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Underrail - Serbian pillow talk, turning Tricks, taking tips

Dreaad

Arcane
Joined
Apr 18, 2013
Messages
5,604
Location
Deep in your subconscious mind spreading lies.
I have some questions.

1.) If making a psi character is there a good reason why you would pick all 3 disciplines? Seems like you could safely get away with 2 or even 1 if you go with the electricity one.
2.) Is heavy armor enough if you have 3 con? Or is it much better to take dodge with low hp and focus on heavy armor with high hp?
3.) Is perception worth it to discover oddities? As in will it pay itself off or is it better to just make it a dump stat.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,787
Location
Roanoke, VA
Grab the Codex by the pussy
What a shitty perk.

Eh, yes and no. Money may not be a problem, but availability is. Generally, when you're building a new weapon or whatever, it's because you've obtained a bunch of nice, new components already. Being able to recover Super Strings, expensive scopes and so on is very convenient and does save a bit money, especially since you're likely to have far more loot than you can sell (meaning, the loss of your former weapon for reselling isn't an immense loss). What's more, if you want to, you can probably reassemble the rest of the quality-lowered components into a new, shittier item and still resell it. Nevertheless, the quality loss sucks.

It's not a great perk, but bad perks in general are hard to find in Underrail and even the worst of them are still far better than Fallout's loads of flat-out useless perks.

On a quasi-related note (as long as we're discussing feats): Premeditation + Locus of Control + Bilocation is hilariously strong. For absolutely no AP cost and comparatively little psi cost, you can cast an AoE Bilocation once per fight.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,817
Assault rifle + heavy armor is the usual tip, but I'm going for sledgehammer + heavy armor. 10 str, 10 con, ag 6, int 5. Make sure you get sprint and conditioning feats.

Don't get dodge and evasion as the biggest armours will negate it. Get lockpicking and hacking for loots, melee + throwing for grenades, and 4 crafting (I left out biology). This is only a lvl 1 tip but you don't want a full build surely.

With one additional point in INT you can get "Armor Sloping", which reduces armor penalty from your crafted metal armor.

Guys, it's "Disassemble" really good?

No. Because the the returned components have 90% of the original quality.

Basically the perk is useless, forget about it. It's better to look for higher quality components.
 

Snorkack

Arcane
Patron
Joined
Jan 8, 2015
Messages
2,979
Location
Lower Bavaria
Shadorwun: Hong Kong
He guise, I'm about to start this gem. One question: Are the starting attributes set in stone or are there Bobbleheads :) to be found throughout the game?
I don't want to raise an attribute to 9 in anticipation to raise it throughout the game when in reality I will be forever locked out of the feats that require a 10.
 
Self-Ejected

Lurker King

Self-Ejected
The Real Fanboy
Joined
Jan 21, 2015
Messages
1,865,419
Is heavy armor enough if you have 3 con? Or is it much better to take dodge with low hp and focus on heavy armor with high hp?

I’m not an expert player, but so far it seems to me that heavy armor builds work best with high STR and CON. Things like DEX, Evasion and Dodge are worthless for them. If you want a low CON build, forget about heavy armor, and focus on light armor, DEX, AG, Dodge and related perks. However, 3 points in CON seems like a wrong choice for any build.

Is perception worth it to discover oddities? As in will it pay itself off or is it better to just make it a dump stat.

Perception is good for ranged builds.
 
Self-Ejected

Lurker King

Self-Ejected
The Real Fanboy
Joined
Jan 21, 2015
Messages
1,865,419
What a shitty perk.

Eh, yes and no. Money may not be a problem, but availability is. Generally, when you're building a new weapon or whatever, it's because you've obtained a bunch of nice, new components already. Being able to recover Super Strings, expensive scopes and so on is very convenient and does save a bit money, especially since you're likely to have far more loot than you can sell (meaning, the loss of your former weapon for reselling isn't an immense loss). What's more, if you want to, you can probably reassemble the rest of the quality-lowered components into a new, shittier item and still resell it. Nevertheless, the quality loss sucks.

It's not a great perk, but bad perks in general are hard to find in Underrail and even the worst of them are still far better than Fallout's loads of flat-out useless perks.

On a quasi-related note (as long as we're discussing feats): Premeditation + Locus of Control + Bilocation is hilariously strong. For absolutely no AP cost and comparatively little psi cost, you can cast an AoE Bilocation once per fight.

Thanks for the heads up!
 
Self-Ejected

Lurker King

Self-Ejected
The Real Fanboy
Joined
Jan 21, 2015
Messages
1,865,419
If making a psi character is there a good reason why you would pick all 3 disciplines? Seems like you could safely get away with 2 or even 1 if you go with the electricity one.

The three abilities are great. Thought Control and Metathermics are the best ones IMO, but I didn't learn to use Psychokinesis properly in my last playtrough. Telekinetic Punch is pratically mandatory though and it's a Psychokinesis ability. You can learn it from Bisson.
 

Wintermute

Augur
Patron
Joined
Jul 29, 2008
Messages
299
Location
Cyberspace
A Beautifully Desolate Campaign
You can increase a stat by 1 point every 4 levels. Dunno if there are other ways, haven't come across any yet (lvl 10).
Though there are items (armor, boots, etc) that increase stats when worn, and some that decrease them.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
You can get some stat boosts from gear albeit only seen +1 at most so far. I know you can get +1 PE from certain goggles and +1 CO or 1 AG from boots depending which base material they are crafted, hopper gives +1 AG and boar +1 CO.

Have not seen any other attribute boni so far until Core City at level 14.
 
Joined
Aug 6, 2008
Messages
7,269
are there Bobbleheads :) to be found throughout the game?

:nocountryforshitposters:
Well, are there? I don't want to spoil myself by reading through guides, but I also don't want to gimp myself because I misinterpreted mechanics. The bobblehead is just a weak joke ofc, call them augments, charms, whatever that increases your stats permanently.
No - some armor/boots have +/- stat increases, and drugs and food can give a temporary boost.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Assault rifle + heavy armor is the usual tip, but I'm going for sledgehammer + heavy armor. 10 str, 10 con, ag 6, int 5. Make sure you get sprint and conditioning feats.

Don't get dodge and evasion as the biggest armours will negate it. Get lockpicking and hacking for loots, melee + throwing for grenades, and 4 crafting (I left out biology). This is only a lvl 1 tip but you don't want a full build surely.

With one additional point in INT you can get "Armor Sloping", which reduces armor penalty from your crafted metal armor.

Guys, it's "Disassemble" really good?

Don't get if you want to use Juggernaut though.
 
Joined
Aug 6, 2008
Messages
7,269
Assault rifle + heavy armor is the usual tip, but I'm going for sledgehammer + heavy armor. 10 str, 10 con, ag 6, int 5. Make sure you get sprint and conditioning feats.

Don't get dodge and evasion as the biggest armours will negate it. Get lockpicking and hacking for loots, melee + throwing for grenades, and 4 crafting (I left out biology). This is only a lvl 1 tip but you don't want a full build surely.

With one additional point in INT you can get "Armor Sloping", which reduces armor penalty from your crafted metal armor.

Guys, it's "Disassemble" really good?

Don't get if you want to use Juggernaut though.
Armor sloping and Juggernaut go together fine. It will still get over the 50% threshold very easily for anything other than trichrome and super steel (and with add-ons will still get there). It's good so you have *some* movement points to play with.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,962
Man, implosion sucks, has to be the worst kinetic power, high psi cost, high AP cost, damage that by anyones standard is extremely low even when used against a target at max health, doesnt offer any CC, single target, doesnt synergize with anything really and that cooldown... I feel ripped off and i didnt even buy it, got it for free. Even if the psi cost was free i wouldnt use it. Really underwhelming for a psi power, never mind it being a top tier power.
It is an alpha strike / burst power only, and it is duplicated by TK proxy. Basically, use this combo: TK proxy - Premeditation - Implosion - TK Punch... and your enemy should be pretty much dead. Since it goes through shields, it is useful against plasma sentries (in fact, the combo I just described should drop them from 100% hp even if their shield is turned on).

There's also at least one HP sponge enemy in the endgame areas where implosion can do like 1.8k damage, not too shabby!
Blowing my cooldowns just to murder a dude half a turn earlier isnt very appealing. Top tier kinetic should have AoE cc/damage or very strong defense, like a invisible forcefield keeping anything ranged out, stopping bullets mid air kinda like akira or neo. Or maybe the ability to fly, cutting movement cost in half, etc. You know, something cool.
 

DeN DarK

Educated
Joined
Dec 23, 2015
Messages
54
Location
Whitestone One, First Throne, Forty Forties
Map squealers can rot in Hell. I've never once used pen and paper (or Grid Cartographer, etc.) to map Underrail and I found my way around just fine. My memory and sense of direction aren't godlike, either.

Bear in mind that some of us derive far more enjoyment from the game when DEPRIVED of tools such as maps. This does mean that sometimes you'll kill half a bandit base, wander off to sell your loot, and then not be able to find your way back an hour later. Also, I'm fairly sure someone out there is working on an online map, possibly even an interactive one.

Instead of squealing about the lack of a map, draw one yourself. This game is worth it. Do you need to finish Underrail ten hours earlier so that you can get back to the important business of not having any good cRPGs to play?

Some people never use toilet paper and they sure fine too. Anyway map could be included in the form of some item, or you can enable it from options or from the start of new game. This aspect of the game can be nice for both people who like to have map and for people who like game without it.
But if we don't have it - then we don't have it. I can imagine it was huge holywar about this in EA and just don't want to start another circle of arguments. I'm sure people said all that already.

As about time... It is my first run. And I want second with huge sledgehammer + heavy armor. And after that maybe third. So much possibilities!
 

ghostdog

Arcane
Patron
Joined
Dec 31, 2007
Messages
11,158
So, I'm thinking about a sneaking-knife build with added throwing weapons grenades and knives. No PSI, no Guns.

My starting attributes:
5 - Strength
9 - Dexterity
9 - Agility
3 - Constitution
4 - Perception
3 - Will
7 - Intelligence

Am I gimping myself with 3 on con and will? Or will it work fine?
Are grenades enough for bots, or should I increase my strength and use a sledgehammer for such enemies?


SKILLS:
Defense: Should I up both dodge and evasion ?
Subterfuge: Stealth, Lockpicking, Hacking. Are traps worth it?
Technology: I'm thinking of increasing everything except biology. Am I missing something very good here? AFAIK I need biology for poison knives, are they any good?
Social: Maybe put some into intimidation. I don't know, should I dump it completely?

FEATS:
Start:Snooping, Expertise (?)
Then:Opportunist, Recklessness, Crippling Strike, Cheap Shots, Expose Weaknesses, Taste of Blood, Cut Throat, Blitz, Critical Power, Eviscerate.

I chose snooping to find secret areas. I'm not sure if expertise is the best choice for a starting feat. I'm not sure if any of the other feats are crappy, ideas? Maybe I should throw in nimble as well?
You can get 14 feats, so I can get two more feats. Now here is the question. Should I go for Sprint+Hit and Run, for extra movement, or should I replace them with the Fancy Footwork feat (but only if increasing dodge to 40 is a good idea)
If I go for Fancy Footwork, what should be my other feat? Maybe Grenadier? Dirty kick?
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,962
I'm torn apart: Free Drones or Protectorate?
Protectorate wants to bring peace an order, free drones want freedom to be able to do whatever the shit they want.
Thats basically their difference. Neither side is "evil" or anything, its just ideologies. Do you want people to tell you what to do in exchange for safety? comes down how much you value freedom vs safety and order.
Also remember that SGS has p. much the same problem. do they accept the protectorate and the United Stations or do they reject them.
SGS seems to be doing fine without their help.
 

Ulfsark

Novice
Joined
Jun 6, 2006
Messages
13
Location
Riga, Latvia
Can anyone tell if Psi Beetle Carapace spawns with ~40 quality max or there is a chance to get better? As I understand, it is not tied to my Biology skill?
 

Commissar Draco

Codexia Comrade Colonel Commissar
Patron
Joined
Mar 6, 2011
Messages
20,872
Location
Привислинский край
Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
I'm torn apart: Free Drones or Protectorate?
Protectorate wants to bring peace an order, free drones want freedom to be able to do whatever the shit they want.
Thats basically their difference. Neither side is "evil" or anything, its just ideologies. Do you want people to tell you what to do in exchange for safety? comes down how much you value freedom vs safety and order.
Also remember that SGS has p. much the same problem. do they accept the protectorate and the United Stations or do they reject them.
SGS seems to be doing fine without their help.

Unlike the rest of Underail; just visit Rail crossing to see how ''exciting'' you live without your own military base as stronghold and shit tons of guards; South Gate Station is basically Switzerland of UR. Backed Protectorate as Free Drones are deluded terrorists who murder any who disagree with them not much different than gangs you battle in passages in the end and only centralized govement will have the means to sustain all this critical infrastructure like tunnels, power plants, rails etc... and btw pick SMG or better yet AR instead of pistols they suck unless you pump tons of perks into them to ... and then they suck too cause 300-400 Criticals are nice but you can get the same with sniper riffle + shooting bandits into faces from 20 meters not point blank.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
I have some questions.

1.) If making a psi character is there a good reason why you would pick all 3 disciplines? Seems like you could safely get away with 2 or even 1 if you go with the electricity one.
2.) Is heavy armor enough if you have 3 con? Or is it much better to take dodge with low hp and focus on heavy armor with high hp?
3.) Is perception worth it to discover oddities? As in will it pay itself off or is it better to just make it a dump stat.
Depends on the rest of your skills. My mage uses only metathermics and psychokinesis (the later metathermics spells are far better in my opinion), but she also uses grenades as her secondary method of incinerating enemies (molotov's cocktails are too powerful, but the version crafted with magnesium even more so). For a psi mage Id say high con and low strenght, dodge and evasion is better.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,962
Protectorate wants to bring peace an order, free drones want freedom to be able to do whatever the shit they want.
Thats basically their difference. Neither side is "evil" or anything, its just ideologies. Do you want people to tell you what to do in exchange for safety? comes down how much you value freedom vs safety and order.
Also remember that SGS has p. much the same problem. do they accept the protectorate and the United Stations or do they reject them.
SGS seems to be doing fine without their help.

Unlike the rest of Underail; just visit Rail crossing to see how ''exciting'' you live without your own military base as stronghold and shit tons of guards; South Gate Station is basically Switzerland of UR. Backed Protectorate as Free Drones are deluded terrorists who murder any who disagree with them not much different than gangs you battle in passages in the end and only centralized govement will have the means to sustain all this critical infrastructure like tunnels, power plants, rails etc...
Well bro. Protectorate expects everyone to accept their authority because of reasons (read: big weapons). But im not too eager to submit to their politics. Why should i obey a group of people i dont know?
Especially coming from SGS and knowing that the protectorate is neither needed nor wanted in most places ive been.

Not that the free drones are any better, they only want to resist the protectorate instead of using their manpower to provide a better alternative. But yeah, if i had to pick, ill pick the guys that wont tell me how to be.
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,523
So, I'm thinking about a sneaking-knife build with added throwing weapons grenades and knives. No PSI, no Guns.

My starting attributes:
5 - Strength
9 - Dexterity
9 - Agility
3 - Constitution
4 - Perception
3 - Will
7 - Intelligence

Am I gimping myself with 3 on con and will? Or will it work fine?
Are grenades enough for bots, or should I increase my strength and use a sledgehammer for such enemies?


SKILLS:
Defense: Should I up both dodge and evasion ?
Subterfuge: Stealth, Lockpicking, Hacking. Are traps worth it?
Technology: I'm thinking of increasing everything except biology. Am I missing something very good here? AFAIK I need biology for poison knives, are they any good?
Social: Maybe put some into intimidation. I don't know, should I dump it completely?

FEATS:
Start:Snooping, Expertise (?)
Then:Opportunist, Recklessness, Crippling Strike, Cheap Shots, Expose Weaknesses, Taste of Blood, Cut Throat, Blitz, Critical Power, Eviscerate.

I chose snooping to find secret areas. I'm not sure if expertise is the best choice for a starting feat. I'm not sure if any of the other feats are crappy, ideas? Maybe I should throw in nimble as well?
You can get 14 feats, so I can get two more feats. Now here is the question. Should I go for Sprint+Hit and Run, for extra movement, or should I replace them with the Fancy Footwork feat (but only if increasing dodge to 40 is a good idea)
If I go for Fancy Footwork, what should be my other feat? Maybe Grenadier? Dirty kick?
Ok, let me answer this as I run a very similar build right now, level 14 currently and doing fine.
Stat wise, I would drop the perception to 3 and put that point in Dex. Dex is the most important stat for your build as it makes your attacks faster, get more critical hits, and helps with lockpick.
Strenght you could drop to 3, as knives get bonus damage only for the points over 5, so right now you are at the border of not getting any bonus yet. On the other hand, strenght gives you a bit of carry weight (Not that much of an issue even with str 3, unless you absolutely need to grab every piece of junk you see). The argument with going str 6 for hammers is not entirely convincing, as you will be able to deal with bots through a combination of EMP grenades, critical hits from knives, and expose weakness feat that reduces their armour. If you drop strenght to 3, put one point in agility and the other to maybe consitution.
The consitution 3 wont fuck you that much, at level 14 I have 222hp, and yes, I get one shotted sometimes from a lucky crossbow crit or sniper crit, but you mittigate that with a shield from mid game on. Also, your high dodge/evasion should help with not getting hit at all, so a big health pool is not necessary. And you should invest in both dodge and evasion, they synergise with each other and are based on the same stat, Agility.
Stealth, lockpicking and hacking are fine and always usefull, traps I would maybe go throwing but later on.
Technology: Definitly Mechanics and tailoring for crafting your knives and armour. Then electronic could be usefull if you want to add the electric damage to your knives, its pretty good and helps with dealing with multiple opponents. I wouldnt go for chemistry as this is mostly usefull for creation of various explosives, but you will find/loot/buy enough of them to not really need to craft that many yourself. Biology is only sensible to increase to the tresholds that let you craft various medicines. I would say 50 biology is enough. And poisoned throwing knives are very situational, and need too much investement for my liking.
Social: Dump completly on first playthrough to have an easier time in combat.

Feats: Snooping is just a decoration, if you drop Perc to 3, drop this feat too as secret passages and doors are cool to find and make use of, but with low perc this feat is a bit of a waste.
Expertise is very fine as it boosts your damage, +1 mechanical damage per your level, so +14 damage on my level, and it affects every hit you make, so in my case 7x14 additional damage each turn. And it will get better as you get levels too!
From the other feats I see that you plan on going the Serrated Knife route of putting a lot of bleeding wounds on enemies. In that case, you could maybe give Vile weaponry a try, works nice with bleeding wounds.
Other than that, consider weaponsmith for the 5% increased base critical chance for your knifes. You want as many criticals with your knives as you can get. And Serrated Knives get the best critical multiplayer so that would work with your build.
Nible is a fine feat that just gives you more of the good defenses of your build and reduces armour penalty, so you are more mobile with it. I like to take it a bit later on.
I would get the fancy footworks instead of the other combo. With 0% armour penalty you get 8 movements points every time you hit a dude so you can run from one enemy to another if you manage to kill them in 2-3 hits.
Also, you will want Dodge/evasion maxed at all times in this build so dont worry about the requirement of this feat.
Finally, I would get Expose weakness as soon as possible. it will help with bots and the occasional heavy armoured guy, and it gets more important later in the game. Its a pain in the ass to not have it when you will need it.
The last thing I could recommend is Uncanny dodge. It lets your autododge melee attacks in this turn. So its great agains hard hitting melee dudes or the ones that like to put a lot of melee status ailments like knife users or unarmed assholes. At level 14 with half decent gear boosting dodge/evasion I can autododge 7 melee attacks, both normal and special attacks like crippling strike and stunning melee crap.
 

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