; I can't wait to try my better build with a really high crit chance + ripper. I think machetes are the best melee weapon, but losing your flurry sucks.

Anyone mind helping me with a build? I stopped playing my sneaky Sniper a couple years ago because life got in the way. Anyway, I'm going to start a new game now that Expedition released and I have more time. I've been looking up builds on the official forums and other places and I found one that sounds like fun: Thought Control sneaky Sniper with some (or more than some) Electrokinesis. I'm trying to kind of combine these two builds:
underrail.com/forums/index.php?topic=3744.msg21441#msg21441
and
underrail.com/forums/index.php?topic=1963.msg11205#msg112054

But with the extra 5 levels I'm kind of lost. Pic related is what I have for a level 25 build. I'm not sure if I should go into Dodge/Evasion to be less of a glass cannon, pump more into crafting, go deeper into Electrokinesis or TM, get some Traps points to avoid them, or any combination of the above. Any help would be appreciated.

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Do weapons with on-equip bonuses like that pirate sword that gives riposte extra stacks still work even if they're in my off-hand and I'm not using them? The bonus for the sword is so good but the damage is ass.

I don't think so. For instance I was thinking of keeping Kolheimers Lucky Knife for the -2% to getting crit (mostly offsetting having recklessness feat) but it only showed in the stats when I was actually wielding it.

Pretty sure when it's offhand it doesn't count, you have to be using it to get the benefit.

Wasteland 2 is awful.

God dammit. Maybe I could switch to it before I end my turn and get the benefits but man that sucks. The fuck is the point of a sword with 5-45 damage spread

>crystal lore
I still haven't seen all of the black sea yet. I don't know man. Really. I have ideas but kinda the whole point is you can't know. I think tchort is maybe the first leviathan, and the godmen went back in time to earth to keep the leviathans from getting made in the first place, but there's reasons to doubt that. The psi monoliths are alien, and I think they're where psi powers come from in the first place. I have no idea why earth is involved, unless the godmen are us.

I don't know why tanner and six are antagonistic with each other, why tanner committed his crime, etc. The godmen could be us in the future; one tester even thinks Six is the player in the future and that the player is a godman and doesn't know it (doesn't really pan out IMO).

The sun is crawlers? No clue, but dude says they're living shadows, which is the opposite of a sun, so ponder that. I've never seen all the visions firsthand; Ive only read some of them on the wiki somewhere.

he's a psychopath; he only pretends to be cool, and he basically makes fun of you for caring about vivian

items need to be in your active slot to give their benefits
boxing gloves are better for that

>The fuck is the point of a sword with 5-45 damage spread
if you switch to it after your onslaught is built up, it's lower damage might still get past enemy armor and keep the flurry from dying, and it has a high crit bonus

and yes you can switch to it before you click end turn

>bar the zoning out of that one chick
And anyway, she could have been a CoreTech spy. It's not an outrageous claim from Ola by any means. Zoning out traitors and spies is part of his job.

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>after using your MP
AP

Also, against snipers, AR users, sledgefags, and anybody in metal armor; hit them with crippling strike to give them penalties with their weapons/get them below their minimum strength for their armor so they only have 35ap.
Against anybody with a weapon that has close range penalties, get right up in their face before ending your turn. Dangerous with AR's, though.

>one tester even thinks Six is the player in the future
Wew, which one? That doesn't make any sense whatsoever.

well, they may not "think" it, but they've stated the idea

Had any nice lore discussion behind the doors?

>traps
also, putting a bear trap (especially a crawler one) on the other side of a door before doing something noisy will keep people out for 3-5 rounds or so

>"Everything, and I mean everything, concerning our work and the people involved, and I mean everyone, stays between us. We require maximum discretion."

You are not helping. I'm trying to judge whether there's any point in seriously sperging out about Expedition lore, or there's nothing left to talk about and I should just stick to lame jokes. Actually, forget I asked anything. Jokes will be enough.

>Have to cheese the psi beetles with doors and handgrenades to ever had a chance to getting to Newton
Is the game always like this, or am I just making a terrible build?

That's about the only reliable tactic on dominating. On hard, I was able to dirty kick and machete whack + opportunist them one at a time with stealth.

I'm playing on normal. I tried every single tactic I could think of to kill the beetles, the only one that worked was bullshit.

Should I play this or Fallout 1?

play fallout 1 and then 2, then this

I would if I had the time.

well post your build/inventory, I'll show you what to do

Yo does expertise deal bonus damage to each shotgun pellet?

it doesnt work with shotguns
>"bullet-based firearms"

I enjoyed it quite a bit but I can't bring myself to replay it. I usually quit when I get to the part where you have to infiltrate the acid zombie junkyard.

It's my favorite game by a long shot.

If my other favorites are 7's and 8's, underrail is a 10. I never played ATOM, but from what I've seen/heard, I wouldn't like it. I did like wasteland 2 quite a bit, but that was before underrail, and I can't recommend it to anyone given it's numerous flaws.

Looks intimidating, how well does it ease you in?

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I mean they're no fallout but calling them soulless means you have a low iq.

well, it *does* ease you in, but even the easing parts are hard for brainlets and undetermined people

if you want an easing in, especially if you play a gun guy, take pickpocket

i kinda wanna make a build based off a guy like jacket from hotline miami, how would that look or work out? enough to be violent but make it out in one piece every time. high strength and constitution or will? also dex at 6 for sprint obviously.

my best advice is to go into character creation and click "show all" under feats and just read all of them

then use the wiki to check out the various kinds of items (you can also read the feats there)

>ease you into it
here's your difficulty curve bro

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