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Underrail: The Incline Awakens

ghostdog

Arcane
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Dec 31, 2007
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11,086
How do you beat industrial robots?!
If you have a melee character Expose Weakness does the trick. And this goes for every armored opponent, so it's a great skill for melee.


Alright, I did various builds in Underrail - sneak sniper, psi man, melee bruiser, etc- and then left the game alone for 6 months or so. Feel like dabbling it before xpack comes out, but is there a cool build/concept I could try?
http://www.rpgcodex.net/forums/inde...ka-hard-difficulty-talker-playthrough.110020/

:smug:
 

LizardWizard

Cipher
Joined
Feb 14, 2014
Messages
997
Alright, I did various builds in Underrail - sneak sniper, psi man, melee bruiser, etc- and then left the game alone for 6 months or so. Feel like dabbling it before xpack comes out, but is there a cool build/concept I could try?

Chemical pistol wielding crafter monkey.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
I've done crossbows - and probably I've tapped out most of Underrail's available builds.

The talker challenge definitely seems worth a try, though. By which I mean it is sadistic.

I wonder if it's possible to take stealth melee or something other than psi as a secondary survival skill - though presumably 10 Will and the crafting needs of non-psi skills makes it improbable.
 

Black Angel

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I wonder if it's possible to take stealth melee or something other than psi as a secondary survival skill - though presumably 10 Will and the crafting needs of non-psi skills makes it improbable.
Throwing is always a good secondary/alternative survival skill, with flashbang and EMP nades, and you also don't need to invest much into the skill (just need to hit pretty good %) and the crafting (unless you want Mark II/III nades).

I also vaguely remembered some suggestion in Underrail forum to make Throwing a viable primary offensive skill, and Styg responded for having a plan to implement the features needed to finally make it happen. I guess we shall see if Throwing will finally be a viable build with the coming patch(es) (and/or maybe with the Expedition DLC).
 

Jazz_

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Alright, I did various builds in Underrail - sneak sniper, psi man, melee bruiser, etc- and then left the game alone for 6 months or so. Feel like dabbling it before xpack comes out, but is there a cool build/concept I could try?

How's the sniper build? I want to do that after/if I finish the game (doing it with a crossbow/psi/traps build)
 

Fenix

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Well, I have read about build, that utilized Throwing, and that was most dps/capable build ever.
It used that feat that give AP on kill, hibrid melee\thrower something like that, maybe it was nerfed later, dunno.

How's the sniper build?

For me it is most boring build in game.
 

Fenix

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You can shoot 1 or best 2 times in turn, if you missed you are fucked ---> reload, if you hit it is one-shot.
Heavy penalty for close combat shots, irritating early game because of that.
Back up weapon - I don't like idea, I play pure specialists.
Crossbow is MUCH interesting.
 

Tigranes

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10,350
Sniper isn't a bad build, but yes, I'd say crossbows are more interesting.

The 'stealthy' builds actually boil down to similar combat routines, whether you're sneaking up to use Neural Overload or stab them or fire from a xbow/gun. But robust crossbow equipment/skills are hard to find in most RPGs, and I've had a lot more fun combining crafting different crossbows with traps, whereas the sniper play is much more stereotypical.

I had the most fun with crossbows/traps, and melee bruisers.
 

sqeecoo

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Joined
Dec 13, 2006
Messages
2,620
But boooring and ammo management is a pain! I'm enjoying my stealth PSI a lot, though I switched into Psychosis and I like it much better. Sure you have to pop a psi hypo every now and then but you pretty much have the same tools as Tranquility PSI but also crits on demand, which is so satisfying :)

Has anyone figured out how to make a energy weapon build work? I love the idea but the related feats just seem a bit lacking.
 
Unwanted

Kalin

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Lack of plasma/lazor rifle makes it unappealing, gotta say. And yeah, psychosis is where it's at, fuck those tran-fags conserving their PSI pool, crit or die nigguh!
 

hilfazer

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Jan 26, 2016
Messages
224
Has anyone figured out how to make a energy weapon build work? I love the idea but the related feats just seem a bit lacking.

I did once http://underrail.com/forums/index.php?topic=2008.msg11366#msg11366 and had a lot of fun. I also used chemical pistols.
I used SMG early to mid game + energy pistols for aimed attacks. Chemguns came later, when they could shoot 3 times per round. It was at 4 shots per round when chemguns started to feel like a real deal.

But times have changed, DEX got nerfed, Gunslinger no longer works with energy/chemical pistols.
However, if i were to make energy/chemical build now, i'd still use this build. With an obvious exception of certain feat.

So chem/energy pistols got nerfed, throwing knives got nerfed (see Fatal Throw) while ARs/SRs/SMGs*, that along PSI rule supreme, got craftable JHP/W2C ammo (I guess crybabies who can't perserve their specialized ammo had something to do with it ).


*ok SMGs suffered from DEX nerf too but it's not a big deal considering how brutal they are. Did you know they can match or even exceed energy pistol's oh so big crit damage?
 

Sykar

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But boooring and ammo management is a pain! I'm enjoying my stealth PSI a lot, though I switched into Psychosis and I like it much better. Sure you have to pop a psi hypo every now and then but you pretty much have the same tools as Tranquility PSI but also crits on demand, which is so satisfying :)

Has anyone figured out how to make a energy weapon build work? I love the idea but the related feats just seem a bit lacking.

Sure, it is nice churning out an extra crit for 10% of your max health now and then but the extra drain on non-damage abilites sucks hard.
 

Fenix

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Lack of plasma/lazor rifle makes it unappealing, gotta say. And yeah, psychosis is where it's at, fuck those tran-fags conserving their PSI pool, crit or die nigguh!
I honestly can't see why crit-build is good. Seriously, I'm first Crit Lover in 100 mile radius, but in Underrail, especially psionics should sacrifice too much for this.
I still can get decent critrate with Elecrtokinesis and Psychostatic Electricity like 25% crit.
What you crit score without using rare drugs that only available in second half of the game?
 
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sqeecoo

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Would it make sense to not go max DEX with the energy weapon crit build now that DEX has been nerfed?

Getting DEX to 10 (9 + 1 from food) is enough for two shots from the Electroshock pistol and a shot + grenade with plasma pistol (or two shots under adrenaline). You can dump the rest into PER or even, since you are getting STR 6 for Steadfast Aim, go to STR 8 for metal armor. You could even still keep sneaking and evasion if you take Armor Sloping and Nimble, netting you >20% armor penalty. How does that sound? You even have the feats to dip into premeditation for a nice free stun from the lightning - no damage at 3 WILL, but a good source of stun for Execute.
Dunno, I'm theorycrafting here, but it sounds kinda decent.

Something like this:
energy_grenade.jpg


What's the deal with chemical pistols? Poor damage, unreliable secondary effect. Acid entanglement is great, but 40% chance to proc is not. I'd rather throw a flashbang and then shoot.

Regarding Psychosis, I tried both and found Psychosis much more satisfying to play. With Survival Instincts you can get huge critchance once you are hurt, but the guaranteed crit on demand is the whole point. Set it up right, and you kill all the enemies in one shot with a fireball or frozen orb.
The most important thing is that you don't really lose anything; sure your powers cost more, but chugging a psy hypo is not a big deal, and I can still easily deal with normal encounters without that. In longer encounters the Tranquility build would have to use hypos too. Still, I haven't tried both builds till the endgame, so I may be wrong long-term.
 
Last edited:

Parabalus

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I honestly can't see why crit-build is good. Seriously, I'm first Crit Lover in 100 mile radius, but in Underrail, especially psionics should sacrifice too much for this.
I still can get decent critrate with Elecrtokinesis and Psychostatic Electricity like 25% crit.
What you crit score without using rare drugs that only available in second half of the game?

I tried playing Tranquility after Psychosis(virgin run even!) and I felt like an impotent, castrated manlet.

Psionic Mania is what makes is it valuable, since you usually only need one crit to instagib enemies, and it being reliable, it allows you to plan tactically. If you craft your gear you can get ridiculous bonuses on critical damage, making one crit worth more than >3 (more with Trance) non-crits. Even outside of the guaranteed one, the difference between 1/3 and 1/2 of your spells being criticals is very noticeable in sustained engagements. You have to pop psi boosters like an addict tho, usually already on the first round so the CD starts ticking.

I never took Psychostatic Electricity on pure PSI since stuff dies before you can stack it, might be interesting on a hybrid.
 

Fenix

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With Survival Instincts
The problem is I go full psi, I like focused builds, and my experience with it was used to calirate psi during development, because focused build is stronk.
So I have zero stats for Survival Instincts, sadly.

Also, I have heard, and "psst, over here" that there are enemies that immune to crit in the endgame areas. If yes don't tell me who, just how common they are.

I just did this - non-crit full psi build, and to maximize crit advantages with minimal investments I picked Psychostatic Electricity and Neural Overload.
I like that Tranquility-build because all your abilities cost 5 AP less, which gives flexibility.
 

Parabalus

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The problem is I go full psi, I like focused builds, and my experience with it was used to calirate psi during development, because focused build is stronk.
So I have zero stats for Survival Instincts, sadly.

Also, I have heard, and "psst, over here" that there are enemies that immune to crit in the endgame areas. If yes don't tell me who, just how common they are.

I just did this - non-crit full psi build, and to maximize crit advantages with minimal investments I picked Psychostatic Electricity and Neural Overload.
I like that Tranquility-build because all your abilities cost 5 AP less, which gives flexibility.

I didn't do it with SI or even Fast Metabolism since it was my first run, had 3 CON, didn't know about it. I'll try that when the expansion hits but I'm gonna loathe giving up INT or WILL.

There is a type of crit immune enemies but they are inconsequential, just annoying because the immunity feels arbitrary.

I don't find Tranquility bad, it's just that, if you have to invoke even one more spell per combat than a Psychosis build would, due to lower damage output, you are effectively "behind" Psychosis in both Psi and AP. Obviously both work, but I found it hard to have fun with Tranq after Psycho, since the added flexibility was seldom not inferior to raw power.
 

Fenix

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Well, in previous times it always was a Psychosis.

I don't find Tranquility bad, it's just that, if you have to invoke even one more spell per combat than a Psychosis build would, due to lower damage output, you are effectively "behind" Psychosis in both Psi and AP.
But how about though situations, when crow assult you? With T you can trow fist, or lightning, or fire, and something else AND build a wall. Flexibility?

Obviously both work, but I found it hard to have fun with Tranq after Psycho
That a sagnificant thing, I remeber how it was fun to turn Plasma Walker into junk with one TP.
I already doubt in my choice. :argh::D
 

Sykar

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Turn right after Alpha Centauri
I honestly can't see why crit-build is good. Seriously, I'm first Crit Lover in 100 mile radius, but in Underrail, especially psionics should sacrifice too much for this.
I still can get decent critrate with Elecrtokinesis and Psychostatic Electricity like 25% crit.
What you crit score without using rare drugs that only available in second half of the game?

I tried playing Tranquility after Psychosis(virgin run even!) and I felt like an impotent, castrated manlet.

Psionic Mania is what makes is it valuable, since you usually only need one crit to instagib enemies, and it being reliable, it allows you to plan tactically. If you craft your gear you can get ridiculous bonuses on critical damage, making one crit worth more than >3 (more with Trance) non-crits. Even outside of the guaranteed one, the difference between 1/3 and 1/2 of your spells being criticals is very noticeable in sustained engagements. You have to pop psi boosters like an addict tho, usually already on the first round so the CD starts ticking.

I never took Psychostatic Electricity on pure PSI since stuff dies before you can stack it, might be interesting on a hybrid.

I do not need Mania to one shot something, one Snipe or Aimed Shot suffices or one TK Proxy + double TK Punch with Force User feat. Not to mention the amount of CC I have to take out entire groups with Locus of Control in a pinch.

And again, my gripe and that of many others with the cost is that it influences non-damage PSI abilities which sucks hard. Tranquility has no such drawback.
 

Parabalus

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Mar 23, 2015
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I do not need Mania to one shot something, one Snipe or Aimed Shot suffices or one TK Proxy + double TK Punch with Force User feat. Not to mention the amount of CC I have to take out entire groups with Locus of Control in a pinch.

And again, my gripe and that of many others with the cost is that it influences non-damage PSI abilities which sucks hard. Tranquility has no such drawback.

Dude, the discussion is obviously about pure psi, ie. 16 WILL and all combat skills 0. Mania is shit for hybrids compared to Tranquility, I don't think anyone is trying to argue it isn't.

Well, in previous times it always was a Psychosis.


But how about though situations, when crow assult you? With T you can trow fist, or lightning, or fire, and something else AND build a wall. Flexibility?


That a sagnificant thing, I remeber how it was fun to turn Plasma Walker into junk with one TP.
I already doubt in my choice. :argh::D

If you scroll the thread you'll have people swearing by Tranquility and Psychosis being thrash, for pure psi, so I wouldn't worry - they're similarly balanced.
 

Sykar

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I do not need Mania to one shot something, one Snipe or Aimed Shot suffices or one TK Proxy + double TK Punch with Force User feat. Not to mention the amount of CC I have to take out entire groups with Locus of Control in a pinch.

And again, my gripe and that of many others with the cost is that it influences non-damage PSI abilities which sucks hard. Tranquility has no such drawback.

Dude, the discussion is obviously about pure psi, ie. 16 WILL and all combat skills 0. Mania is shit for hybrids compared to Tranquility, I don't think anyone is trying to argue it isn't.

Well, in previous times it always was a Psychosis.


But how about though situations, when crow assult you? With T you can trow fist, or lightning, or fire, and something else AND build a wall. Flexibility?


That a sagnificant thing, I remeber how it was fun to turn Plasma Walker into junk with one TP.
I already doubt in my choice. :argh::D

If you scroll the thread you'll have people swearing by Tranquility and Psychosis being thrash, for pure psi, so I wouldn't worry - they're similarly balanced.

Well Psychosis is good for high AP/high damage spells like Pyrokinesis while Tranquility is good for low AP spells. I have tried both variants on my PSI Sniper and Psychosis was far behind Tranquility overall in terms of utility and offensive power.
Also comparing Tranqulity with Mania is a bit unfair since Mana competes with Meditation which synergizes a lot better with Tranquiliy than Psychosis does with Mania.
 

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