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Underrail: The Incline Awakens

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Insert Title Here Strap Yourselves In
So, you know that guy who Briggs, the expedition leader, gives you - the Sec-trooper who fast-travels you to Core City for 50 charons? He seems to've disappeared, after doing some quests, which is very irritating. I guess it's because some of the Sec-troopers died and he was one of them?
 

Blaine

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So, you know that guy who Briggs, the expedition leader, gives you - the Sec-trooper who fast-travels you to Core City for 50 charons? He seems to've disappeared, after doing some quests, which is very irritating. I guess it's because some of the Sec-troopers died and he was one of them?

The Juice will always be there for you, man.
 

Tigranes

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Sure. It's not optimal at all and I've been wasting points left and right, so would love thoughts. This is a rough representation of what I did - skill point distrib is rough, just to show the gist of it.

http://underrail.info.tm/build/?FAM...RfRi1fAAAAN1oAACsBJCYwwpFWAhFLwocpwprip74F378

Key points:
  • Chem pistols & Cooked Shot at level 6. If you're lucky with merchants, mainly Fixer, you can take a good quality Fire pistol with you into Depot A, with predictably amazing results.
  • Early/mid game, Aimed Shot + Crit Power, Ambush when possible, for reliable alpha shots. Follow up with a Cooked Shot and you can disable multiple enemies after killing one in your first round, and use Haste for maneuvring.
  • Mid/late game you can rack up your crits. Around level 20, I had 40 laser pistol damage base then 400% Crit damage, with easily 50+% chance to trigger with Focus Stim and Chips and before Ambush. Also carry around all 3 chem pistols (seems to make Black Sea a lot quicker) and Electroshock, so you can keep rotating guns for your choice of fun.
  • Minimal throwing / pickpocket / traps for Quick Tinkering and other early perks, enough hacking & lockpicking for everything you need. 50 Biology is all you need for Focus Stims, and then later 70 for Hypercerebrix if you like. I also had a 2k power energy shield.

One key question is DEX/PER/INT distribution. THC isn't actually super high with Energy weapons + 10PER, but you're nearly always immobilising enemies one way or another (Acid, Freeze, electroshock stun, or at least fire/panic) - so I actually think 8PER would have been fine. I originally pumped DEX, and the reduced AP for weapons really rocks (I don't even have to watch my AP with Haste & Adrenaline, I just fire a million shots every round), but now I believe High-Technicalities is actually crucial for a crit build to raise Laser Pistols' shitty base damage and reap that sweet multiplier on your 400% Crit damage. So I think 10 INT for sweet crafting bonus and then the rest on DEX might be the way to go.

If I were to do it again, probably Recklessness comes earlier, as does High-Technicalities. Still not sure if Practical Physicist is worth it but that's an option to.

Edit: At level 22, it seems my guy has 28% Crit Chance before any additives (so would be 45% with Stims & Chips before Ambush), and.... 722% Crit Damage.

I can also report that at level 22, this guy basically 3-hits Naga Protectors with Electroshock Pistol. I was just stealthing around them like a chump. You know, the Black Sea's not quite as bad if you go at level 20. At least it's over a lot faster.
 

Blaine

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My spear guy's had a pretty easy time with the statuebot spam in Nexus of Technology. If there are a lot of them, I just use strategic camera alerting and mobility to clump them together, hit them with an EMP Mk III, a Plasma Mk III, then finally mop them up with spears. It's possible to take them out with spears alone, but not really desirable unless they're solo or in pairs. Solo ones are Expose Weakness -> Impale -> collect loot.

Protectors I can unga to death with the assistance of drugs and blocking, but it must be one of the most powerful single enemies in the entire game.

The locusts are just the pits. God, they are fucking indefensible.
 

Parabalus

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so... aegis ship raid
as melee are you even expect to survive this one? Took me few loads to have razor npc survive. Even if I opened perfectly by destroying 2 plasma turrets and 3 dudes(basically half of the ship) my whole crew still dies like flies. Half of the time razor will die on turn 1. I go in grenades blazing(mk 3 plasma, emp and flashbangs), keep re throwing them with grenadier and still you need to get lucky to keep anyone from the crew alive.
After few tries I managed to do it, only because razor positioned himself well behind 4 other pirates when cavalry arrived. Was there something to do before raid that i missed or was I too autistic in trying to make razor survive?

For those that wish to see my strategy: enter area from western side, start by moving to the end of the ship. Drop plasma and emp near turrets. It will kill 4-5 enemies. 1 touret is likely to survive, there is 1 pirate that will destroy it shortly. Its important to free that one to serve as meat wall later
on round 2 you board ship and start stabbing. Your opening should include well placed flashbang or stingball. Flash is better due to enemeis with shields. On turn 3 you must be near your jetski. On turn 4 you board jetski and make it towards east side were cavalry just arrived.

It's unbalanced cancer, as ranged or PSI it's a cakewalk. The fact that you can't use energy shields makes everything much worse, that would have tipped some power in favour of melee.

meaning that cpt hook got at least 890 detection. I have a feeling that styg just slapped 1k on him

to answer your actual question, im base 10agi and I do crafting. Supersoldier drug + hopper meat would give me more hmmm... got 372 at lvl 24 without junkyard surprise.
Is that high stealth needed? Absolutely. Everything in expedition appear to have detection to the roof

Some of the NPCs have >600 dodge, so that detection doesn't seem that hard fetched.
 

Rinslin Merwind

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I finished game yesterday, but only today managed to gather strength to say how FUCKING INSUFFERABLE to play melee through expansion, it's like Black Sea is FUCKING HELL for melee players who sinned in their life and after death they doomed to fight endless hordes of mechanically resistant crabs/robots/locusts for eternity.

The only two things, that prevented me to switch to other builds is:
1) Encounters is shit not only for melee, but for everyone without stealth. It's just slightly less shitty (or so I assumed)
2) The autistic determination to make at least ONE melee walkthrough (never again) and test any expansion weapon.

I don't even know what devs was thinking, I mean: "We will introduce new melee weapons and shotguns but render them complete inferior in comparison with old weapons for using in expansion content that comes with weapons." doesn't sound logical at all, so i guess it was "Fuck, we spent over9000 time on expansion and still didn't decided about encounters, let's just throw as much enemies as possible in every tiny room/island. And more locusts. MORE LOCUSTS"

I really feel deep fear for next expansion, because if such tendency continues - there will be only pain and suffering.

 

jewboy

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Does this game really have cooldowns? I am currently downloading it, but I read a review that mentioned cooldowns and that gives me pause. I won't play it if it has cooldowns.
 

Parabalus

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Does this game really have cooldowns? I am currently downloading it, but I read a review that mentioned cooldowns and that gives me pause. I won't play it if it has cooldowns.

You have some combat abilities/items, like e.g. guaranteed crit or no-cost use which can be used every few turns, that's it.
 

Blaine

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You have some combat abilities/items, like e.g. guaranteed crit or no-cost use which can be used every few turns, that's it.

Stop lying, asshole.

This game has more cooldowns than an aircraft carrier's worth of fighter jets simultaneously falling into the ocean with their afterburners on full blast. I'm genuinely surprised that opening the fucking ESC menu doesn't have a fucking cooldown in Underrail.

Fuck, the only time a cooldown was removed from anything (Burst) was in preparation for nerfing it. :lol:
 

Blaine

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lukaszek
Are you sure it's not just that he's so close to the zone transition? I noticed a stupid change since I last played: Enemies very near the zone transition detect stealthed characters automatically, or seem to.

But yeah, Styg seems to have rebalanced the game around having massively huge Stealth scores due to the existence of black cloth armor and the cloaking device, which can potentially add 200 Stealth just by themselves. This includes the difficulty of detecting shit like Crawlers and Death Stalkers in addition to the detection scores of expansion enemies, etc.

Meanwhile, characters with 0 Stealth can still use said cloth armor and emitter to rob the entire game blind.
 

Wunderbar

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There's no dialogue option for him; there was only one when I asked the first time.
once the number of sec-troopers becomes low (was 9 in my case), Briggs will reassign him and other jetski patrollers to stay in the camp.
 
Last edited:

Parabalus

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It's at 14 for me. So to go from Expedition to Core City I have to ski through something like 10 screens?
:badnews:

Go to Rail Crossing, talk to Dude to get the fast travel quest. Afterwards go to the lighthouse.

Playing chem pistols build afaik.



What? Natives attacks pirates?

BING XI LAO died during natives attacks, or maybe he is on the beach.

I sided with the pirates, culled aegis, next time I was going to the rift they greeted me in the camp, along with a huge pyre of Aegis bodies.

lukaszek
Are you sure it's not just that he's so close to the zone transition? I noticed a stupid change since I last played: Enemies very near the zone transition detect stealthed characters automatically, or seem to.

But yeah, Styg seems to have rebalanced the game around having massively huge Stealth scores due to the existence of black cloth armor and the cloaking device, which can potentially add 200 Stealth just by themselves. This includes the difficulty of detecting shit like Crawlers and Death Stalkers in addition to the detection scores of expansion enemies, etc.

Meanwhile, characters with 0 Stealth can still use said cloth armor and emitter to rob the entire game blind.

I noticed the same thing when going to Epione lab, another "exploit" Styg fixed through carpet bombing.

Stop lying, asshole.

This game has more cooldowns than an aircraft carrier's worth of fighter jets simultaneously falling into the ocean with their afterburners on full blast. I'm genuinely surprised that opening the fucking ESC menu doesn't have a fucking cooldown in Underrail.

Fuck, the only time a cooldown was removed from anything (Burst) was in preparation for nerfing it. :lol:

What has a cooldown and shouldn't have one?
 

hell bovine

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"We will introduce new melee weapons and shotguns but render them complete inferior in comparison with old weapons for using in expansion content that comes with weapons."
Actually, shotguns are not in a bad place in the expansion; my gunslinger is using them 90% of the time now. Tungsten trainshot (which apart from the armor-ignoring, also dazes & stuns enemies) doesn't require graphite, so you can mass craft it as soon as you get to the foundry. Alll other shell types are available in large amounts for sale. And you don't even need tungsten for everything, red 6p shells manage against some of the resistant enemies, e.g. bladelings. The only downside is how heavy they are.
 

Blaine

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What has a cooldown and shouldn't have one?

The entire system is designed around cooldowns, so pretty much everything that has a cooldown DOES need it... because it was designed that way. Your question is similar to asking how carbon-based life-forms are supposed to survive without carbon.

Other than basic attacks and reloading ammo/recharging, as well as burst and heavy punch ever since the "unconditional special attack" change, just about everything in this game has a cooldown attached to it. Furthermore, an awful lot of the specialization point possibilities come in the form of cooldown reductions.
 

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