Fenix
Arcane
I was talking about the Strange Cube quest which you do when you're like level 10-13.
Plot one? But you need to advance in Arena for that and do the Oligarchy quests.
Too much for 10-13 lvl.
I was talking about the Strange Cube quest which you do when you're like level 10-13.
No the one you get at Rail Crossing. It's when you pull the weird cube or orb at the facility and all the power rushes back in. You take it back to Rail Crossing and it knocks out all the Plasma Sentries patrolling outside Buzzers shop.Plot one? But you need to advance in Arena for that and do the Oligarchy quests.
Too much for 10-13 lvl.
Styg is gonna nerf PSI into the ground (hopefully), so it's now or never.I also see there will be update with psi overhaul, wait or play now?
Are melee builds even viable on dominating? Expedition native raids are painful enough as is, but they're downright sadistic for melee.
You should also use Force Field to block the passage once you throw the molotov. The beetles should stand in the flames, once the Force Field ends close the doors and repeat the process.
You can skip a ton of the aids stuff in the horticulture center if you go down a specific path, even without stealth. Might need lockpicking or hacking or a str requirement, I don't exactly remember, but I don't think so.Can't even imagine it without stealth, I think for the horticulture center you'd have to enter from 3 different directions to clear the serpents so you can access the elevator.
You can skip a ton of the aids stuff in the horticulture center if you go down a specific path, even without stealth. Might need lockpicking or hacking or a str requirement, I don't exactly remember, but I don't think so.Can't even imagine it without stealth, I think for the horticulture center you'd have to enter from 3 different directions to clear the serpents so you can access the elevator.
If you draw the serpents away prior to that with grenades or something you should still be able to do it. I know you can because I did it with my Spartan who had no stealth.But you still have to enter the elevator, which has serpents + wyrms surrounding it. If you aggro them and run past it, when you zone back into it you get -1000 initiative and will likely get rekt.
The best path I found is enter from the southmost point, go immediately down the stairs the north west, one map with 2 locusts hives than you go NW and up the stairs to the elevator. If you have enough AGI you can go directly to the elevator map and jump across the chasm. In both of those cases you still need to deal with the serpents, IIRC talking to the elevator even unstealths you.
xDother valuable things like evasion
Every bit helps when you play as 3 con character. It also goes well with high agility character.xDother valuable things like evasion
Well, if you want to max evasion, tranquility psi is a good choice, because it synergizes with temporal. Investing temporal improves precognition and with all the means of psi cost reduction available now, you should be able to keep it up all the time in battles. And you don't need that much biology for jumping bean & adrenaline (other means of raising evasion, plus adrenaline combines with psychotemporal contraction/accelaration for 90 ap). But I don't think temporal alone is enough for offensive power, so I'd combine it with something else, like metathermics. If distortion stacks trigger all at once (haven't tested it), you could use them to trigger thermo destabilization.Im ejoying my psionic build, but i wonder if it would be smarter to have only one school of psionics leveled and leave the rest of the points on other valuable things like evasion/biology/throwing etc. Second i went the tranquility route and glass cannon ie. 3 constitution. I wonder if psychosis and 9 constitution/no stealth/no dexterity build would be better than my own high int/high will/no con/no str/6 dex/8 agi. I think the criticals can be powerful late game, but on the other hand wasting 9 con, and then carrying yourself with 1/3 health is kinda meh and micro intensive,prone to quick/load.
As for throwing, max distance you can miss is three tiles, if I recall correctly. Take that into account, and you can throw even with zero skill. But between the 90 ap & psi reduction cost, I'm not convinced that - outside of disabling robots with emps - it's worth to throw grenades around with a tranquility psi, when you can just spam spells.
No the one you get at Rail Crossing. It's when you pull the weird cube or orb at the facility and all the power rushes back in. You take it back to Rail Crossing and it knocks out all the Plasma Sentries patrolling outside Buzzers shop.Plot one? But you need to advance in Arena for that and do the Oligarchy quests.
Too much for 10-13 lvl.
Im more and more convinced that dude must be from old biocorp.
I think the mines are rendered in the water? Not sure since there's always some stuff floating around. I have no idea how they work though.Just few questions: Ive delivered the mines to the camp, but i haven't seen these anywhere. Are they not rendered ingame? Are they just modifier to native chance of attack/size?
Also what happens when i don't defend the island? It get resolved eventually right? I presume its simulated in the background, based on troop amount, resources? What if it fails? You come to the empty camp? Everyone slaughtered?
Speaking of stealthy combat since im planning next build. Let's presume i incapacitate some enemies with flashbang, but one resist and stay awake. I reenter stealth, do incapacitated enemies lose their "red eye" status, or do they stay with red eye, just like their awake colleague? Basically do awake enemies give your position away, so the rest will also know where you are?
That's cool but spears are boring. I'm thinking 4ap puncher could work easily, but I'd really like to try a 95% armor penalty heavyweight sledgehammer. Pretty sure psionics would rape me due to low initiative and no stealth though.
Its a shame you didn't give the oddity system a try, but yes you have a lot of good times ahead of you. You might have to restart once you hit the major wall though if you tried to do too much for your build. That's part of the fun though.Oh boy, I finally started playing Underrail! I deliberately kept it away for some time for I feel that I will spend a lot of time with it. There's so much Fallout-wannabes made by Slavic folk, and UnderRail beats them all to death.
As my new tradition goes, first run is absolutely blind. No guides, builds, no nothing. Started on Hard+Classic leveling. I'm still to early, but I already see some game-design decision intended to address the shortcoming of Fallout' combat, like "no more infinite healing in combat". Good stuff.
I play on glorified calculator, but UnderRail runs smooth as shit through a goose. Load and save times are blissfully short. I'm kinda surprised, for example, I tried to play Darkest Dungeon and load times there were awful.
the great thing about underrail is that it's not a Fallout wannabe, it's a combat-focused and systems-heavy dungeon crawler.Oh boy, I finally started playing Underrail! I deliberately kept it away for some time for I feel that I will spend a lot of time with it. There's so much Fallout-wannabes made by Slavic folk, and UnderRail beats them all to death.
I can't imagine a melee build on dominating, without great amount of CC. So basically psi monks with huge CON if possible, add some throwing. I don't know if traps could help for melee, though quick tinkering is extremely useful for ranged characters.
I can't imagine a melee build on dominating, without great amount of CC. So basically psi monks with huge CON if possible, add some throwing. I don't know if traps could help for melee, though quick tinkering is extremely useful for ranged characters.
Melee's just fine on Dominating. The only bad part is Aegis base defense. Real fun being netted for 25 turns straight as melee and then waiting for 2 minutes each turn because there's three dozen NPCs in combat that have to act.