Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Underrail - Serbian pillow talk, turning Tricks, taking tips

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,442
It'll start getting good after critical power and time acceleration, it's a slow build with high potential.

Also, oddity kinda sucks right now as many of early mobs were overbuffed and you just don't progress fast enough vs them. It's much easier when you're able to grind some xps on classic.

Which mobs were buffed? I have been breezing through the game so far on my TM/PK/TC cave wizard now closing in on saving Buzzer and still no major problems.

I think some of stuff has more HP than it used to.

PSI isn't really representative though, since it's so strong.

I also breezed through stuff with it, but I encountered some early mobs which I'm sure other builds (without stealth abuse obv) would struggle against, e.g. there are 5-6 grouped Goliathuses in the first Coretech quest, or the native camps where you aggro 20+ dudes.
 
Last edited:

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
I'd also like to know this. My not-super-optimal shotgun/temporal dude (Hard/Oddity) has actually had a far easier time up to Junkyard than I'd have thought.
 

whocares

Savant
Joined
Nov 8, 2016
Messages
450
I will not eat the bugs. I will not live in a pod. I will not use 2FA.
 
Last edited:

LJ40

Cipher
Joined
Jul 16, 2014
Messages
614
Location
Wizardry/Ultima/Goldbox
Tchortist Noble Robe boosts will by 1. That might do it.

Actually, that won't be enough. Maybe +4/5 for the robe. I guess try to boost the crap out of intimidate to give it the last few points with the robe?
 
Last edited:

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,381
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
Tchortist Noble Robe boosts will by 1. That might do it.

Actually, that won't be enough. Maybe +4/5 for the robe. I guess try to boost the crap out of intimidate to give it the last few points with the robe?
I just went ahead and did some Oddity hunting to get a level. Thanks for the info though.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,810
12 Dex is 20AP Steel Cat burst: 50AP+Blitz+Adrenaline = 4 bursts
16 Dex+2Dex veteran feat is 15 AP Steel Cat burst: 50AP+Adrenaline= 4 bursts
You're not gaining anything with blitz investment, I would drop Agi to 7 and max Dex for all the skill goodies it brings.
I don't follow how you arrived at any of these numbers. Isn't a 12 Dex Steel Cat burst 24 AP, and a 18 Dex burst 18 AP? With spec ops ofc. Dex AP mod table. If I'm reading the table correctly, you only apply the 200% AP mod of Spec Op's burst after adjusting the base AP cost for Dex.

In the 12 Dex case, I get 3 burst (85 AP total, thx Blitz)
In the 18 Dex case, I get 3 burst (70 AP total, no Blitz)

I'm not seeing how 16 dex plus the use of a veteran feat helps.
 

sebas

Scholar
Patron
Joined
Dec 20, 2015
Messages
286
Strap Yourselves In Codex Year of the Donut
Hmm..

8.6mm Steel Cat with Rapid Reloaded is 13base AP. With Spec Ops, burst is 26. With 12Dex that makes it 20AP, with 18Dex that makes it 15AP.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,810
Hmm..

8.6mm Steel Cat with Rapid Reloaded is 13base AP. With Spec Ops, burst is 26. With 12Dex that makes it 20AP, with 18Dex that makes it 15AP.
I forgot about the reloader. I still think you're reading the chart incorrectly though, with 13 base AP cost:

12 Dex: burst is 20 AP (and 12 is a poor choice as it isn't a threshold value)
18 Dex: burst is 14 AP (and 18 is a threshold value)

What makes more sense is 11 Dex for 20 AP burst, and later take +2 Dex feat for 18 AP burst. That lets me keep 10 AGI for Blitz, so Blitz + Sprint + Adrenaline is 90 AP, or 5 burst @ 18 AP.

Don't take this as criticism though, I appreciate you bringing up interloper, sprint and gun nut being taken too early.

UR build.png

No clue how I'll spend the specialization points atm, or even about the feats at 20/22/24. Still, this is more than enough to start. Now to play Hard or DOM....
 

sebas

Scholar
Patron
Joined
Dec 20, 2015
Messages
286
Strap Yourselves In Codex Year of the Donut
Yep, you are correct. 11Dex is the threshold, not 12.


Now, I just did 2 SMG builds to lvl 12 - versatility and then the 7agi, 8per, maxDex one.

Few notes from my side:
- Versatility will minmax SMGs but it's REALLY slow to get going (lvl20 or so)
- Opportunist and Expertise are mandatory to do any dmg with SMGs until H&K 9mm
- Pickpocketing is worth a lot of $ in ammo, meds and adrenaline, very little in oddities - I would skip it
- Keep up with Chem for nades: https://www.underrail.com/wiki/index.php?title=Blueprint:_Hand_Grenade
- QT at 4, Grenadier at 6 and Spec Ops at 8 make the build - get ready to spam nades like there's no tomorrow
- Fuck you need a lot of ammo. standard ammo is np, but special ammo....
- Do you like cheesing choke points and LoS? Then don't invest in Evasion. Dodge is not so much of an issue due to QT, range and Agi feats.
- I feel like Hit and Run is better than Sprint
- with H&K and Ratking you can delay mech and tailoring for a while yet
 

Trash Player

Scholar
Joined
Jun 13, 2015
Messages
440
Is Iron Grip a trap or am I missing something? I'm running a spear build, around lvl 10 atm. With a decent vest (15 flat and 200%) and the passive spear block I'm mostly covered from both melee and ranged damage. Riot shields protect from melee attacks only and from what I can tell, you can't craft riot armor with 200% ranged threshold. So basically you give up 15% damage, roughly a third of your ranged defense and a feat slot all to be really good at blocking melee attacks and even that is reliant on RNG. That whole feat was the main idea behind the build so it stings giving it up, but I don't see much point in it currently.
It is a trap like all those melee block feats, mobility will help you avoid them and then some. Going into psy territory and then you get slows on fingertip.
 

Trash Player

Scholar
Joined
Jun 13, 2015
Messages
440
Need tip for a weapon for a full psion.
For a situation when psi booster is in cooldown, I have just enough psi to stun the last/one enemy and use the remaining AP to do some dmg.
I was thinking serrated knife but I'd like as much frontloaded dmg as possible. Smg burst?
Psi break the game. You would sooner run out of ap than psi. Just run and spam nades.
Did anybody else tested Pope Amole II 's build with machete and metal armor?
(Build: http://underrail.info.tm/build/?Hgg...oRSTCmcKOBsKMEktcwo0AMCvCh8KzQinip74K4rKIBd-_)
Because somehow I suffer even on oddity normal difficulty run, even metal armor barely helps and pack of rathounds can be real problem (and don't get me started on ranged enemies like azuridae). Robots also pain in ass. Traps help a bit, but not every situation can be solved with traps (and they are gay) and misses with machete make me furious. Perhaps I am stupid and doing something wrong (more likely it is), but I just want know for sure.
Use hammer on armoured enemies. Build a taser and add power modules on weapons. Flurry is a trap early on. No need to always be a tincan just because of 8 str.
 

anvi

Prophet
Village Idiot
Joined
Oct 12, 2016
Messages
7,549
Location
Kelethin
Is it true builds that use ammo struggle in the last part game where ammo doesn't respawn? Or something. I saw some people on Steam saying it sucked.
 
Joined
Jan 1, 2011
Messages
588
Is it true builds that use ammo struggle in the last part game where ammo doesn't respawn? Or something. I saw some people on Steam saying it sucked.
There's a warehouse in the last area with a massive amount of ammo, so that shouldn't be a problem for most builds. It has several hundred rounds of .44/12.7mm, close to a thousand of the smaller types. It's usually enough.
 
Joined
May 1, 2013
Messages
4,501
Location
The border of the imaginary
Newest patch:

[Expedition] Temporal Distortion will now properly break incapacitation/freeze

:balance:

but
[Expedition] Continuum Ripple - Chance changed to 25% (down from 35%)

:negative:

Not to mention that Continum Ripple Specialisation gives 2% per point (down from 3%).

so feat and Max specialisation gives just 45% chance to spread CR.

Pope Amole II , Styg got butthurt at your Temporal distortion / Continuum Ripple all in build and nerfed it.

Just Like he did with AR Burst Tincan with unconditional special attack thing.
 

the mole

Learned
Shitposter
Joined
Aug 1, 2019
Messages
833
I don't understand the tin can meme, how good is the resistance with triple super steel plate, running with light armor ar/smg commando psi Grenadier, only thing that truly pissed me of are crossbow fags that get initiative

other than that my power level is only increasing at lvl 22
 
Joined
Jan 1, 2011
Messages
588
I don't understand the tin can meme, how good is the resistance with triple super steel plate
71/26 if everything's max quality. Max quality boots can get you 22/5 on top of that. So you're not quite at the resistance cap, but you sure are close. It's not really practical since it takes ridiculously high mechanics to make and getting that much high quality steel is a huge pain, but it is pretty crazy if you do get there.
 

the mole

Learned
Shitposter
Joined
Aug 1, 2019
Messages
833
Newest patch:

[Expedition] Temporal Distortion will now properly break incapacitation/freeze

:balance:

but
[Expedition] Continuum Ripple - Chance changed to 25% (down from 35%)

:negative:

Not to mention that Continum Ripple Specialisation gives 2% per point (down from 3%).

so feat and Max specialisation gives just 45% chance to spread CR.

Pope Amole II , Styg got butthurt at your Temporal distortion / Continuum Ripple all in build and nerfed it.

Just Like he did with AR Burst Tincan with unconditional special attack thing.
lol as soon as I saw that feat I knew it would just be a giant explosion, I was tempted to take it but I was already going guns for a first playthrough
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,810
The new patch also added a 25 AP cost to laying traps with QT. I’m seriously considering dropping it for my smg thrower build.
 

sebas

Scholar
Patron
Joined
Dec 20, 2015
Messages
286
Strap Yourselves In Codex Year of the Donut
I think that just makes the Psi hybrid more attractive. But then you could also minimize trap skills and get Uncanny Dodge+Escape Artist instead.
 

Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
The spear thrower has been nerfed so hard. It wasn't even that strong in the first place and it just got wrecked. I can understand Continuum Ripple (even though it's silly and even 45% will work, it'll just take more time/grind to arrive), but both these and shotguns are just silly, especially when yes, stuff like AR and original PSI is on the level that's far beyond that.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,442
This latest round of balance changes is really poor.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom