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Underrail: The Incline Awakens

CHEMS

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I never realized Cut Throat can crit. Amazing. I actually get to kill enemies on dominating using this meme feat.
 

Blaine

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I never realized Cut Throat can crit. Amazing. I actually get to kill enemies on dominating using this meme feat.

qq1y5m0ieki51.png
 
Unwanted

Savecummer

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You still needed grenades as an AR tin can.
No u didnt, I played it without even looking at what grenades do, most I used was bear traps on corners...
Also, pre nerf you could switch armors before battle... I didnt, cause it wasnt needed.
 

Tygrende

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I think the word "need" is very relative, as proven by DOMINATING being beatable with a throwing knife build. I don't think there's such a thing as "unviable" - as long as the build is cohesive and you know what you're doing, it's probably good enough to beat the game.
 

Parabalus

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The worse your build the more consumables you need.

You can get by with anything if your throw enough money at the opposition.
 

Blaine

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The worse your build the more consumables you need.

You can get by with anything if your throw enough money at the opposition.

AR tin can is a strong build requiring very little thought to design that's nearly impossible to fuck up.

Also, you will save charons deleting enemies with grenades as compared to exclusively hosing them down with the cylindrical money known as ammunition.
 

Twiglard

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Strap Yourselves In Codex Year of the Donut
I never realized Cut Throat can crit. Amazing. I actually get to kill enemies on dominating using this meme feat.

View attachment 18597

As a stealthfag i feel personally attacked by this meme

Just stealth, Shooting Spree, delete 2 enemies with Snipe and Aimed Shot. Then proceed tu unleash 9-round bursts on the enemy. Armor optional. It's aggravating how useless SMGs are compared to even a stealth burster. Sniper synergy is way better than pistol, energy or otherwise.
 

Blaine

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It's aggravating how useless SMGs are compared to even a stealth burster.

Eh? I'm having a ball with SMGs. I've got (planned, still missing a few feats and numerous spec points) Interloper, Expertise+5, Spec Ops +2, Commando+3, Blindsiding+5, Grenadier, Sure Step, Suppressive Fire, Opportunist, Hit and Run, Sprint, and 9+ DEX.

Interloper and high Stealth get me wherever I want to be. With an Adrenaline Shot, Bullet Strap Belt, spec'd Commando, and a Rapid Compensated 7.62mm Jaguar, I can rattle off 5 5-round bursts augmented by Blindsiding and Expertise, reload, throw a grenade (unless very unlucky with Rapid Reloader proc), then hit Sprint on top of Hit and Run and zoom around some distant corner. It's totally absurd. The only time I've felt this powerful and in control in Underrail was when I was running pre-nerf omnipsi.

That's before considering Traps skill and Traps Expert, which I'm also running on this build. In addition to Traps, with high Stealth, high PER and motion-tracking NVGs, Death Stalkers are merely very aggravating rather than hilariously infuriating.

As for Sure Step, it was worth it for Depot A alone, but it also means I can deploy acid blob traps and crawler caltrops more adroitly.
 

CHEMS

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It's aggravating how useless SMGs are compared to even a stealth burster.

Eh? I'm having a ball with SMGs. I've got (planned, still missing a few feats and numerous spec points) Interloper, Expertise+5, Spec Ops +2, Commando+3, Blindsiding+5, Grenadier, Sure Step, Suppressive Fire, Opportunist, Hit and Run, Sprint, and 9+ DEX.

Interloper and high Stealth get me wherever I want to be. With an Adrenaline Shot, Bullet Strap Belt, spec'd Commando, and a Rapid Compensated 7.62mm Jaguar, I can rattle off 5 5-round bursts augmented by Blindsiding and Expertise, reload, throw a grenade (unless very unlucky with Rapid Reloader proc), then hit Sprint on top of Hit and Run and zoom around some distant corner. It's totally absurd. The only time I've felt this powerful and in control in Underrail was when I was running pre-nerf omnipsi.

That's before considering Traps skill and Traps Expert, which I'm also running on this build. In addition to Traps, with high Stealth, high PER and motion-tracking NVGs, Death Stalkers are merely very aggravating rather than hilariously infuriating.

As for Sure Step, it was worth it for Depot A alone, but it also means I can deploy acid blob traps and crawler caltrops more adroitly.

Dual 8.7 steel cats hit like a truck with this build. Incendiary rounds really shine here: with so many bursts you'll set everyone on fire.
 

Tygrende

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SMGs have better damage distribution than ARs. When you can delete one or more enemies with a single burst anyways, what matters is having more of them.

 

Blaine

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Expertise SMG must be the only viable way to kill with a silencer.

It works pretty good. I opted to go with a forward grip rather than a rapid reloader mainly for less RNG versus evasion incels (and less RNG in general). With the combination of Expertise, Opportunist, Blindsiding, W2C/Shock ammo, and throwing nets and beartraps, it is possible to pull off this meme.

Speaking of special ammunition types, I know that JHP is good versus pigs, non-ancient rathounds, dogs, siphoners, and unarmored/nearly unarmored humans. Anything else?
 

Tygrende

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Expertise SMG must be the only viable way to kill with a silencer.

It works pretty good. I opted to go with a forward grip rather than a rapid reloader mainly for less RNG versus evasion incels (and less RNG in general). With the combination of Expertise, Opportunist, Blindsiding, W2C/Shock ammo, and throwing nets and beartraps, it is possible to pull off this meme.

Speaking of special ammunition types, I know that JHP is good versus pigs, non-ancient rathounds, dogs, siphoners, and unarmored/nearly unarmored humans. Anything else?
Coil spiders and crawlers (but not greater coil spiders and death stalkers) if 8 DT is not a big deal. Burrower spawns, too. Also creeper spiders/locusts at Black Sea.

Also, big one - muties, mutants and mutated dogs. JHP in Depot A is free 40% damage against anything that isn't a robot.
 

CHEMS

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Wherever i go i must also stealth

I'll stealth in games that don't even have stealth as a feature

hgiuniuyroh61.png
The point is to be so stealthy that you will outstealth stalkers and detect them first

On hard i can do it with my sniper build, but on dominating seems impossible to do it, stats alone. Reckon it would require a good pair of detection googles.

Speaking of it, do they let you see traps or detection is all about stealthed enemies? Never bothered to use this kind of googles.
 

Parabalus

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Wherever i go i must also stealth

I'll stealth in games that don't even have stealth as a feature

hgiuniuyroh61.png
The point is to be so stealthy that you will outstealth stalkers and detect them first

On hard i can do it with my sniper build, but on dominating seems impossible to do it, stats alone. Reckon it would require a good pair of detection googles.

Speaking of it, do they let you see traps or detection is all about stealthed enemies? Never bothered to use this kind of googles.

Traps are found by the higher of normal detection or trap detection (tied to skill). Even 3 PER 0 Traps chars can see traps well at higher levels with goggles.
 

Blackmill

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Has anyone

completed the new resolution for becoming a mutant? I'm curious if it ends the game early or allows you to complete the full game in some manner. I assume Core City is still hostile to you?
 

Ghulgothas

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So Below
Has anyone

completed the new resolution for becoming a mutant? I'm curious if it ends the game early or allows you to complete the full game in some manner. I assume Core City is still hostile to you?
Something I intend to find out on my current playthrough and post caps of once I see it. From what I've seen so far it is a definitive ending (complete with slides) removed from the non-mutie one, and is a bitch to get considering how hard it is to worm your way back into Core City after getting mutated.
 

Blaine

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On hard i can do it with my sniper build, but on dominating seems impossible to do it, stats alone. Reckon it would require a good pair of detection googles.

On Dominating, Death Stalkers have a Stealth skill of 385. You will indeed need high PER, a relatively high (certainly not low) character level, and excellent goggles just to be on an even footing with them.

Speaking of it, do they let you see traps or detection is all about stealthed enemies? Never bothered to use this kind of googles.

They do indirectly, because Trap Detection is derived from Detection. However, the increase to Trap Detection from MD goggles is lesser than the increase to overall Detection, especially for characters with high Traps skill (because the derived stat is hybridized, as explained below).

Traps are found by the higher of normal detection or trap detection (tied to skill). Even 3 PER 0 Traps chars can see traps well at higher levels with goggles.

It's not quite either/or. It's the highest of these two:

Pure detection equals 75% of regular detection value.
Hybrid detection equals 50% of regular detection value plus 75% of effective trap skill.

If you have a Detection of 200, and negligible Traps skill, then your Trap Detection will be 150. If you have a Detection of 200 and 100 Traps, your Trap Detection will be 175.

This is good. It means that characters with no Traps skill but good Detection can generally still detect traps just fine, whereas characters with high Traps skill but garbage Detection can also detect traps just fine; while high-PER, high-Traps characters can get maximal benefit and are the masters of all things Traps-related.

Then there are sledgehammer tin cans, who will never detect any trap until they stumble over it or guess properly and nail it with a cheap grenade.
 

Blaine

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This is never going to happen, and is just a pie-in-the-sky thought that occurred to me.

Some people would prefer less RNG in the precision equation. It would be neat if the 95% precision hard cap were raised by 1% for every 100 effective skill, up to 98%.

95% translates to 1 in 20. 96% would be 1 in 25, 97% would be 1 in 33.3, and 98% would be 1 in 50.

This would, if nothing else, be highly amusing to me because of its ramifications. All enemies would be slightly deadlier, and min-maxers would from then on strive to have 300+ in the primary offensive skill (not that they already don't, usually).
 

CHEMS

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Nov 17, 2020
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Has anyone

completed the new resolution for becoming a mutant? I'm curious if it ends the game early or allows you to complete the full game in some manner. I assume Core City is still hostile to you?

No, and i'm not interested. I didn't ask for this update thing and besides, being a mutant is gay.

961000-fo02_npc_richardson.png
 

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