Falksi
Arcane
3 meetings today. Gunna rush through 'em quick as poss so I can get a few hours in on this later!
Could you spoiler me on what's up with him? I just dropped him and took his unique reference hammer without noticing anything.Don't forget everyone's favorite Underrail NPC: Gubbins.
A masterpiece of understatement.
Another play through as a full Psionic god build. Explored/Quested everything except Institute/DC and at level 24 now (Normal/Classic).
started with 10will/10con/8int; with all levelups going into will.
maxing all 3 psi skills; and distributing the rest among the 5 crafting with high electronic/tailoring/biology and decent mechanics/chemistry; and hacking/lock picking/persuasion with a priority on lock picking (as high will/int makes up for hacking/persuasion)for more content.
started with thick skull and fast metabolism (stun immunity + more psi/heal from injections = win) feat
as for levleups; feats were (not in order) Force user; tranquility; premeditation; meditation, pyromaniac, neural overclocking, locus of control, thermodynamicity, cryogenic induction, neurology, psychostatic electricity, last stand
Also crafted gear.
Combat gear set is:
uni psi headband with psi cost reduction and increased psi crit chance
psionic tactical vest = further reduced psi cost / increased psi skills
infused siphoner leather boots with spring
energy shield emitter
the knife which gives reduced chance to be critically hit
Doctor's belt (finally got it from one of the arena matches)
Taser, EMP grenade and flashbang in combat utilities
stealth gear:
black cloth balaclava
lightest tactical vest with black cloth (10% penalty)
black cloth tabi boots
Cloaking Device
Crafted headband and psionic vest gives huge skill bonus/ psi cost reduction/ increased crit chance to psionics. That with the neurology and meditation feat gives 140 Psi. Combining with premeditation and locus of control; you can wipe out / CC most enemies in the first turn.
Force user is amazing. A critical Telekinetic punch damage with this feat can shatter most frozen enemies. that electric spell softens them up nicely with stunning the primary target and increasing crit chance with psychostatic electricity. Also force wall can save your ass quite a bit in sticky situations.
Locus of Control + Bilocation = lololol for bunch of crowded non robots. In fact thought control is p. awesome for organics.
Metathermics also p. amazing with pyromaniac and thermodynamicity.
It is pretty fun slinging spells and devastating most battles in a couple of turns. soften up foes with premeditation + electrokinesis; then telekinetic punch then electrokinesis then cryostasis. you can kill / cc 4 foes with ease in 1st turn even without locus of control. With full health/tranquility; the reduced action point cost really helps.
The biggest weakness of this build is detection and traps. lots of reloads due to carelessly walking into traps and killed by stellated knife /crossbow/snipers/crawlers. Equipping a night vision motion tracking goggles is a must to survive in areas with lot of stealth foes. I usually keep a conservative low freq shield on while exploring areas with stealth foes/traps. That helps to detect and/or survive the first turn when a knife homo suddenly jumps behind you and butt-rapes you. then last stand for full health and bomb the shit out of them with psionics. Also most secrets will be missed with the pathetic dumped perception.
You could drop couple of feats ( cryogenic induction and/or psychostatic electricity perhaps?) and go for paranoia and/or snooping. But as soon as you can afford to craft a decent motion seeking googles; your detection problem is solved by quite a bit. Also most secrets will be missed with the pathetic dumped perception. You could drop a feat or two and go for paranoia and/or snooping I suppose. But as soon as you can afford to craft a decent motion seeking googles; your detection problem is solved by quite a bit and even with snooping your shit perception won't help you find secrets much, so its not really necessary per se.
Just stopping by to say it's lovely to see how another fella experiences and enjoys the game, right from the beginning.
Please keep up these posts mate :D
The acid puddles also fade away on their own over time, IIRCI'm playing with a PSI/Sniper hybrid, based on Sykar's Ghost build (somewhat loosely).
Finally got my first sniper rifles at the Junkyard. Was kinda tempted to buy the 12.7 rifle with bipod (50AP fire cost!), but decided against it. Could use the accuracy boost, but 12.7 is very scarce so far and very expensive. 8.6 packs enough of a punch (sadly no enhancements). Love them crits! Will be even better when I pick Snipe! Only the accuracy could be better.. but it will improve with the Guns skill I guess.
For now I have chosen Pyromaniac before Snipe, as setting enemies on fire with Pyrostream and sending them panicked is really satisfying.
I've just met the mutated dog packs and.. ugh... Are these beasts beatable without Acid resist? Even if I kill them, their acid puddles everywhere slowly kill me trough environmental damage before Health hypo comes off cooldown. Guess open spaces and far sniping (not that my accuracy supports that) would be helpful.
Or do I need to hunt for gear with acid resist at shops before entering the Depot A?
Chaps how essential is crafting for a pure PSI build?
I seem to be coping OK so far (on normal) and it just feels like I'm wasting points in the crafting skills because I still can't seem to make anything (15 Biology, 15 Electronics, 8 Intelligence).
Can I get by without crafting my own gear, and would those points be better spent elsewhere? (crafting in general isn't really my thing anyway)
Chaps how essential is crafting for a pure PSI build?
I seem to be coping OK so far (on normal) and it just feels like I'm wasting points in the crafting skills because I still can't seem to make anything (15 Biology, 15 Electronics, 8 Intelligence).
Can I get by without crafting my own gear, and would those points be better spent elsewhere? (crafting in general isn't really my thing anyway)
Crafting is borderline OP in this game.
There are PSI headbands that reduces spell costs and aome good armors built from PSI bug shells. Also PSI boosters and other consumables for QoL.
You need good investment in them to craft OP things but even with lower skill values there are good craftables, probably you are missing blueprints.
Also as a pure "mage" I guess you are heavly invested in INT which is good crafting too, don't waste high INT imho.
I'm playing with a PSI/Sniper hybrid, based on Sykar's Ghost build (somewhat loosely).
Finally got my first sniper rifles at the Junkyard. Was kinda tempted to buy the 12.7 rifle with bipod (50AP fire cost!), but decided against it. Could use the accuracy boost, but 12.7 is very scarce so far and very expensive. 8.6 packs enough of a punch (sadly no enhancements). Love them crits! Will be even better when I pick Snipe! Only the accuracy could be better.. but it will improve with the Guns skill I guess.
For now I have chosen Pyromaniac before Snipe, as setting enemies on fire with Pyrostream and sending them panicked is really satisfying.
I've just met the mutated dog packs and.. ugh... Are these beasts beatable without Acid resist? Even if I kill them, their acid puddles everywhere slowly kill me trough environmental damage before Health hypo comes off cooldown. Guess open spaces and far sniping (not that my accuracy supports that) would be helpful.
Or do I need to hunt for gear with acid resist at shops before entering the Depot A?
I'm playing with a PSI/Sniper hybrid, based on Sykar's Ghost build (somewhat loosely).
Finally got my first sniper rifles at the Junkyard. Was kinda tempted to buy the 12.7 rifle with bipod (50AP fire cost!), but decided against it. Could use the accuracy boost, but 12.7 is very scarce so far and very expensive. 8.6 packs enough of a punch (sadly no enhancements). Love them crits! Will be even better when I pick Snipe! Only the accuracy could be better.. but it will improve with the Guns skill I guess.
For now I have chosen Pyromaniac before Snipe, as setting enemies on fire with Pyrostream and sending them panicked is really satisfying.
I've just met the mutated dog packs and.. ugh... Are these beasts beatable without Acid resist? Even if I kill them, their acid puddles everywhere slowly kill me trough environmental damage before Health hypo comes off cooldown. Guess open spaces and far sniping (not that my accuracy supports that) would be helpful.
Or do I need to hunt for gear with acid resist at shops before entering the Depot A?
Chaps how essential is crafting for a pure PSI build?
I seem to be coping OK so far (on normal) and it just feels like I'm wasting points in the crafting skills because I still can't seem to make anything (15 Biology, 15 Electronics, 8 Intelligence).
Can I get by without crafting my own gear, and would those points be better spent elsewhere? (crafting in general isn't really my thing anyway)
Crafting is borderline OP in this game.
There are PSI headbands that reduces spell costs and aome good armors built from PSI bug shells. Also PSI boosters and other consumables for QoL.
Sound & thanks. I'm relying on consumables a lot, but I don't mind it in this game. I've thrown a few spare points into Biology & Electronics, but won't worry about them too much now, as I still can't seem to craft anything.
Another play through as a full Psionic god build. Explored/Quested everything except Institute/DC and at level 24 now (Normal/Classic).
started with 10will/10con/8int; with all levelups going into will.
maxing all 3 psi skills; and distributing the rest among the 5 crafting with high electronic/tailoring/biology and decent mechanics/chemistry; and hacking/lock picking/persuasion with a priority on lock picking (as high will/int makes up for hacking/persuasion)for more content.
started with thick skull and fast metabolism (stun immunity + more psi/heal from injections = win) feat
as for levleups; feats were (not in order) Force user; tranquility; premeditation; meditation, pyromaniac, neural overclocking, locus of control, thermodynamicity, cryogenic induction, neurology, psychostatic electricity, last stand
(xxx)
Small tips:
- If you CC somebody at a doorway enemies will bunch up behind them. With PSI you can rotate CC indefinitely, wait for CDs, then explode everyone together. Works for the entire game.
- The puddles don't do damage if you don't move through them, sit still until they expire.
- you can avoid most of them without stealth, with stealth you can go around them all.
Eh, don't take it too seriously. Old One is just parroting a meme.
Old Junkyard never was much harder than it is today. For most of the alpha development years it was arguably easier. But there was a slight difficulty spike for a short time right after the release. The area's balance pass to accommodate the then-new noise system came slightly late. Somehow that became a codex meme, as if it was being constantly nerfed or something. There was also something about steamtards being at fault, I don't remember.