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Underrail: The Incline Awakens

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Ob4er0f.png

I am a proud fan of Underrail, the best FABPG in the land
 

ColCol

Arcane
Joined
Jul 12, 2012
Messages
1,731
SO Iḿ starting an old character who was right before deep roads. A pure psi character. I am going to embark on expedition but I have one question. It is worthwhile to even start putting points in stealth , I was thinking about having it leveled for the deep roads.
 

OldJonas

Barely Literate
Joined
Sep 18, 2019
Messages
3
So apparently the Sonocaster (DLC autism puzzle reward) can destroy rock walls ala TNT. I haven't seen this posted anywhere else so enjoy the hot tip.

I assume it's because a certain amount of its damage ALWAYS passes through armor. I wonder if there are any other places where this quirk can be abused. Incidentally it is so good I am considering breaking The One Rule and grabbing an energy weapon feat on my anemic SMG build solely for this weapon. In the same building with the weapon, I found a grand total of 4 (four) armor piercing 8.6 rounds for my marshmallow gun and 25+ heavily armored statues so that may be clouding my judgement.

SO Iḿ starting an old character who was right before deep roads. A pure psi character. I am going to embark on expedition but I have one question. It is worthwhile to even start putting points in stealth , I was thinking about having it leveled for the deep roads.
Stealth is almost mandatory in this game but you can squeak by with meta-ing high quality stealth "armor." You can get 120+ effective with just gear IIRC. Also, stealth psi is the most OP build in the game by a country mile.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
I mean, high DEX (it's dex right? I forget) chars with cloaking emitter and other item bonuses can easily get themselves to 100+ stealth with a couple levels of investment.

Primarily it would help you skip/minimise the moronic locusts in a couple of areas, and then provide typical stealth QOL elsewhere
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,550
Location
Russia atchoum!
So, i get from Fenix's post that shotguns are alright? I want to start new game with Expedition now and considering hobo with a shotgun build. Are there some advice on what stats/feats other than shotty specials are good to have or what armor or evasion/dodge to have.

Supressive Fire and Full Auto friend!
I took them at 18-20 lvl, but it can't hurt if you take them on 10-12 I think.
Armor - dunno, I think armored shotgunner is viable but I prefer mobility - thus lether armor, Sprint, Blitz.
 

Gnidrologist

CONDUCTOR
Joined
Aug 30, 2005
Messages
20,923
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is cold
Didn't take shotguns as this only my second time so i went for more popular ("safe"?) stealthy sniper build and there's one question about it. Is there viable, non cheesy way to re enter stealth after combat has commenced? Tried to run behind corner and hide, but mobs were still red-eyed all the same. It seems that while Snipe is great for a strong single target and as an opening, but kinda meh in the long run, if it can only be used once per encounter.
Also, what's the best backup damage dealer for sniper? Pistols and SMGs kinda suck without high Dex and i don't like tinkering with traps/mines as it takes way too much time. Thinking of grenades with Grenadier and build up on chemistry to make the high end nades. Or maybe the shotgun for close range and crowd control (it does have a spread, right?)?
 
Last edited:

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
You need to stun enemies in some fashion to re-enter stealth, e.g. with flashbangs. Shotguns are as op as the other burst weapons, but cheaper on the ammo.
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
34,364
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
How to play a great stealth sniper:
- place mines and traps near a chokepoint you know enemies will pass once you alerted them
- snipe an enemy
- retreat
- boom
 

Trashos

Arcane
Joined
Dec 28, 2015
Messages
3,413
For sniper rifles, grenades, traps and either SMGs or pistols are the way to go. SMGs rock, but you might end up wondering why you are even carrying the sniper rifle. Pistols are more appropriate from a role-playing perspective. On the other hand, I couldn't really appreciate pistols until I played a devoted pistols build - they may look very weak to you until you get a feel for them.

In conclusion, for a first sniper try, I 'd go sniper rifle/grenades/traps/SMGs.
 

Gnidrologist

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The problem with flashbangs is that you can't really incapacitate everyone unless it's three guys standing close to each other. If that really is the case then i guess snipe isn't all that good perk after all. :?
As for mines, i'm already in shortage of skill points for everything to add to traps too so guess i'll stick to nades. Probably try shotgun as a backup as it seems to use the same amount of action points as shitty smgs and pistols, but deals way more damage at least looking on statsheets.
For sniper rifles, grenades, traps and either SMGs or pistols are the way to go. SMGs rock, but you might end up wondering why you are even carrying the sniper rifle. Pistols are more appropriate from a role-playing perspective. On the other hand, I couldn't really appreciate pistols until I played a devoted pistols build - they may look very weak to you until you get a feel for them.
Yeah, looking at various pistol perks and possibilities, they seem to be interesting. Would probably suck against Big Bads, but that's usual for ''unsafe'' builds. I don't want to take smgs and pistols with sniper though as i wont be rising DEX and getting any burst related perks. Any decent SMG burst uses up almost the same action points as a sniper shot so i don't see how they are good as backups without investing in them to begin with.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,387
Didn't take shotguns as this only my second time so i went for more popular ("safe"?) stealthy sniper build and there's one question about it. Is there viable, non cheesy way to re enter stealth after combat has commenced? Tried to run behind corner and hide, but mobs were still red-eyed all the same. It seems that while Snipe is great for a strong single target and as an opening, but kinda meh in the long run, if it can only be used once per encounter.
Also, what's the best backup damage dealer for sniper? Pistols and SMGs kinda suck without high Dex and i don't like tinkering with traps/mines as it takes way too much time. Thinking of grenades with Grenadier and build up on chemistry to make the high end nades. Or maybe the shotgun for close range and crowd control (it does have a spread, right?)?

To restealth you can run away but you need to stun or slow the enemies for that to work, and enter stealth far away from them.
Most reliably you can use flashbangs, incapacitation from Cheap Shots or Pneumatic Hammer, the psi powers Mental Breakdown and Neurovisual Disruption (restealthing works great with Psi IMO)

Pistols have somewhat of a synergy with snipers but it's not that strong, thinking specifically of the Sharpshooter and Critical Power feats, combined with a Hammerer pistol.
 

Gnidrologist

CONDUCTOR
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Location
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Okay, but that means Snipe is kinda meh, because it's really rare that you can incapacitate entire mob with one flashbang in one turn and if you can you would be better off just throwing a frag at them anyway. There's also weird thing that if you leave the combat zone from one side and reenter from another in stealth, everyone there is still 100% aware of where you are, which is retarded (maybe to counter this cheesy tactic), but as long as no one had made an attack i still counted in stealth mode and could perform Snipe. :M
Good call about pistol synergy.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Snipe is mandatory for a sniper just for the alpha strikes. The difference between one almost-guaranteed one-shot kill and two is massive. Snipers can dominate - and get plenty of mileage out of Snipe - without ever restealthing mid combat.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,387
Okay, but that means Snipe is kinda meh, because it's really rare that you can incapacitate entire mob with one flashbang in one turn and if you can you would be better off just throwing a frag at them anyway. There's also weird thing that if you leave the combat zone from one side and reenter from another in stealth, everyone there is still 100% aware of where you are, which is retarded (maybe to counter this cheesy tactic), but as long as no one had made an attack i still counted in stealth mode and could perform Snipe. :M
Good call about pistol synergy.

Yeah, you don't need to break awareness with anyone to be able to Snipe for full damage, just be in stealth mode and avoid getting knocked out of it.
 

Gibson

Savant
Joined
Jun 23, 2019
Messages
423
guys is it normal for this game to take almost 5min to boot up? granted I'm playing it on laptop, but an Intel i5+8GB ram+SSD+Radeon with 2GB dedicated memory should be enough i think. once booted it works smoothly, but no fucking way i'm waiting 5min for a game to boot up.

already tried reinstalling it. using GOG version if it helps.
 

LJ40

Cipher
Joined
Jul 16, 2014
Messages
657
Location
Wizardry/Ultima/Goldbox
5 minutes seems a bit much, but it does take the game a long time to get past the initial loading box. Game runs fine once it does start up, but getting there takes a bit of patience.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,387
It can take significantly longer than 5 minutes on a fragmented non-SSD, something like 1-2 minutes on a brand new SSD.
You can thank the "for(i=0; i<muh_entire_game.size(); i++)" loading code, I guess.
 

epeli

Arcane
Joined
Aug 17, 2014
Messages
721
guys is it normal for this game to take almost 5min to boot up? granted I'm playing it on laptop, but an Intel i5+8GB ram+SSD+Radeon with 2GB dedicated memory should be enough i think. once booted it works smoothly, but no fucking way i'm waiting 5min for a game to boot up.

Definitely abnormal. It used to be much faster, yeah, but it still should load in around 15 seconds on that hardware. I've no idea why some people are having these ridiculous loading times. Makes me think of some crapware antivirus molesting .NET executables on their startup. Dunno.
 

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