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Underrail: The Incline Awakens

just

Liturgist
Joined
Feb 6, 2019
Messages
1,350
My first successful attempt at killing Carnifex in the arena was using bio grenades. After I killed him the gas kept expanding while the announcer was yapping away and I couldn't move and by the time he was finished so was I.
pretty kino if you ask me
fight of the ages
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,508
How am I supposed to survive Old Junkyard, my level 8 Psy with Knife Char had could kill everything until now but against the Muties my abilities are useless. Should I go somewhere else first?
Level doesn't matter as much as your build. Post what you have, stats & skills, feats, psi abilities etc. Also, junkyard is easier if you go from the black eels side, imo.

Buy molotovs from Quinton in SGS and poisoned caltrops+bear traps from the hunter in Junkyard. Enter area, spam stuff until you get swarmed, exit and reenter from opposite side of map, spam again. Works regardless of build.
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
Incendiaries are so fucking amazing, because they not only do good damage (at least around that level), but also sets enemies on fire for DoT damage, makes them panic, and makes them want to avoid running over the area that is on fire (they'll try to run around, so you can gate areas with it).

I wonder how feasible it'd be to do a playthrough that relies just all-in on walking around in a fire-proof suit and setting everything on fire with a flame-blob-thrower and a bunch of incendiaries.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,387
Incendiaries are so fucking amazing, because they not only do good damage (at least around that level), but also sets enemies on fire for DoT damage, makes them panic, and makes them want to avoid running over the area that is on fire (they'll try to run around, so you can gate areas with it).

I wonder how feasible it'd be to do a playthrough that relies just all-in on walking around in a fire-proof suit and setting everything on fire with a flame-blob-thrower and a bunch of incendiaries.
https://www.underrail.com/wiki/index.php?title=Arsonist
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
Incendiaries are so fucking amazing, because they not only do good damage (at least around that level), but also sets enemies on fire for DoT damage, makes them panic, and makes them want to avoid running over the area that is on fire (they'll try to run around, so you can gate areas with it).

I wonder how feasible it'd be to do a playthrough that relies just all-in on walking around in a fire-proof suit and setting everything on fire with a flame-blob-thrower and a bunch of incendiaries.
https://www.underrail.com/wiki/index.php?title=Arsonist
Who the fuck are you? Where did you get my picture? Why doxx me like this?
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
The only thing about it is that enemies' reluctance to walk on fire isn't bulletproof. Setting fire in empty space between you and them seems fairly reliable deterrent, but you have to make sure every square is covered (sometimes tricky in wide corridors). And where you throw it ON them and set them on fire, sometimes they will decide to leave the fire in your direction. So a panicked guy could run your way, or a non-panicked guy could exit your way and then sledgehammer.

The big challenge I would think are enemy psionics: they tend to be easier to set on fire, but if they aren't, they can fuck you easy. So I suppose you have to go high will PSI dude.
 

Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
I wonder how feasible it'd be to do a playthrough that relies just all-in on walking around in a fire-proof suit and setting everything on fire with a flame-blob-thrower and a bunch of incendiaries.

It's feasible enough that you can defeat the final Arena battle with napalm grenades, a fireproof suit, pig boots, that food that adds to heat DR to max it out, and some tasty drugs. Simply blow yourself up, stand in the middle of the flames, and get ready to chug drugs.

If playing heavy melee, switch to a knife, because heavy melee builds aren't allowed in that battle. Then again, neither are stealth builds.
 

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
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Երևան
Steve gets a Kidney but I don't even get a tag.
Has anyone actually done a full playthrough where they collect one of every oddity? I thiink I might make a run of it with my current character. I'm only missing 58 Odddities, which means I have 148 of 206, and I haven't even done DC yet.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,508
How often are random encounters supposed to trigger? Never encoutered any of the cool stuff.


Incendiaries are so fucking amazing, because they not only do good damage (at least around that level), but also sets enemies on fire for DoT damage, makes them panic, and makes them want to avoid running over the area that is on fire (they'll try to run around, so you can gate areas with it).

I wonder how feasible it'd be to do a playthrough that relies just all-in on walking around in a fire-proof suit and setting everything on fire with a flame-blob-thrower and a bunch of incendiaries.
you could wear fire proximity suit from faundry.
Thing is i did not actually notice higher tier inc grenades bringing leaving better burning ground or maybe it just offsets enemies higher dt or something.

while you are at it you could pair it with gas grenades by doing biohazard aluminum suit? If you added nimble and evasion to your build, such vest should have high enough mech and fire dt to shrug mk5 frag grenades? Ultimate self destruct build.


on another topic: Im not far in expedition, returned mainland to get house and craft end game knife. Before I left I've turned on some uber touret and made sure that it doesnt target aegis.
Thing is I expect to betray them and join yarr yarr pirates at some point(even though i havent met them yet). Will I be able to change targeting?
How much hacking/electronics is needed in expedition islands for all content?

There were some 110 hacking (no huxkey) checks. Electronics I think doesn't go beyond the naga on the beach.
I wonder how feasible it'd be to do a playthrough that relies just all-in on walking around in a fire-proof suit and setting everything on fire with a flame-blob-thrower and a bunch of incendiaries.

It's feasible enough that you can defeat the final Arena battle with napalm grenades, a fireproof suit, pig boots, that food that adds to heat DR to max it out, and some tasty drugs. Simply blow yourself up, stand in the middle of the flames, and get ready to chug drugs.

If playing heavy melee, switch to a knife, because heavy melee builds aren't allowed in that battle. Then again, neither are stealth builds.

What's wrong with melee builds vs Carnifex?
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
Has anyone actually done a full playthrough where they collect one of every oddity? I thiink I might make a run of it with my current character. I'm only missing 58 Odddities, which means I have 148 of 206, and I haven't even done DC yet.
A.. are there other ways to play the game? I'm sure as hell not stopping until I have all of them.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
Incendiaries are so fucking amazing, because they not only do good damage (at least around that level), but also sets enemies on fire for DoT damage, makes them panic, and makes them want to avoid running over the area that is on fire (they'll try to run around, so you can gate areas with it).

I wonder how feasible it'd be to do a playthrough that relies just all-in on walking around in a fire-proof suit and setting everything on fire with a flame-blob-thrower and a bunch of incendiaries.
you could wear fire proximity suit from faundry.
Thing is i did not actually notice higher tier inc grenades bringing leaving better burning ground or maybe it just offsets enemies higher dt or something.
There is also chemical destabilization added by catalyzing belts & the advanced catalyzing belt (though I yet have to find one) reduces the cost of a blobber pistol by 4 ap. And then there is cooked shot.
 

Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
What's wrong with melee builds vs Carnifex?

What's not to understand? He can and will use Crippling Strike to whittle your strength down to almost nothing, reducing your accuracy and damage with heavy melee weapons to unusable levels due to their minimum Strength requirements. That fight is the only time I can recall seeing a 10% melee to-hit chance.

Crippling Strike is flat-out broken in the hands of NPCs, which is all right, since it's one of the only things that can take heavy weapon tin cans down a peg.
 

Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
you just need to prepare, i killed him fine with squishy 3con knifer with bad initiative roll. Taser + flashbang will allow you to survive while you are entangled and carnifex adrenaline is expiring. Rathound regalia will save you from yell.

He has obscenely high Resolve and is fairly resistant to flashbangs. No matter what your setup, if you get unlucky, you will be reloading. Often, you'll need a little good luck in order to succeed with any given strategy.

Note I'm not saying that he can't be beaten, or even that he can't be beaten on the first try; I've beaten him in every playthrough, sometimes on Hard, including with pre-buff Crossbows + Traps.

By the way, flashbanging him AND yourself (maybe throw on a shaded visor) is a potentially good addition to the flamelord strategy, although chances are he'll resist it because fuck you.
 

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
So, what is the late game advantage of melee compared to other builds? Swords basically?

Guns kill any one target in a single aimed shot with a sniper or practically any three non-boss targets with assault rifle bursts
each turn (using temporal contraction, ofc).

Crossbows at least have two ways to get guaranteed critical hits (ambush, deadly snares) and a critical will kill just
about any non-boss target. Even dreadnoughts die in 2-3 MKIII shock bolts. You also stun.

Psi has many control and aoe abilities. Plus several hard hitters.

Melee.... can be very good against single targets but so is any other decent build. Light melee weapons (even with crits)
don't do enough damage against hard targets to translate the attack volume into more kills per turn. I guess they would
be good against less sturdy, but still dangerous targets like psionics that you can reliably kill in 2-3 attacks. The 1-2 more
attacks that hammers and spears get doesn't make up for the damage difference compared to guns, psi, or even crossbows
(with ambush/snares active). I haven't tested a good sword build yet but that seems like the only build which would compare
when you're fighting multiple armored or high health enemies.
 
Last edited:

Candide

Educated
Joined
May 11, 2018
Messages
69
I don't think there's an advantage but for me it was a lot of fun to sledgehammer enemies into oblivion. The sound of a hit is very satisfying. But that was before quick tinkering was nerfed, I'm not sure I'd bother to play a sledgehammer build now.
 

Blaine

Cis-Het Oppressor
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Oct 6, 2012
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Location
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Grab the Codex by the pussy
I don't think there's an advantage but for me it was a lot of fun to sledgehammer enemies into oblivion. The sound of a hit is very satisfying. But that was before quick tinkering was nerfed, I'm not sure I'd bother to play a sledgehammer build now.

Whomp-In-A-Can was one of the earliest builds I played. It worked fine with Throwing and grenades.

I wouldn't be surprised if Styg generally considered Traps to be a Crossbows or stealth melee thing, in which case the feat was fine as-is; he perhaps subsequently realized (due to forum discussion) that many people were taking Quick Tinkering + strategic levels of the Traps skill as an afterthought on many builds that otherwise wouldn't bother, to great effect.

Boom, panic nerf. Then again, maybe he just did it as a specialization points sink. Personally, I absolutely DESPISE abilities/mechanics in games that come pre-nerfed and require you to un-nerf them later by paying some cost. Quick Tinkering is now literally one of these, since it has a long history, and that's exactly what was done to it.

"Pay to un-nerf" sucks ass. Delete specialization system while you still can, Styg. Otherwise, this malignant tumor may metastasize into full-blown cancer.
 

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825
How often are random encounters supposed to trigger? Never encoutered any of the cool stuff.
never encountered them on my first playthrough, but on my current playthrough i've encountered three of them so far (cannibals, arsonist and Animal's gang).
 

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825
Incendiaries are so fucking amazing, because they not only do good damage (at least around that level), but also sets enemies on fire for DoT damage, makes them panic, and makes them want to avoid running over the area that is on fire (they'll try to run around, so you can gate areas with it).
if only you could craft molotovs without investing skillpoints in tailoring. Because apparently you need to be a tailor in order to stuff a dirty rag into a bottle.
 

HoboForEternity

LIBERAL PROPAGANDIST
Patron
Joined
Mar 27, 2016
Messages
9,421
Location
liberal utopia in progress
Steve gets a Kidney but I don't even get a tag.
so the base game have few minor areas in the map that i don't remember. either my memory is failing or they added some content the last 4 years too ? the settlements stays the same i guess. SGS is still comfy home, i don't think i will ever have the heart to do a playtrough that betray SGS
 

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