Attention all sec-troopers: The camp ist under attack. I repeat - we are under attack. All sec troopers should report back. We need an underrail thread
Attention all sec-troopers: The camp ist under attack. I repeat - we are under attack...
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This is my armor, say something nice about it
How do I make Electroshock Pistols?
What actually happens when there are no Aegis troopers left to defend the island and you don't come support them?
Can i join the faceless or at least become a friend?
Put Electroshock generator in the emitter slot.
The natives murder everyone.
>Unfortunately, great persistence wasn't enough for them to survive this immense pressure, and the native raids eventually led to the camp's utter destruction.
>The mutilated bodies of sec-troopers and expeditionary staff still serve as a gruesome warning.
Join no, friend yes.
Is that an end slide?
I guess you can still find the acorn regardless?
How? Right now i am at the Tchort place and the faceless boi i saved warned me about the invasion
Yes to both questions. It's not like you actually need Aegis for anything. I mean, you won't get paid if they're dead, but that's it.
Just keep going and you'll meet up with them later.
What are the best optional parts I can put on a laser or plasma pistol?
Laser goes amplifier and either polariser or converter. You can choose which one you want.
Plasma goes amplifier and smart module.
Electroshock goes amplifier and smart module too.
Polarizer no brainer.
Full on sequel set in high-tech north underrail fucking when?
About to craft my first metal armor, do I want:
>Sturdy Vest
>Regenerative Vest
?
Also is stacking metal plates in the optional slots worth it?
Guys? Coretech won't give me the quest to find Cornell. I'm the Invictus, I've already defended the warehouse, and I've found Terry's keycard in the caves. What gives?
>What gives?
You have to kill all the JKK scum (except Vivian) first.
What's the best AoE weapon in this game?
I was hoping for a nade launcher or bazooka.
Are shotguns my best bet?
Short barrel shotguns, yes
Just lob grenades everywhere my dude
there's no AOE weapons, but throwing and grenades is close enough
if you're tough and if you're going with extra plates, go regen
if you're a dainty boy who needs HP to not die in one hit, sturdy
did you talk to the big boss?
you need to pay attention
>did you talk to the big boss?
Yeah Rupert just tells me he has nothing for me. I'm going to head back to SGS to tell Tanner/Vera my progress, maybe that's what's holding this up.
>Also is stacking metal plates in the optional slots worth it?
Unless you are some bitch that's scared of 95% armor penalty put tungsten plates on every slot and enjoy invulnerability from firearms.
And then enjoy rape from Psi and acid
Yes but everyone can throw grenades. I to SPECIALIZE in AoE
time for another thread about how bad at games Yea Forums is
Metathermics
At least its bideo geims and not another thread about anime tits.
Say no more. Metathermics is what you want.
Sturdy is usually better unless you have a ton of HP, if you do Regenerative is really good because it's super-cheap healing.
>Also is stacking metal plates in the optional slots worth it?
If it makes an appreciable difference to the armour, yes. If you've only just started crafting with low skills it might not make much of a difference yet.
psi
Well, there's this. It's not really great but it can be fun sometimes.
Ok, but what weapon should my Metathermic psi user be holding?
Should I be looking for a stat stick or is their a specific weapon that works well we psi?
I think a shotgun would be decent alongside psi, if you really want to always be doing AOE.
why are isometric graphics so comfy?
I think I wanna go SMG for my first playthrough but I can't tell what stats are good for it. Dex and Perception are obvious, but strength is needed for that full-auto feat, and intelligence seems nice for crafting.
Psi wants either boxing gloves or one of the native staves. You don't actually use weapons as psi, you just hold them for the buffs.
Don't bother with strength on SMGs. Full auto is good but it's not worth spending 4 attribute points on.
Remember to get 6 agility so you can get spec ops. All SMG builds need spec ops.
Got it. I was planning on that and picking up chemistry too since grenades seem fun.
You don't need a weapon. I did a build last year where I used metathermics + throwing and it was a blast.
Chemistry is good but don't go too far. 69 is enough to get you nearly everything you care about. If you go to 112 you can make mk 5 grenades, but that's a lot of points for not a huge upgrade over mk 4.
Speaking of raiding, do I need to annihilate the natives completely for them to stop their raids?
I've gotten this far, but I feel like from the description that they're neutered enough that they are incapable of raiding
str 7
dex 10
agi 6
con 3
per 6
will 3
int 5
melee/throwing/guns, versatility
the answer is always psi because the game is shit and Yea Forums will defend it
This pic is exactly what I wanted.
Acid blob pistol also looks pretty cool if it does what I think it does, and I think it's some sort of hybrid acid grenade/flamethrower?
Pistols don't need that much investment right?
none, weapons are not needed in this game. all the different weapons types, knifes, rifles, hammers, all of them, are completely useless. you have psi
So im so fucking overwhelm by the game at the start i dont fucking know how to start the first step. I did the tutorial and shit but still having problem getting the feel for it.
psi
Yeah that could work well. Don't forget you can also make incendiary pistols so you could just set EVERYTHING on fire every fight.
There's something about the isometric perspective really lends to the sense of scale of large landmarks in these games, it's really awe inspiring.
>Speaking of raiding, do I need to annihilate the natives completely for them to stop their raids?
You should know from the base game, user. Half-measures won't cut it, those natives won't learn their place by themselves.
What were the starting stats for your metathermic thrower?
I'm sold.
I'm not really sure where to go though, I'm almost certain that I glassed that entire village, is there anything to the west of the boneyards? I called it quits there.
Can't remember how I started, but this is what I've got when I load up the save.
Acid blob is pure acid. If you want flame you need to make a specific flame pistol.
Normally they don't do splash damage but there's a feat which means they can every few turns. You will need guns skill to use them properly though.
This is what I was considering. The versatility looks interesting but I'd rather fuck around with crafting.
I just wanna make sure I don't fuck myself in the ass during chargen. Was gonna take Strafe and Aimed Shot as perks.
Poor butthurt baddie
There's no point going with 4 will compared to 3, so you may as well lower it and increase perception by 1 for more accuracy/damage.
SMGs don't have any movement penalty so there's no point taking strafe. Strafe is for rifles.
Just take it slow, jack, you'll pick up the flow of the game soon enough. The game actually does a really good job introducing new elements and trying to teach you good habits.
The first quest is to go kill some rathounds, right? So go do that, read the directions carefully. There's a guy you can talk to on the way (Jonas). Don't be afraid to use the tools you've got at your disposal, and remember you can visit the SGS shops if you need more bullets or something.
Ah, got it. What feats are recommended?
6 Agl is all you need for spec ops
4 Will is completely useless
Throw those two points into more dex/perception for more attacks/accuracy
Or toss them into con for more HP.
Is Opportunist good? Seems like it'll synergize really well with Kneecap Shot and flashbangs.
>It's not really great
It's incredibly fun, though, especially when you hit that Perception/Guns sweet spot where you get enough rounds on target to reliably kill everything you shoot at, but not high enough that you waste all your bullets on one guy instead of the group of three of them
Yes, it also procs with Suppressive Fire so you get a permanent +15% damage boost on bursts.
Yes, make sure you pick up Suppressive Fire as well (for constant damage boost and a nice debuff you apply whenever you burst someone)
Oh shit, I'm picking that up for sure then.
>charon like the ferryman of hades
>tchort like the russian word for devil
anything else neat like this?
the only crafting feat that matters for smgs is gun nut, and its pretty lame and definitely not worth 2 more points
strafe does nothing for SMGs and aimed shot is weak with them
suppressive fire is worth 6 per though
Expertise is good since the bonus applies to every bullet you fire and with SMGs you spam a lot.
Suppressive fire+opportunist are good because suppressive fire slows enemies so opportunist triggers, so if you have both it's a free +15% damage on bursts.
Hit and run is nice for repositioning after you kill someone. With SMGs you want to move around a lot to get the perfect placement for bursting.
Nimble is always good because the less your armour slows you the better.
Paranoia/trigger happy are good because going first is nice. And paranoia has its other bonuses so those are okay.
Yeah, SMGs are kinda overloaded with things you want early on. Deciding is hard. I'm actually playing an SMG build now and I went opportunist+aimed shot for the first level, but that's just me.
>al fabet, like alphabet, because he has everything a-z
>The Dude who is blatantly just The Dude from big lebowski
>Fred Fredd and freddy in hathor
Al Fabet is also a reference to Elhazzared, the forum poster. He complained about merchants not buying all the shit he picked up enough that Styg actually put him ingame.
It's not exactly the same, but I really enjoyed how not only do different groups have their own specific slang (with some crossover and shared terminology), but if you think about it a little you can almost always work out the origins of specific terms and why each groups uses them.
It's really cleverly done, for example the Institute of Tchort uses 'apex' as a superlative because they're descended from a branch of Biocorp, and Biocorp had Apex Technocrats at the top of its hierarchy, so even though their entire rank structure has changed some of the language still survives.
imagine being such a bitch that a dev puts you in their game as a strawman to be mocked and laughed at forever
wew
Jesus Christ, DOMINATING has way too much loot.
Every single encounter with humans ends with me making the rounds to all the bodies, recycling the shit items, and organizing everything into a single container to pick up later because I'm a strengthlet and can't carry much.
Is it possible to beat underrail as a pacifist?
What build are you playing?
I can't decide if I want to try DOMINATING yet because I'd hate to leave all that stuff behind, but I'm tired of playing strengthlets and having to make a million trips.
no its not an rpg you must minmax an effective combat build and ignore half the skills in the game, they are newbie traps
Pure PSI Survival Instincts Wizard
yes, but there are 5 mandatory kills
For a given definition of 'pacificst', yes.
For an absolute pacifist, no.
Don't listen to that pipeworker.
valid criticism
why bother looking for loot
Which skills are you talking about?
Who are they? I must have miscounted.You don't have to use names, or anything.
Are their any side effects to using to many drugs in this game besides what's just listed on the drug?
>yes if you redefine the meaning of pacifist
>dont listen to the person who told the truth!
idealism
idealism everywhere
3 gladiators, mushroom, end boss
but you have to go with coretech and the warehouse people need to make all the kills; good luck
So let me see if I get this right.
Every point in a base stat over 4, gives you an 8% bonus to that skill.
So if I have a gun skill of 80, and 10 perception, my real gun skill is 118?
And that's why base stats are so important?
Nice, are you playing around keeping your health below that threshold or just letting it kick in naturally?
No, drugs are great. In fact, drugs are the best, especially if you can spare the Biology skillpoints to make the best ones.
Except for one. Don't touch that one.
So I'm seeing that no matter how high I pump a skill I will always have a chance to miss. Is that normal?
>Nice, are you playing around keeping your health below that threshold or just letting it kick in naturally?
Depends on the encounter, I try to just stay below 30% but if I find I can't avoid damage in a fight I'll start at 100% and see how it goes.
Thanks, jack. I wasn't counting the mushroom.
Considering the item you pull off it, I guess I should be, huh? This game is the best, you realise new stuff all the time.
5% (10% for throwing)
THREE 95% CLOSE RANGE SHOTS IN A ROW AGAINST A TARGET THAT CAN'T EVEN FUCKING MOVE AND THEY ALL MISS!!!!!!!!!!!!!!!!!!!!!!!!!
FUCK YOU STYG PUT IN 100% ACCURATE SHOTS AGAINST TARGETS THAT CAN'T FUCKING MOVE YOU SHITTY SERB HACK!!!!!!!!!!!!
It's an 8.5% bonus, but yes, that's right. Though they're also important for qualifying for feats. Feats are good too.
not only that, but I'm pretty sure they also have their own modifiers they apply on their own.
Like a high perception makes your detection better, so you'll get fucked by traps and stealthed enemies somewhat less and find more secrets
yep, unless using psi
then it's guarenteed to-hit for most if not all of them
>not being able to buffer against low probability
Are you derailed?
So by the point i reach the Deep Caverns there is no turning back and it is straight to the finale?
>weapon users can not hit close range melee and gunshots against stunned targets without fearing a miss because of the 95% max hit rate
>psi users always hit 100% even from 20 tiles away
Styg is such a whore for his PSI. Better nerf pistols again.
Yes. There are some exceptions, for example you can never fail to drop a throwable/grenade at your own feet or within one square of your current position, and they will never deviate more than 3(?) squares from where you aim them.
Yes.
>detached
>detached
>detached
what do i do with this fucking sub im sick of dragging it around
>That music theory puzzle in nexus of technology
I'm 3INT IRL and couldn't figure that shit out, what the hell was that man?
Dumb pipeworker
If i finish the game can i do the expansion after, or should i reload a save game before the Faceless invasion and do everything in the game before continuing down to the caverns?
The latter.
Where do I get TNT?
any idea when the next public (as opposed to experimental) patch will be? this "friend" will only upload a new version when that happens
Buy it from weapon merchants.
Shit, I meant explosives to clear rocks. I just cleared junkyard.
I NEVER HAVE ENOUGH AMPULES
You can continue after beating the last boss. The game only ends when you pick the specific "I want to end the game now" option. The only problem with doing the expansion late is that maybe you'll be overlevelled so it'll be too easy.
the answer does not change
Buy them from (some) weapon merchants. Lucas should have three, or he will when he next restocks.
Play as a hammer wizard
The armoury guy in SGS should start stocking it once you found the drill parts. You can take the train to Core City and buy some from the gun shop there too.
You can also make it yourself but buying the ingredients costs more than just buying finished bombs so that's kinda stupid.
I see, thanks.
Justify the fucking Deep Caverns scavenger hunt. Do it right now.
You can't because it's totally fucking stupid design.
>Oh hey go find a bunch of shit in random locations that are mentioned nowhere unless you use the wiki all while enemies infinitely respawn and unless you did some very specific things earlier in the game you have no real opportunity to resupply
>Did I mention that you'll have no idea where to find any of the shit you need and the area is filled to the brim with enemies that will drain you dry for daring to explore?
Like holy shit, fuck off. At least let me find a god damned manifest or something that tells me the general areas to look for this shit. I've already fucking killed the computer bitch, I can kill the monsters without much issue, it just takes SO FUCKING LONG to get everything and I'm trying not to be a wikifag but god damn is it ever hard.
>Hunt down the Ratking
>No clues, only he's nearby
>Go down south as its the only path
>Ratkins and traps, probably the right way
>"Oh wow, a lot of rathound alphas and poison traps, I can handle that though"
>Notice a "Death Stalker" in the combat log, cant see it though
>Finish off all rathounds and sneak my way forward
>Suddenly get one banged by some scorpion
Guess I found out what a death stalker is.
*blocks your path*
nigger
>Suddenly get one banged by some scorpion
bang on banga
>create character
>2 hours in
>"I could probably make a better character, I should restart"
I do this for every crpg, but for underrail it's especially bad
I didn't solve it either.
What I gathered, the 4 digit code is encoded in 3 sets with 12 elements each, starting with the alphabet followed by numerals. These are modified by the octaves. What I couldn't figure out was where to begin with the keys
Someone explain this to a brainlet.
This.
Especially when you get to the endgame.
>playing for the first time
>enter with 200 ampules which should be more than enough, right?
>nope, end up having to buy as many as I can off the one guy who sells them
Now I buy as many as I can from almost everyone I can throughout the game, no exceptions.
No worries, user.
Is 19 level appropriate for Deep Caverns?
lmao same thing happened to me
didn't one shot me unless it critted tho
trick seems to be to molotov it so it's feared, pop an adrenaline, and just fucking gun it for an exit
Use this
underrail.com
Nothing in there is plot related though, just a lot of really good crafting items, and an interesting gun.
>run the Gauntlet
>get the coil spider level
i mean it's pretty obvious when you walk into an area that there's something important at the end of it
for all of them actually there's a very clear gauntlet you have to pass and you can easily make the connection that there's something important at the end
i still hate DC as much as you though
Alright. Where the FUCK do I find Old Jonas' watch?
rathound belly
You're there to stomp them out, not scare them off.
>run the gauntlet
>get rocky horror
>tin can build so no dodge or evasion
One of the four wild rathounds in the sector with the crossbow guy and his pet rathounds has it. Go kill them.
If you already finished the outposts mission they despawn and I think it becomes impossible to obtain.
>Death Stalker
>A problem
Oh please.
Greater spoders were the problem
>Justify the fucking Deep Caverns scavenger hunt. Do it right now.
It's a good way of adding increased pressure and challenge to the experience without making it impossibly difficult. It's a good test of the player, it's an RPG endgame done absolutely right. It expects the player to actually think about what they're doing and ration their resources to succeed, instead of just trying to brute-force it. It's the perfect extension of the early-game and how it introduces gameplay elements to you.
Just think about it logically. There are two characters who are always friendly who will give you hints. If you go to the gate first to investigate you can find out exactly what items you need. Talking to the friendly characters identifies all of the major locations in the area, and it's not that hard to work out there's probably something you need at the end of each of them.
Well, fuck me then.
The code for the music cipher puzzle is always randomly generated btw, so you can't even cheat
>not crafting a galvanic tacvest specifically for spiders as soon as you run into them
>that area right before you find neville
that was the area where i discovered they are immune to bear traps
You can if you count the programs people made to decipher it as cheating.
Apex.
Dominating
>478149102
>478149138
thnx for reminding me!
APEX HARDCORE
-damage increases 50% as quickly with item quality/psi skills
-items sold are worth 10% their regular price, quest rewards 25% of normal
-carrying capacity reduced by 50%
-can't drop items from your inventory for free (can still drop equipped weapons for free)
-grenade cooldowns +1 turn
-w2c does 90% damage
-high efficiency energy converters nerfed to regenerating x% of energy lost to damage, at y% per round
-toxic gas simply deals bio damage each round/if moved through; no damage multiplication
-using psi abilities from 1 school will increase the action point cost of psi abilities from other schools
-many psi abilities must hit vs evasion now (or reduced by it), use psi skill at 70% for THC
-forcefield functions as an energy shield against ranged attacks, has a certain amount of hp against melee attacks before failing (dependent on skill)
-all npc's have 30% greater detection & trap detection (bosses have 50% greater)
-bear traps dont function if they deal no damage, stronger enemies have shorter durations, and spotted traps use your traps skill vs their dodge
-some enemies will have black dragon throwing knives/crossbow bolts, and such traps can also be found
-randomized traps/locations
-randomized enemy placement
-npc's that spot traps or corpses will turn orange, holler, and search the map (and pull alarms, if any)
-if spotted, all hostile npc's on that map will never turn back to green; yellow minimum
-npc's will not enter dangerous terrain (such as gas, fire, or traps) unless they have a clear path to you
-most hostile npc's, if they can't attack you on their current turn, will instead head for cover or distance
-if you are seen entering stealth in a controlled or partially controlled map, npc's will turn hostile
-gladiators past master exploder have improved builds with more feats, especially carnifex
>wasting the player's fucking time and nailing them with shit that they cannot possibly see coming (can't restock, area possibly 100% hostile) is a good way of testing the player
>obscure item hunts are a good way to test the player
It's a test of whether or not you'll just reload your last hardsave before entering. For a game where there are many ways of solving most quests it's fucking pathetic that there isn't some way to bypass the scavenger hunt for people who aren't into spending literal hours fighting through waves of bullshit while not knowing where they're going.
>Just think about it logically
I just did. It's bad game design. It railroads the shit out of you for no reason in an otherwise very open-ended game that rewards creativity.
Half the issue is even getting to those areas in the first place. If you aren't a stealth character it's going to be hell. If you pissed off the Faceless it's going to be double hell. I have no idea why it was designed like this. Shit, they could AT LEAST give you an early way back to the upper levels in case you literally run out of gear. I haven't found one.
Fuck off
The hell am I gonna find Toxic Sludge? I need it for the Bladelings spam.
have you tried a toxic sludge barrel perhaps?
Junkyard traders
Sometimes Blaine
Core City sewers
Under passages
panacea labs
that dungeon in the middle of upper caves
the powerfist dungeon
that place near blaine in the underpassages
Toxic barrels, of course.
I don't remember where these are.
For chem pistols, can I ignore dex and just max per and maybe into con or str for armor?
With 25 AP a shot I don't think dex is worth it.
Im doing chemical/psi hybrid and I'm fine with mostly perception
throwing nets can be useful other than small animals what the fuck
also I'm using tactical vests, does this mean I should use low freq shields to compensate for sledgehammer fuckers and wild animals?
>very dangerous, endgame area that has been foreshadowed the whole game and which you know has limited
>should I come prepared?
>or just blunder into it like the pipeworker I am?
Are you seriously suggesting that enforcing consequences for the player's choices, in the endgame area of an rpg, is a bad thing? The area is only 100% hostile if you make it that way, and even then it isn't insurmountable. If it's that bad for you, or you do find it impossible with your resources, then reload a save. That's what they're there for.
It's a test of the player and their ability to be prepared, but like everything else in the game, there are always tools and options available for you if you bother to look for them. Do you use a lot of bullets? You'll need a lot of them, but if you didn't bring enough there are literally shelves full of them (and spare weapons and armour), or you can buy them from a merchant if you didn't stupidly make him hostile. You've got limited resources because the area is 100% hostile? Now you've got a strict limit for completing it, better make the most of what you have. Can you make your own repair kits? Better bring a bunch, but you can always pick up one of the other weapons you find and use that if you have to.
The locations you have to go are clear, and while they're all different mechanically they all have tricks to get through which you can pick up. Sure, you can try and bruteforce it if you want - it's possible, but it'll cost you a hell of a lot more in resources. That's your choice to make.
Can you post stats?
Deep Caverns is not impossible, it's not unreasonably difficult, and it's not poor game design. It's excellent game design. I completed it for the first time, on Hard and with a suboptimal build, blind; because I thought about what I was doing. Even then I fucked up - I wasted far too much weight on bringing extra armour suits I didn't need and biological reagents I would find anyway, when I could've used it for bullets. Didn't bring a jackhammer because I thought it was too heavy; ended up cursing myself when I thought I'd have to resort to TNT charges, but guess what, if you have a look you can find one. The area is challenging, but it's the endgame area - what did you expect?
I probably repeated myself a fair bit in there, sorry. I'm rather tired.
gonna add:
-crit power doesnt exist
-LoC only breaks stun/etc
Shields wont protect you from meleers
SPECIALLY hammers
t. hammerfag
They do turn what would be one-round kills into something survivable, though.
Anyway, protection from crossbowniggers is most important
>Not being a Tin can
But yes, you will need it
Is Dude's new quest with the Gray Army base in the base game or do you need expedition for it?
You need the DLC for it
Such thing wasnt in the base game before
>>Not being a Tin can
Oh, you mistake me - I am.
But crossbowniggers are the worst. There can be only death for them.
>walk around corner
>Shocked! Stunned!
>Crippling Strike!
>Crippling Strike!
but you need like 8 strength to be a tin can warrior
I think my fucking game is bugged, or I'm a retard. Simmons won't give me the goddamn quest to find Cornell.
>I am the Invictus
>Finished defending the warehouse
>Talked to Jon and found out JKK was behind the attack
>Found Terry's keycard and talked to Tanner/Vera about it
Anyone know what's going on?
did you talk to harlan after defending the warehouse?
he tells you to talk to simmons?
what does your journal say?
>Fight the ratking
>Rats are somewhat strong, but tankable
>King oneshots me
>Stock up the little foyer he has with poison cauldrons, bear traps and a gas grenade for good messure
>Shoot a rat from max distance to aggro them
>Laugh as everyone gets stuck in that tiny room and gets gassed to death
Guess I found out how to deal with most shit on hard. I still wonder if a trapper can tank any amount of damage or if I'm required to build death traps before every encounter.
I think he only has it once the messenger tells you
so try leaving core city and coming back
heading to core city, everything's just kicking my ass, everything before has been easy but i had some trouble with the mutant dog/mutant area
did i fuck it all up or am i just retarded and missing something?
You need to do the Buzzer's shop quest first
Happened to me too, once you know where the Cube is, the Oligarchs will give you the quest
Yeah Harlan told me to talk to Simmons, my journal has nothing for Coretech.
I will try this.
I'm already done Buzzer's shop, but I'll go back and talk to him again in case I forgot to explore one of the dialog options.
Attain 60 DT and your problems simply go away
Marry Leonie, make Foundry your new home, eat Tungsten for diet.
>Not having 15 Strenght
Question: Is weapon/armor crafting viable for all builds?
Like, can you craft top tier pistols/rifles/shotguns/light armor/heavy armor OR are their some builds that weapon/armor crafting is bad for and should only stick with consumable crafting?
Has someone told you about Cornell yet? Buzzer or the dead guy's PDA.
What does your journal say?
Crafted items are stronger than anything you can find from traders. Unique items tend to have unique effects making them worth to use depending on your builds. In any other case, crafted armor outperforms everything stat-wise. Can't go wrong with just making guns and nades.
Crafting is really useful, almost mandatory
In fact the hardest builds out there are the ones done 'without' crafting
>Is weapon/armor crafting viable for all builds?
>Like, can you craft top tier pistols/rifles/shotguns/light armor/heavy armor
Yes and yes. Crafting will enhance any build, but some more than others - a full-psi wizard doesn't really need much more than the ability to craft drugs (even if crafting your own armour and electronics is supremely useful), where a sniper isn't going to be anywhere near properly effective without crafting his own guns.
Well, I tried everything and evidently one of the suggestions worked, thanks guys.
>left Core City
>talked to Buzzer
>talked to Tanner
>talked to Vera
>returned to Core City
No worries user, glad to have helped.
Did you know you can get some nice goggles by fishing at this location in the Siphoner pool near Junkyard? If you didn't, now you do.
bump....
Most places you have a chance to catch an item instead of a fish. IIRC it happens most often at Camp Hathor.
alright all the fishingbros here
tell me all the good things about fishing and all your secrets
>No tailoring
>Not maxing Psychokinesis every level
>Not Lockpicking
>Not maxing Dodge/evasion every level
>No Persuation
>Psychostatic electricity
Yeah, but in all my playthroughs I fished in that spot I always got a pair of goggles. I'm pretty sure it's a fixed loot, though of course other spots are randomized.
??
i maxed psycho and mind manipulation every level
or is there a way to increase the cap?
>You're making a mockery out of Al Fabet
Am I missing something here? Just started expedition and I already have a ton of crossbow dudes who are doing death by a thousand cuts to me outside of my view range.
Disregard what I said, it appears I'm retarded
You should boost your tailoring tho, you gonna need good leather armour or tac vests
And no, the only way to increase the cap is to level up
I recommend getting 50 minimum lock picking so you can use the omnitool to open vents tho
if you fish from the SW section of the siphoner pools near junkyard, you'll find an amulet; its part of a quest
you can fish up trilobite fossils, and all kinds of random items
theres a spot on the junkyard docks that guarantees like 15 bites, its the spot farthest from land
junkyard is good for anglerfish and black dragons
mushroom cove is good for shrimp
foundry is good for slackjaws
upper caves is the only place to find phantom jellies
siphoner caves in the black sea are good for ghostfaces
the rest all seem to come naturally
you can buy some from kareem, and the mute fisherman random encounter
should i restart?
kinda feel like doing unarmed stealth speedy girl
can someone give me a hint to what to do? the doc asked me to find a way into the underwater base but i already investigated that port area with no leads and only got some underwater mines. Im just wandering blind now and i think i wandered myself into a culling.
north east of the map
Actually, no, your build looks good so far, however I'd recommend you to carry a crowbar at all times, if you dont have lockpicking but high strenght, you can pry open vents with a crowbar
Make sure to get Proxy, Force Emission, Tele Punch, those are the lifeblood of a psi monk
Not sure about TC tho, I will assume you're trying to go for Premeditation and snipe Doppelgangers?
>crowbars can force open vents
WHAT THE FUCK
>when you hit lvl 14 and get to take critical power on an energy pistol build
hahahahaHAHAHAHAHA
Dude, it's LITERALLY written in the item description.
thanks cause im doing some chaotic evil shit in hopes of quest progression
>run the gauntlet
>get MAZED
I JUST THROW THEM AWAY MAN
Right, I got the shard after benny hilling outside of aggro range of those fucking ghosts like a retard, but I don't fucking know what to do with it. I can't use the sodding thing, what am I missing?
exploring there will help you as well
I'm pretty sure it's not necessary but you'll run into some things you won't be able to kill eventually
This dominating guy walks into the hardcore city bar and slaps your ass with his hammer, what do you do?
He is only lvl 19 and has yet to attain perfect mech defense with only his abs.
Apparently, morphine damage does not bypass natural DR, and its theoretically possible to get perfect mech DR. So with 100% mech DR, morphine does no damage when it runs out, ergo morphine becomes free DR against all other dmg
>that filename
Of course not, user. What are you worried about?
What are the priorities in trap, xbox, mechanics, hacking,evasion, chem and stealth build? Always level crossbows, followed with?...
have you tested that?
It's underwater so you need a submarine.
Go check out the places you have coordinates to until you find a submarine.
How do you get into an underwater base? Not with a jetski, that's for sure. So you're going to need a vehicle, and a map. Find those, and you're golden.
>gun build
>shoot explosive barrels next to bad guys
>miss
>entire plan goes wrong
>you eat shit
>choose other character
>psi build
>throw fireball at barrels
>set guys on fire and they also explode
>anyone left is cucked by your force field
>when it ends you set them on fire with another fireball
this has been my experience so far. i've been playing two characters side by side and the psi wrecks so much more shit and without any hitches. what is the point of RNG builds?
Apex.
I've been meaning to try that build. Is it worth going Dexterity for AP reduction or just full Perception/Intelligence?
Its a build in progress. As for morphine, pic related.
>this has been my experience so far.
If your entire plan's success or failure hinges on something that might not be certain, maybe it's not a very good plan.
Go full PER/INT for 800% crit damage multiplier.
Also, is it a mistake to go 3 Will, 3 const and 3 STR?
Bring it to a guy who knows about the Godmen, or get really drunk
What do you do when you run out of psi power and your drugs are on cooldown?
Okay
Here begins the test of fire for my knifefag gal
Or I should say, acid
You can do it!
im warring with the primal spirits of nature itself
Good luck, user!
Cute portrait!
Will is only good for psi so everyone else should have it at 3.
If you don't need strength for weapons (and you don't) it should be 3 too.
Constitution is good but you don't really need it. You can probably afford some though. Dexterity/agility don't need to be that high.
Is this bad to take on SMG builds? I'm thinking if I roll a steelcat, its an extra 30% crit chance. But for the other SMG types it's worthless.
turn on my energy shield, eat damage, and by the time it's killed i have enough psi to keep wrecking shit
it doesn't have to be hitting a certain barrel. my plan could also hinge on killing a guy before he gets close to me and stunlocks me. but even that never fucking works because i hit maybe 3/5 shots with 80% accuracy.
what the fuck how did you get that knife that early
also are you planning on getting cut throat
i want to despite all the warnings from this thread
Yes, I'm the other dominating knife guy
It's okay. You'll probably end up with a steel cat in the end because it's the only 8.6 SMG, so you'll get some value out of it. It's not vital though.
godspeed.
What's that piss poor shotgun damage I'm seeing?
You should be dealing well over 400 a pop by then.
It's decent and there's not a ton of necessary SMG perks, and you'll end up using a Steelcat anyways, so why not grab it.
This is so fucking stressfull, to think I once I was a massive steel wall of a man, now I'm reduced a frail little thief
They keep walking close to me and almost finding me out holy shit
psst
the mushroom shack to the right is a better chokepoint, and it has an exploding barrel outside
Still pretty early in the game. Without giving me too many spoilers, In the Junkyard, you can either do missions for Abram by sabotaging the prefectorate or whatever, or sell him out to the officials, which is the better option?
abrams. his questline continues while if you sell out thats it.
Has anyone actually used chem pistols?
I can't find a single screenshot or video of their effects.
For example:
On hit: Sprays acid
What does that mean?
Like creates a puddle of acid on the ground?
How big?
Does mad chemist double that?
cutthroat is trash, please don't
probably the hoppershot im using, wanted maximum spread
Trust the spooky albino.
>that name
Now I want to try a build like that.
if you've seen any acid enemies in this game and what happens when you get hit by acid or when you hit them
that's what sprays acid means
I'm being REALLY patient over here
>but even that never fucking works because i hit maybe 3/5 shots with 80% accuracy.
Wow, 66.6% result of shots with 80% accuracy. What a huge deviation, there.
Like I said, if your entire plan hinges on one thing going right, maybe it isn't a very good plan. If you're at that point of the game where enemies can stunlock you you have access to other options, so why not use them?
Spread is pointless if you have no firepower, your 20p shots alone have plenty to the point you should be killing multiple Bisons in a pop if you position yourself well.
I coincidentially just killed Baenkraster and I was easily oneshotting anything that wasn't a coked up Skaerder.
So this pistol + sure step turns me into a mutant basically.
Time to play a pistol build.
It leaves a acid pool on target and around it, giving you a 3x3 acid splash. Splashing a tile which already has a acid pool on it makes it bigger letting it deal more damage. Mad chemist only applies to entanglement damage.
Chem pistols are great with crossbows.
Fuck the marsh.I ended up going through the leapfrog area only to find that something straight out of my nightmares awaited me.
>Can arm traps during stealth
>Throwing caltrops destealths you
God FUCKING damm it
The acid puddle is just environmental damage. Think of it like the small flames at the edge of a molly toss.
The actual on hit effects are the 2turn entanglement+DOT on acid pistols. It's great crowd control against melee enemies and melts through just about anything that's not acid resistant.
Incendiary is long DOT + fear, cryo is freeze.
Speaking of which, why doesn't cryo pistols inflict hypothermia?
>600% crit power sledge user
I swear to god if Ezra is the solution again
>Chem pistol / crossbow
That's actually a great idea since they both only take perception.
What to do with the extra points?
This might be the only viable hybrid build.
>When doggo crits twice in a row
Yeah, it creates acid puddles, I think they're 2x2 tiles big. The same acid puddles will fuck with you if you walk over them, so metal boots or sure step feat is recommended. Also be mindful that the acid puddles damage and aggro any allies, so don't use them when you fight side by side with frens.
Chem pistols become ridiculous strong towards the endgame.
What are you talking about? There are a bunch of viable hybrid builds.
List some.
i as well, but i was eating through my houndshot and wanted to save them for the tribals. it was just bison, if things got too rough, i was ready to jump on the jetski and wait a tile away from shore
Nice, thanks for the help user!
TM plus imagination
>they both only take perception
When you hit 16 DEX you can fire four shots a turn with the advanced belt.
Any build/TM
Got a good chem pistol build, or do you build for pistols in general and just add cooked shot/mad chem?
Remember to max out Critical Power.
Recklessness and Ambush are your friends too.
Crafting, traps, some psi utility. Feat wise you want Versatility, cooked shot and deadly snare.
Assault rifles/psi
Sniper rifles/psi
Assault rifles/sledgehammer
BESIDES TM. I don't even count that.
Everything is good with TM obviously, chem pistols/crossbows not so obvious.
So turns out you can actually cast Bilocation on mutants
Should I max crossbow or pistol... hmmm.....
>80% hit chance
>player missed
>player missed
>player missed
>player missed
i'd rather not deal with this bullshit at all. i'm blowing through the same encounters as a psi that took a while to set up traps, caltrops, and using grenades that were expensive to craft on the gun character. it's simply better, the utility is amazing on a psi, and it doesn't rely on RNG.
but this is just the opinion of someone that just got to rail crossing. maybe if i had more experience i'd say something else.
Its a terrible build to be honest. Needs to hit lvl 24 to get 100% mech DR at 8% HP.
>Anything/psi
user pls.
Versatility takes care of that. Just invest in crossbow and your chem pistol is accurate enough.
you *can* if you've got the stats to spare (i don't, running a stormtrooper cosplay so i'm in full plate) but your big dick guns like the plasma pistol/electroshock pistol aren't really going to be fired more than once per turn anyway.
you can be a powergaming faggot like me and dip 55 points into time magic for contraction, that'll give you an extra shot or two.
don't drop your str below 5 though, steadfast aim adds a stupid amount of crit chance.
>contaminated bullets are for fuck-huge 12,7mm snipers
What's the point? With that kind of rifle and correct playing you end up killing everything in one shot anyway.
Anyone got a good example of a shield/sword build?
I chose pistol feats early game, sure step is a must if you don't want to use metal boots and you wanna have high chemistry anyway so why not invest into nades and become crowd control king, destroyer of movement points.
Not too far into the game, yet, so take my advice with a grain of salt because it could still bite me in the ass, I'm not too far after Depot A.
>tfw made a crit firearm pistol build but the energy weapons i craft still do more damage anyway
>user pls.
It's still true. Even just Thought Control.
There are a bunch of viable hybrids, 'viable' doesn't mean 'optimal' or even 'close to optimal'. If you can get through the game bombing yourself with grenades, you can get through the game with a hybrid.
300 IQ
Do you want a build good throughout the game, or one that dominates the end game but is mediocre in most of it?
Do you want damage or survivability?
I have a few builds which should work up to and including DOMINATING.
Losing all your movement points for attacking out of stealth is so stupid, what the fuck was Styg thinking?
>pic
I think all of my characters ended up eventually stuck in that corner, cheesing the mutated fucks with
Are chemical pistols fun to play with? Pissing on the floor with acid sounds neat but I don't know how practical it is in practice
I pick interloper in every single build that uses stealth
it pleases me immensely, as suboptimal as it is
Energy Weapons are all about crits and bypass mechanical reduction, it's normal.
I can only hope Styg gives us some cool beam weaponry in Underrail 2 instead of piddly Star Wars pistol, I want Plasma guns to leave only ash after a clean hit.
>>what the fuck was Styg thinking?
>underrail.com
commoners rise up!
I know there's a feat for it. But it doesn't make sense to begin with. It's the same as the perk that makes special bolts for crossbows cost the same as regular bolts when they shouldn't even have a higher cost to begin with.
Help me finish my crossbow / chem pistol build Yea Forums.
I have 3 ability points left and 2 more feat to pick.
(5 agl for sure foot, 6 dex for nades)
I know the pain, I just want to be a bad ass gunslinger but can't because pistols are objectively garbage across the board.
Acid Pistols destroy 90% of the game, and Incendiary Pistol destroys the 10% of shit immune to Chem. I did the Beast at level 10 on DOMINATING with no trap prep, eventually there was enough acid on the ground that the later waves of Bladelings just fucking melted walking up the stairs.
It's crowd control heaven. Use incendiary pistol with cooked shot to light every fucker on fire in a 3x3 square. Once you got the mad chemist feat all you need to do is hit something once with your acid pistol and move out of Los, acidic entanglement melts fucking anything. And when you get the advanced cata belt from Cornell shit gets real stupid real fast.
Wear a doctor's coat for maximum mad scientist shenanigans.
WHAT THE FUCK JUST HAPPENED
>Last 2 mutants enter the shack
>Mutant infront resist Mental Break down, gets entangled, throw molotov
>Both mutant acid sprays me, end with fucking 2 hp
>Retreat to a small corner of the shack, praying it's not on fire, turns out it's the ONLY tile in the whole shack that is -not- on fire
>Mutants literally walk INFRONT OF ME
>I panick and desperadly knife them, cant manage to kill them both, internally screaming
>>>THEY LITERALLY AWAY FROM THE SHACK AND LEAVES ME ALONE
>COMBAT ENDS
I suppose I prefer survivalist. I've recently messed with a shield/spear build, and quite liked that. Just want to try sword now.
Never tried anything harder than normal difficulty, and would prefer not to use psi.
Post build or help me with Also give tips to new player.
is nimble good for dex fags?
Dex 7, agi 7. You want sure step at lv 6 to have an easier time at depot and to make practical use of your chem pistol cauldron combo. In short, you throw down cauldrons, cooked shot cauldrons, then kite your targets through it. Add bear traps and gas grenades for maximum efficiency. Deadly snares at 12 and you can delete everything with your crossbow after trapping them with your chem pistol and other traps.
I'd say Nimble is universally good unless you're a tin can.
You're the chosen one
they're glad you're not spamming "Play a hammer wizard" anymore
>fire
>woman
>smell of cooking meat
They smelled roastie.
No but really idk senpai lmao
>utility is good
>choosing a build which has inherent utility instead of having to rely on items for it will result in more reliable survivability
Is this the genius logic that results in you decrying 'regular' combat as terrible? Yeah, Psi is reliable when it works, that's why it's so useful. That doesn't make guns bad.
What kind of build were you running that missing in one round would make you have to reload? Not every combat has to unfold perfectly according to plan, you know.
Why the fuck did no one post this the 4 times I asked for a mad scientist build that does EXACTLY this.
Is there any way to get the medical supplies for the muties in Expedition without persuading the doctor or do I have to kill them now?
I assume it's just balance thing, to stop you from cheesing encounters by initiating combat from stealth, killing one or two guys, then using a shitload of movement points to run off and restealth.
At what level should I start Expedition?
7 dex for AP reduction on the pistol?
What feats am I going for with 7 agl?
I was thinking about throwing the last 3 into con for a little more HP.
because asking for a build makes me automatically know that you're retarded whereas asking about game mechanics means you've actually played the game
15 minimum.
>AP reduction on the pistol
Yep. With the AP reduction and when using a pneumatic cyclon crossbow you can use cooked shot and still shoot your crossbow. You can also still shoot twice when fatigued with your chem pistol. An ideal engagement would be to cooked shot a clumped up group to entangle them, then use a shock bolt to wipe them all out.
Thanks! I've loved Critical Power ever since I felt the wonder of a Critical Power Chimaera burst on my first character, thanks for reminding me about Recklessness and Ambush though (Ambush in particular I wouldn't've thought of).
This will be my first playthrough with the Expedition build so I'm looking forward to it.
Thanks, user! I'm looking forward to playing a tin can again, it's been too long playing squishies, so I think I'll go with that.
molotov
explosive barrel
make it happen
thats what he gets for fucking around with incendiary bolts, the cocksucker
Nice.
Why boost agl up from 5 to 7 though?
I was actually thinking of dumping it to 3, and just using metal boosts. I don't see any agl feats I want besides maybe sprint at 6?
they pathed out of the fire
SMG build with sniper as secondary since i found one. shit con but high dex and per. low con builds are bad for noobies but i thought i could get enough shots off to kill shit before that became a problem.
how does anyone make these firearm builds work? i'm still extremely interested in it but unless I can always have a 95% hit chance i don't think i have the patience for it.
You will need to kite around, no matter what. It gives a nice boost to stealth and evasion too, not to mention decent initiative to get the first move most of the time. I also forgot to mention that you will need 8 dex at lv 12 to make use of your deadly snare combo.
Its not a particular new player friendly build, but an efficient one which isn't psi wizard or AR tin can.
if you are doing a SMG build, you can't spare extra points to put into strength, you need to be maxing dex and putting the rest into perception.
SMG's need spec ops.
Once you get that it's easy street, especially early game.
Use flashbangs.
Use walls of fire and acid to protect yourself from melee.
Fight in chokes.
Always move and shoot.
Why the FUCK do crabs and serpents respawn so quickly? Fuck them.
Burrowers are the worst enemy critters in this game to fight against
Prove me wrong.
Thanks for all the help user.
Should I keep putting bonus points into dex or put more into perception at later levels?
How are my starting feats?
Should I skip aimed shot for something else since I will have 100% crit once I get deadly snares?
Where can I get my first chem pistol and how do you get ammo for it?
that makes sense, i could try it again with those stats/feats and buy up all those grenades.
and, i was just testing it out again, i missed two 95% chance shots in a row on a bear trapped target... what the fuck is my luck.
You haven't seen anything yet if you think Burrowers are bad, but yes, as far as the early game goes they're definitely the worst.
I've seen everything and I stand by what I said. Your first encounter with burrowers is incomparably harder than your first death stalker, for example
You just wait to meet the Locust
Biggest advantages of SMG builds are 3-5 burst fires per turn, low grenade cooldowns, and no movement/melee shooting penalty.
hybrid builds are bad and you should focus on few skill points and playstyle
Y/N?
oh fuck you're right
I stand corrected
FUCK LOCUSTS
jesus christ what a pain in the ass
>water locusts
fuck styg
Left is better throughout the game, while right is minmax for end game.
Left has flurry which helps before you get the ultimate energy katana and throwing feats which allows high end plasma grenades to one-shot mooks.
While right has higher survivability at low hp, and if further spec points are pumped into conditioning, at max lvl can achieve ~95% natural DR against mech defense and 50% natural DR against all others with aegis. Both builds has a lot of spare points to pump into traps/sneaking/psi if you want.
Remember to use all resources available, craft kevlar tabi boots and balaclava for free DT. and if you don't mind a bit of meta gaming kill Aran to get the strongest sword using gas grenades, he spawns as soon as you go into expedition, which can be done as soon as you leave depot A with 70 persuasion, or killing the beast.
you literally get the shields around the same time you fight some burrowers
a decent shield will neuter them
Depends but usually: Y
If new player especially: Y
If the hybrid build is anything + TM: N
Of course you're going to have trouble with that build, user. You're using SMGs which suffer from a low damage per bullet, and you're early game before you can mitigate that with feats and crafted weapons, and sniper rifles, which have such high AP cost of course you're going to suffer if you miss your shots. Eventually, with crafted equipment and feats, you're going to get to the stage where you're Bursting a lot more per turn, hitting most of your shots and with the mobility to move around; once a sniper build comes in to its own you'll have incredible precision and an insane amount of crit damage, but you need to build up to that (and know what you're building for).
And it's exacerbated by you going for a glass cannon build even though you admit they're bad for new players, which would be manageable if you picked an assault rifle to specialise in (higher damage, improves earlier than the other builds imo) but with SMGs/sniper rifles you need some form of avoidance or utility. Use flashbangs, chokepoints, caltrops, that's what they're there for. Otherwise pick assault rifles and take a decent CON and you'll laugh at most early/early-midgame fights.
Clearly you're enjoying psi for its utility and that's fine, if you want to stick with it that's an enjoyable way to play, too. But firearm builds aren't bad, you just have to know what their strengths are and how to play to them, and a glass cannon build just isn't the best way to learn.
Good luck, user. I hope you enjoy the game.
Generally yes, and especially for new players yes.
Can you get a shield in GMS? Or in that other place with the scavenger couple. Not that it matters, I was corrected already
had a screen of locusts and water locusts that was harder than the rest of the game put together
TM as time manipulation?
like which skills other than the one that reduces turn locks?
The one that flat out gives you action and movement points for free.
>fighting the burrowers first thing in GMS
well what did you expect
if the head of security for your station says something is dangerous take his word you mong
>trusting Gorsky in any capacity whatsoever
keep working that pipe
Not that user, but you don't need to tackle the nest in GMS as soon as you possibly can, and you can handle the other lot with a set of metal armour from Junkyard + bandages and antidotes.
coming from the other side is nonsense. theres like 3 guys with nets in front of you when you enter the map
gorsky is the best
you probably only dislike him because you're desperate to pound vera's puss and she dislikes them too
I'd rather trust Gorsky than Vera.
This, fuck that derailed guy.
My first playthrough I shot him and his buddies immediately before descending to DC because I thought otherwise something bad might happen, and I've done it every playthrough since.
APEX DOMINATINGfag's pasta is silly. Why implement a gimp difficulty when you can just play on hard with a gimped build?
>Lord Vader
Before you came to SGS you had a fight with your master but he had the upper ground from a certain point of view and it left you grossly mutilated. You can play any build you want but you have to rush full tincan armor and you can never take it off. Bonus points for meele that's not sledge.
>veteran marksman
You served many years as one of the best snipers in Upper underrail but old age and a fast lifestyle left you with cataracts. Sniper or crossbow build but your perception is capped at 5.
>mad scientist.
Energy pistol or chem pistol build. Have to max all 3 sciences each level and can only put stat points in INT. Can only wear starting clothes or doctor coat.
>what do you mean psionic potential?
Have to take the pill at the start of the game and have to keep at leat 3 psi schools maxed each level. However your psionic potential only "unlocks" the first time you fight the chortists in the sewers. Cannot learn/use psi abilities before that.
>the edge
Meele fighting glove build. If any of your equipment can have serrated blades or spikes it MUST have them. Have to max intimidation every level. If any convo has an intimidation option, you have to take it whether it's friend or foe. Tough guys like this don't use sneaking.
Look, I'm not saying I had trouble with burrowers in GMS, you guys are actually on my side providing me with further proof that burrowers are a much better filter than any other critter in this game
Essie is the only SGS girl worth a damn
His quest is shit and feels unfinished
>gorsky is the best
>I'd rather trust Gorsky than Vera.
t. Dan
Go back to Foundry, you lunatic
>killing the zone rats
>killing Dan
Dude what the fuck, Gorsky is shit but you leave the others alone man.
Don't touch my boi Dan, you pipeworker.
Best sidekick I'll ever have.
>the twin naga encounter
Do I just roll over and die?
>indie devs can't keep political messages out of their games
great pasta, ngl
what's your build
All points go into perception, except for one at lv 12 for dex 8.
Aimed shot is great for crossbows and will always be useful.
You can get you first chem pistol at scrapyard. Fixer has everything you need. Chem ammo is made of chem, bonding agent and 10 vials.
Nice. Pretty hard choice desu. Thanks a bunch.
What is APEX DOMINATING everyones talking about?
New difficulty setting in the unstable version?
Some dumb fucking shit a discord tranny spams in every thread to rile people up.
Crossbows
I'm sorry
Thanks so much.
I'v been going back and forth between SMG, shotgun, and Psi characters all day. I think this is exactly what I was looking for.
imo the worst early game enemy is Azuridae
>tough DT and DR
>deal damage that bypasses armour, sheilding, and never misses so evasion and dodge don't do shit
>get stronger in groups so trying to group them together for a cheeky nade often actually fucks you
they're hard to deal with, especially when the game decides to fuck you and throws a massive group of them and even some goliathus too
you still can ofc, just wish there was some way to protect against mental damage other than tanking it and healing
I'm sorry, jacks, but I had to. Gorsky had to go because I wasn't letting that derailed idiot anywhere near power, the rest of them aggroed on me, and I didn't have stealth or anything to get out of there.
It was a sacrifice made for the greater good...
I regret ever convincing Dan to leave Foundry.
honestly challenge scenarios like this would be more fun than any gay difficulty imo
Yeah, me too. Fuck crabs, fuck strongmen, and fuck serpents.
Oh! Take the pill or don't take the pill?
My guess would be if yes, for TM and Force Field?
These are both hilarious and actually sound fun to play.
Its a homebrew difficulty concept I came up with to round out the game's weak spots. It would make for a fun, but pretty serious challenge for people that are already pretty good at the game.
It riles up the normal-baby fags on Yea Forums who suck at video games, so they resort to baseless insults to assuage their fragile childish egos.
Anyone got a good build on how to start out as a tincan shotty boi? Im still new to this game and just found out there is shotgun now.
>Pipeworker is a Protectorat
That explains it all.
Take the pill. TM and force field is just too broken to not take it. You could drop psi in favor of hacking/lockpicking or tailoring, but no psi utility makes things much harder.
metal armor requires 8 str, tungsten metal requires 9
other than that, just read through all the options in the character builder; figure out your main ability score then use feat prerequisites to determine how you should build
Gotcha that's what I thought. Thanks senpai. :D
thanks man. i can see the build i setup unraveling before my eyes with all this information.
do you have any more info on accuracy? i've been doing a lot of tests just on a single target and reloading over and over. on 85% chance to hit i have missed a total of 23/40 times. either my luck skill irl is shit or something's fucked with the game. is the chance to hit the final calculation?
>trusting the protectorate
with as terrible of a moral compass as this, it's no wonder he killed gorsky
>Yes, let's rely on these literal terrorists, no better than bandits, to lead us to peace and prosperity
Now I'm not surprised you agree with someone as derailed as Gorsky.
it's about what's best for SGS
and I really doubt the protectorate has anything good in mind for the SGS
If Tanner knew that wherever the cube went, the faceless came and wreck the place, why would he want to bring us to bring it at SGS?
Is that nigger retarded?
>Protectorate
>Peace and Prosperity
You're catching onto something there. He doesn't care about SGS.
>Peace
sure
>Prosperity
lmao no
>why would he want us to bring it at SGS
I am the retard it seems
>your first introduction to the Free Drones are them robbing a train of supplies for a station that, without them, will inevitably die
>North Underrail has actual working technology, good healthcare, and safe citizens (except from the Free Drones' terrorist attacks, of course) while the South is still living in busted stations and literal fucking caves
Yes, truly a life to aspire to, fellow Free Drone!
>Spoiler
How do you know, is there a quest i missed about him?
Finish the game, it should tell you all you need to know about that.
North Underrail is a fucking regime and the Protectorate is literally a "legitimized" and glorified gang conglomerate that helped with absolutely nothing you mentioned.
If submission, censorship, arbitrary trials with no proofs and living in constant fear of the CAU is peace and prosperity to you I don't even want to imagine what war is because fucking hell only metal morons believe the Protectorate is any good, at that point I might as well ask Six to rape my face, it would be a much better way to go.
Man, what the FUCK is this ferryman on about? Yeah, he's smart about a bunch of things, but his philosophy goes into esoteric nonsense and fall apart halfway through.
Weapons have an optimal range, says on the weapon. it's complex.
I really want to, but i also want to play the other questlines and the dlc before going to the DC
I like the effect.
that's why I said peace=sure and prosperity=a laughable no
I'm agreeing with you dipshit
Yeah, I quoted the wrong post, sorry about that.
No worries user, I knew it had to be something. I jumped into the game with an assault rifle build myself, so I personally really like the mechanics. There's nothing wrong with going for a build like that eventually, it's just not a very good way to learn the game because of how risky it is, and because you need to know what you're doing to pull it off.
>on 85% chance to hit i have missed a total of 23/40 times. either my luck skill irl is shit or something's fucked with the game. is the chance to hit the final calculation?
The chance to hit displayed should be accurate, make sure you're not doing anything to change the attack type (moving, choosing a burst attack) between checking and attacking. Though if you're continually reloading and retrying the same shot I'm not sure if the game handles RNG in that circumstance.
If you want you can head to the shooting range in SGS and try different ranges/shots out there (save before doing so to save your ammo), it should be accurate with a big enough sample size.
ah I see
fair enough
It's just a diluted dharmic religion without the cosmological aspects, guy is just an old slavic hindu.
the protectorate is just the bloated overbearing old world bureaucracy of the ncr, with the strict fascist military and draconian law enforcement of the legion
it's everything wrong with the new vegas factions, and I'm certain that's where styg got the idea from
why would you ever see them as the moral choice is beyond me
>the only remaining lemurian is a mentally ill beta cuck
Is prosperity not prosperous simply because it was won in an earlier time? That's a rather odd way of viewing the world. The Protectorate gives peace and security to its citizens, which is more than 90% of the settlements of South Underrail can claim. People there have rights, and freedoms - freedom to go about their lives unhindered by the depredations and threat of bandits and other lowlives!
Yes, the CAU may be brutal, and in an ideal world they would not be needed. But they are needed to fight the insidious terrorism of those such as the Free Drones, and their actions, while harsh, are targeted solely at declared enemies of the Protectorate and all citizens therof.
You slander the names of soldiers dedicated to helping secure the lives of their fellows, yet the terrorists robbing and burning civilian trains are simply "misunderstood" "freedom fighters", right?
>why would you ever see the stable society as the moral choice compared to literal terrorists
Hmm, I wonder...
Vera, get the fuck off the internet.
who else thinks the best way to nerf Psi would be to make it so psi abilities have a more noticable cooldown like grenades and most abilities do?
or even better, make different similar ones share a pool, like maybe one for each school or something
lmao seething protectorcuck
At least the Protectorate HAS the internet!
Checkmate, Gorsky!
>make it so psi abilities have a more noticable cooldown
Psi has the biggest cooldown average of anything in the game.
>People there have rights, and freedoms
best joke I've heard all week
>But they are needed to fight the insidious terrorism of those such as the Free Drones
They're really not.
You can NOT help them, and still have the SGS join the protectorate, as long as you helped the black eels everything goes on as normal.
In fact i'm convinced joining the protectorate and not gassing the drones is the best option.
Then how are you talking to me right now, you double zoner?
do you not remember the public message to all stations when the faceless attacked core city?
or the fact that the Gauntlet is broadcast across the whole south underrail
I brushed off the "No." option and now I'm worried
>you double zoner?
You take that back, right this instant! Unforgivable! I am a proud and noble citizen of the Protectorate, born and raised in the North Underrail, with a good education and perfect teeth! Which is more than can be said for the lot of you Southerners, living in caves and amongst scrapyards!
Oh wow.
The protectorate mandates that you add the teeth part onto that spiel now?
They really are desperate for people to join them.
Protectorate?
More like ProtectoREKT!
based big bret
>go into loveshack with hot girl
>finally gonna get laid before I inevitably die to crawlers or some shit
>she starts taking her clothes off
>"Trap detected" appears above her head
You come up with that one on your own, user?
yay
>it's about what's best for SGS
That's what I was considering, too, and I think it's hard to make a case for siding with the Free Drones beyond a nebulous "bad feeling" or (undeserved) distrust of the Protectorate. Vera is a good example of the Protectorate and she's easily the most sensible councillor aside from Ezra, who usually recommends literally nothing; like it or not the Protectorate is expanding. Core City can barely hold itself together let alone hope to resist any serious attempt of the Protectorate to liberate their citizens. Most other stations are barely holding on, susceptible to a single disaster or negative event that could destabilise them or wipe them out completely, hell even a particularly strong group of bandits pose a threat. SGS is the strongest and stablest of the Southern stations and that's while having a derailed lunatic like Gorsky as not just one of their councillors, but a senior one!
Better to take the opportunity as presented and do as much as you can to preserve SGS's strength while integrating with the Protectorate, not just strengthening their position with the Protectorate but strengthening the station itself for the future.
They're definitely needed. Whether their methods are justified is another, separate matter. The alternative is what, letting the Free Drones carry on with their outright terrorism unchecked?
the real punchline is that you think it's a trap joke, but she actually just has crabs
You're on a roll.
you did it. reminder that organs are fucking heavy. if you need it for components, get the extract humor blueprint and always hold a few of the containers so you can extract the components on the spot
pure psi should never have been anymore viable than pure throwing
change my mind
Redpill me on temporal manipulation. Is it useful enough for -25% HP on a low WILL low CON build?
Where can a nigger find high quality component vest for my metal armor? I just finished The Beast.
psi is literally always worth it for the utility alone
the only reason people don't take it is because they want to try something else and don't care about not being able to use a forcefield or whatever
Honestly SGS joining the protectorate doesn't or not doesn't change much.
I think everything still hinges on Core City.
If the Protectorate can't take Core City, they won't have much influence in the south, unless SGS joined, in which case they need them more than ever and won't be trying to infringe on their interests.
If the Protectorate DO take over Core City there's no fucking way anyone in the south can stop them from taking over everything.
>Southerner so backwards and primitive that having healthcare beyond 'having your gunshot woulds reluctantly bandaged' - and that only in the premier Southern station! - doesn't register as a positive
Is this truly the barbarism of the South?
Begone, Drone filth.
How ironic that you would post an image of the singlehandedly most retarded SGS member
absolutely
Well done, user!
>that part in the rathound king labyrinth where the rathounds burst out of the rocks
>pay 5 coins
>all wounds treated with anesthesia
>several times cheaper than a fish sandwich
>all without a massive overbearing draconian police state
gee user, i guess it really is a shame we don't have amazing dentistry down in the south
finally crafted a shield emitter for my tin can. what a fucking difference. im running double medium, but whats good for tin can builds?
they're fucking rathounds, I could beat them to death with my bare hands and they get spooked by a road flare.
I agree, if we're talking about the geopolitical situation as a whole and not purely what's best for SGS.
I think it's more a question of risk; even if the Protectorate doesn't take over immediately after the game, all they have to do is wait, and they can afford to more than most factions because they have a relatively stable and secure home front. Core City is only metastable and only barely at that, even if everything doesn't immediately go to hell the moment the player leaves the game makes it very clear how close the factions are to possibly tearing each other apart.
As far as SGS goes siding against the Protectorate makes them a huge target either way.
medium or low
you tin can should have some energy resistance which makes higher frequencies pointless
Depends on if you're having more trouble with being murdered by snipers and shot to death with lasers, or with crossbowniggers debilitating you.
Personally I prefer low/medium, since with decent emitters you still have enough coverage in the high frequencies for survivability.
Low+low is your best bet, it works well enough against crossbowfags and burrower darts, negates some of the melee damage as well. Everything else gets soaked up by your tin can. This way the only danger you're facing is snipers and energy pistols, those require high/high emitters.
i still get fucked by snipers, acid blob from the tribals, and melee. other than that, this new shield is handling crossbow fuckers real well.
>pay five coins
>only immediate wound care is given, nothing else
>you have one of the richest stations where people are dying of goddamn black lung from working in the mines, another "prosperous" station that can barely afford enough supplies to keep itself afloat, and pipeworkers willing to join up with a crazy cult just to be looked after
And none of that seems the least bit derailed to you?
If you're facing those savages, just use a low+low emitter, I don't think they use anything that warrants medium or high frequencies. The acid blobs just require some armor heavily resistant to it, like Greater Siphoner Leather stuff.
What are the pros and cons of each of the energy shield upgrades, amplifiers/conservators etc?
7 INT even useful? I want to put another point into something else but people recommend 3 INT or 7 INT and I sure as hell ain't dropping it to 3.
>one of the richest stations where people are dying of goddamn black lung from working in the mines
you're kidding yourself if you think the protectorate doesn't also have mines that are pretty shitty for the workers
>station that can barely afford enough supplies to keep itself afloat
yeah after getting attacked by faceless and having a drug addict steal medicine from them
>pipeworkers willing to join up with a crazy cult just to be looked after
retards are retards, what else is new
aight, those blobs come out of fucking nowhere but im not about to gimp myself to literally everything else just to suit myself against that acid blob. ill just have to stock on even more grenades to deal with then
7 int is necessary for a lot of the crafting feats, and given how important crafting is, you want them
The Rathound King is the most chad incel I have ever seen.
could make yourself some mutated dog boots or some shit
wouldn't be perfect but could take the edge off
Dumb zoner can't even appreciate a good joke...
cant, i rely too much on caltrops. im jinroh-ing with metal suit and aegis gas mask.
A build that relies on Greater Siphoner Leather likely is a build that has Uncanny Dodge and can thus laugh at melee enemies. I'd say the bigger threat of savages are those damn psi useers.
>doing caltrops without sure step
you deserve all the pain
What's your build?
7 int is for gun nut. Other crafting feats only need 6 int.
>im jinroh-ing with metal suit and aegis gas mask.
Apex!
solid padding antithermic/blast sea wyrm leather, with sea wyrm tabis, and a low/low amplified shield for crossbow bolts
For sure, but there's a difference between "work is tough and sometimes pretty shitty" and "people literally dropping dead from inhaling metal fumes, the entire station's air quality is described as toxic, and people don't give a damn if you fall directly into a furnace". But then, life is cheap in the South, right? Why should people expect any different...
>yeah after getting attacked by faceless and having a drug addict steal medicine from them
Exactly. One attack by a well-armed and coordinated force, that wasn't even trying to severely harm the town, and a single drug addict stealing supplies and the town doesn't have enough? And this is supposed to be sustainable? It wasn't exactly a coordinated heist of their supplies that put them in such a precarious position (that was the Free Drones, but I digress)
A high AGI high PER build. Will eventually craft shit ton of grenades, traps, and cool guns but all the craft feats I'm seeing are only for armors and shit. I never planned on taking them so I want to set my INT at 6 and put an extra point into DEX to increase point effectiveness on throwing and traps.
>tazer into crit execute combo with crafted plasma pistols
So I just got into the warehouse and stole the energy shield emitters. I had to kill everyone inside because I can't into stealth or disguise. Are the protectorate guys just going to be hostile to me forever now?
Besides the 2 plasma turrets and the Naga Protector what other island defenses are there? Trying to complete this goal but can't find anything else. Unless I'm supposed to recover equipment from another island?
Unless you leave the sneaky way, yeah. The ones guarding the front door will definitely turn hostile. And slaughtering them might trigger the whole docks area.
I left through the downstairs ventilation, same as I came in.
i like that your constant posting here makes everybody think you're some newbie retard when in reality you're way better than any of them trying to give you tips
You should be fine, just stay out of their los and remember what you did. You don't want to wander around their way and trigger them randomly, happened to me and it's not a nice surprise.
HOLD UP.
I just compared weapons and what the actual fuck?
Pistols are fucking trash. 25 AP for 1 shot that does almost the same damage as an AR for 11 AP?
SMG's do fuck all for damage, I don't care if you get 3 - 4 bursts a turn lower accuracy and having to dump into dex instead of per just brings you even with default AR.
What the fuck is even the point of crossbows?
Look at the numbers!
The AR is king of weapons.
Better range, lower AP, better damage, what the fuck?
Shotguns and Snipers are better trade offs for damage/range but pistols, SMGs and crossbows are a joke.
What am I missing here because this is just broken?
>Dex lowers AP cost for light weapons
Ok but their AP cost is still higher then the AR, and even with reductions it's still higher + lower range + no burst + no rifle feats + no damage bonus like the AR is going to get for putting all those points you wasted in dex into perception.
It's like a completed SMG build just gets you to where the AR starts. Pistols don't even seem viable. Crossbow deals 25% LESS damage to anything armored and has no AP reduction WTF?
I know nothing about this game, tell me what to build
Say something nice about him.
Heavily armored assault rifle wielding time wizard.
It's mostly for Energy/Chem Pistols
Boxing Gloves Psi Warrior
Polarizer seems fucking awful. A small chance to apply a small debuff feels completely pointless.
I'm generally adverse to melee in these sorts of games because it often either trivializes encounters or makes them impossible to do.
In this case it'll be psi trivializing everything, so don't worry.
Has anyone played xbow here?
What is the point?
Does the silent component allow you to attack from stealth and stay hidden if your stat is high enough or something?
They just seem bad, really bad.
2 low attacks per round that usually miss and don't kill a single person even if they hit.
Pistols and SMGs aren't affected by moving and firing at least. Other weapons take an accuracy hit. Also, the pistol in your example has over twice the base crit chance as the AR, so that's something. Overall, they do seem worse though.
Crossbowe provide tremendous utility and are surprisingly effectivr against shields. And yes, they are good for stealthy playstyles.
Pistols are purely a secondary weapon tiu use because they have no struct rewuirements so can be used by anyone. Smgs get better with the right feats, but i agree, they arent comparable to shotguns sniper rifles or ARs for overall effectiveness.
Just got away with murdering every single asshole in Depot A with relative ease with this build. Is it fine or is it fucked?
Also, if I were to commit this character into crafting should I focus on making drugs or shields/stealth cloaks?
Make psi headbands and psi beetle tac vests.
How important is persuasion? I feel bad about how most of my solutions is just fire grenades, machete or stealing
Unnecessary. Most quests where it is useful can be completed in a differrnt more roundabout way. Its honestly 90% for roleplaying.
What am I doing wrong then because my lvl 9 xbower can't win any fight that's not a 1v1 where I land ambush (with 60% accuracy)
You dont have night vision goggles and arent using utility arrows or traps.
no traps
no special arrows
no t a c t i c s
Started dlc for jetski and new leathers, if i go back to the main game area will the basecamp get raped by raids? Or will that shit be gone when im not in the black sea?
>traps
I set a row of them, and they just walk around them.
Is my trap skill to low?
Also
>just use traps and nades
AR's can do that to. And they still do more damage with better accuracy.
I'm wondering the same thing as well.
How does accuracy work in this game?
Is it linked to the weapon?
Skill?
Other stuff?
Do I have the same chance to hit with a pistol with 0 gun skill as 100?
Is it based on perception?
that's how i beat that first rat boss just ran back to the barrel and blew him and his rats up. Choke points are life and death in this game so far.
And are you using night vision goggles and lots of utility bolts?
yes. Enemies can spot them if your skill is too low. they'll walk over them if you put them on chokepoints or behind doors
Its based on skill, enemy evasion/dodge, and light levels, mostly.
How come when I restarted there was a "pumboar" and "tippy" or something in a spot where there was nothing the last game?
current playthrough (first) is just heavy armor and rifles. is a second playthrough fun? how replayable is this game really? i wanted to play a melee/stealth assassin, but feel like i need to understand the game well before i do that
I just found
>Kevlar Balaclava — +2 Mechanical damage threshold, mechanical damage threshold increased by 200% against bullets
Wearing this gives you 200% resistance to bullets?
Seems really OP
Started a new run after realizing my first one was complete garbage, decided to go with throwing and melee this time.
>climb down ladder
>raiders
>old man
>throw grenade
>raiders are dead
>old man is dead
>I'm barely alive
Good shit
>get to raider boss
>died several times over trying to get good RNG with my old character
>open door
>grenade
>flashbang
>fight over
>night vision goggles
How do these help?
+1 perception?
>need to fish to make advanced health hypo
fuck this retarded shit
It has a +2 defense against mechanical damage. Against bullets, that defense is increased by 200%.
>reading the tooltip fully is impossible
better accuracy coz no darkness
should I use the steel helmet if it fucks up my perception and I'm Assault Rifles?
He's the only friendly naga and he's easy to kill when he's not
there are some different quest outcomes, but nothing major.
it's replayable coz there are a lot of fun and viable builds which play different. so after you get bored, you just try something new.
How are 3 con builds suppose to survive against psi?
They usually one turn kill me, or leave me at low hp and stunned, then kill me next turn.
My dodge/evasion is useless.
run gas masks and toss gas grenades everywhere. but really, unless you are going full tin can, you might want to wear one of the goggles. either the crit goggles or the special shot goggles.
kill them before they kill you
But I cant kill 3 people in 1 turn.
You realize there's a PSI user in the area, die to them, F9 then go scorched earth so that they die before even realizing you exist.
whats ur build?
SMGs can hit more and burst more, though
Does anyone have a link to the hammer wizard build that 1 user was spamming days ago?
flashbangs, molotovs, pump drugs, lay traps and lure them in.
one or all of the above
Stealth sniper.
I can ambush 1, then I get raped by the rest.
Rifles do more damage per burst, with better accuracy, and burst 7 instead of 5.
With only 6 str and maxed perception (bonus to accuracy and gun skill).
While SMG's need to max dex(no combat bonuses besides AP cost redux) just to achieve that.
carry flashbangs and always caltrop/beartrap in front of you. cover is vital.
They won't walk into it.
Just Cryokinesis spam and Telekinetic Punch me to death
they hit between 40-60 total on each Cryokinesis.
Completely melts me.
What level and where are you? Screenshot good too.
the level of your trap skill determines how easy a enemy can see it. its why i prefer caltrops but they are heavy as fuck. caltrops are great, enemies will try to avoid them so you can actually guide them to circle around them and hence take a longer path to you. and if you caltrop all routes to you, they are usually forced to run through them and take tons of poison damage.
I'm level 9, in the first area.
Psycho looters or something.
Trying to get past their camp.
Just shut down after like 6 fails.
I have 50 trap skill and they completely dodge my traps.
if it's too hard it means you're not supposed to go there yet
Looked it up on the wiki, they are level 10 and I think i'm suppose to be over here doing something.
2 guys at a camp with 1 blocking my way and I can't stealth past with 50 stealth.
If I don't kill this guy he stuns me with tele punch and then kills me.
underrail.com
This guy can 1 turn kill me with frost spam
underrail.com
and this guy hits constant 30's with burst fire.
underrail.com
I can only kill 1 and the other 2 just finish me off.
just go back later, you're not missing anything
Pure psi is the only psi that should be viable, hybrids are stupid. The psi negatives should be going blind or something for -10 perception
lunatics are a bitch to deal with at low levels. you dont really have to deal with them yet
Whats going to change though?
The psi enemies are going to get more powerful in the future right?
This build does not seem to have any answers to psi.
Think i'l re roll something with more con.
don't be a bitch now
you'll have better weapons, better traps, better stealth,..