Ol' Willy
Arcane
Hemopsychosis + SI?Ok gentlemen, I wanna feel the new psi, here's my rough sketch for dom/oddity. Thoughts?
https://underrail.info/build/?HgMDB...kdFCpiwr0FIWfCh2ZXJHLCt8KEw4zCneKjiAXio4kK378
Hemopsychosis + SI?Ok gentlemen, I wanna feel the new psi, here's my rough sketch for dom/oddity. Thoughts?
https://underrail.info/build/?HgMDB...kdFCpiwr0FIWfCh2ZXJHLCt8KEw4zCneKjiAXio4kK378
I think it's like dropping aimed shot - tougher early game but useless later on when you have very high crit chance all the time. Besides, I'm gonna play w/o metathermics so that shouldn't be that big of a impact like a crit fireball when it's needed.
Well, I have very few AoE abilities. But yeah I think I'll drop Psychostatic in any case - too many crit chance. Is squeezing future orientation worth it?Crit AoE NO?
Better drop Psychostatic instead.
I think it's like dropping aimed shot - tougher early game but useless later on when you have very high crit chance all the time. Besides, I'm gonna play w/o metathermics so that shouldn't be that big of a impact like a crit fireball when it's needed.
Yeah, it's exactly like dropping aimed shot. On a sniper build.I think it's like dropping aimed shot - tougher early game but useless later on when you have very high crit chance all the time. Besides, I'm gonna play w/o metathermics so that shouldn't be that big of a impact like a crit fireball when it's needed.
I dont quite understand how quality in crafting works.
I dislike combat shotties. The burst is not worth it, imo.
Ok gentlemen, I wanna feel the new psi, here's my rough sketch for dom/oddity. Thoughts?
https://underrail.info/build/?HgMDB...kdFCpiwr0FIWfCh2ZXJHLCt8KEw4zCneKjiAXio4kK378
Try to do Beast figth without them, you will die.
And Tyranny low crit damage is not important in Beast fight, as bladelings are crit-immune anyway.
Try to do Beast figth without them, you will die.
And Tyranny low crit damage is not important in Beast fight, as bladelings are crit-immune anyway.
On Hard, I did it alone with AR. Without any traps. Without any gas or incendiary grenades. With regular ammo. AR is this overpoweredDid several times, without recruiting the guards. Gas grenades + trainshot make it easy.
On Hard, I did it alone with AR. Without any traps. Without any gas or incendiary grenades. With regular ammo. AR is this overpoweredDid several times, without recruiting the guards. Gas grenades + trainshot make it easy.
I was already annoyed to a great degree by repair mechanics while using it.Time to give it the Psionic treatment!
The ladder is always there, don't worry your deterministic head.obtaining that belt is not deterministic?
The catches are it's only there on DOM, it might spawn literally anywhere on the 1st sewer map and it's a timed event, if you enter the ladder you have 20 hours until the guys are gone, so better not enter until you're ready.
I agree. It is time to give ARs a "long term resource" that requires a specific but rather common consumable to replenish, but cannot be replenished in the middle of a fight, in addition to the "short term resource" that is used on a regular basis in combat. It is also time to severly limit their ability to do everything from dealing damage through tanking to crowd control all at the same time with no other support skills/feats/equipment required to fill the other roles. They should also require at least slight investment in a stat other than their primary one to get the most out of them, lets say something around 7 at least, maybe 8.Time to give it the Psionic treatment!
I agree. It is time to give ARs a "long term resource" that requires a specific but rather common consumable to replenish, but cannot be replenished in the middle of a fight, in addition to the "short term resource" that is used on a regular basis in combat. It is also time to severly limit their ability to do everything from dealing damage through tanking to crowd control all at the same time with no other support skills/feats/equipment required to fill the other roles. They should also require at least slight investment in a stat other than their primary one to get the most out of them, lets say something around 7 at least, maybe 8.Time to give it the Psionic treatment!
Wait a second...
You're right, I was wrong.Tanking? On a PSI build? Oh wait do not tell me you mean Stasis? You cannot be seriously that retarded?
You mean ARs need a secondary skill to make up for their inabilty to do anything other than deal damage, which they are admittedly good at? That sounds a lot like old psi to me, for sure.You can get everything you mentioned with throwing
Wait a second, last I checked psychosis builds didn't actually need SI at all, because for a lot of them psychosis was merely an uncomfortable requirement for mania. Wait another, last time I checked 100% of builds aiming for max crit chance wanted 9 con for SI. Even, you guessed it, ARs!Oh you need more than two stats? Wait second, last time I checked 99.9% of Psychosis PSI needed 9 con for SI.
Oh wait what is that, you do not need to max WIL for psi to deal ridiculous damage and easier time pumping other stats? Wait you cannot dump STR below 7 because of Full Auto? But yeah ARs "only need one stat but psi needs more DERP!"Oh wait what is that, you do not need max PER for AR to deal ridiculous damage and have an easy time to pump other stats? Wait you cannot dump Int below 6 because of Premed? But yeah PSI "only need one stat but AR needs more DERP!"
Having to replenish the long term resource to change psi loadouts is indeed one difference between it and ARs. I propose a compromise that also takes care of the other difference - psi now doesn't have to smoke weed to change loadouts, but it now has to buy/craft very expenisve and very rare "green boosters" and use them each time they want to do anything to armor and somewhat common and somewhat expensive "red boosters" if they wish to deal more damage to unarmored enemies. I am sure if this was an actual change to psi you wouldn't be crying like you do now.Meanwhile every single time you "switch ammo" now you lose ALL your ammo, also you have to manually load every single bullet!
Damn, it's no longer optimal for all psi builds to be pure psi builds with 4 schools? Psi now has to make choices between going from anywhere between 1 to 4 schools? Choosing support skills and actually has the concept of "opportunity cost" applied to it? That's terrible!Must be the reason why most builds go for single school and throwing so they can have the same loadout all game long so they do not have to waste too much time with the retarded Vancian system. Never mind that now all niche PSI abilities are completely and utterly worthless because even with 12 in and PSI head band slot you still do not get enough slots to justify the opportunity cost.
I can tell you have a lot of experience playing with the new psi system, since you managed to somehow obtain 1500 reserves to require full 10 seconds of smoking weed. This makes me trust your judgment on this new system even more.then smoke for ten whopping seconds just to be "ready".
You're right, I was wrong.Tanking? On a PSI build? Oh wait do not tell me you mean Stasis? You cannot be seriously that retarded?
Psi has absolutelyPseudo-Spatial ProjectionnoForce FieldabilitiesCryo-ShieldthatPrecognitionimproveExothermic Aurasurvivalability and hinderDisruptive Fieldthe enemy's ability to damage the player.
You mean ARs need a secondary skill to make up for their inabilty to do anything other than deal damage, which they are admittedly good at? That sounds a lot like old psi to me, for sure.You can get everything you mentioned with throwing
Wait a second, last I checked psychosis builds didn't actually need SI at all, because for a lot of them psychosis was merely an uncomfortable requirement for mania. Wait another, last time I checked 100% of builds aiming for max crit chance wanted 9 con for SI. Even, you guessed it, ARs!Oh you need more than two stats? Wait second, last time I checked 99.9% of Psychosis PSI needed 9 con for SI.
Oh wait what is that, you do not need to max WIL for psi to deal ridiculous damage and easier time pumping other stats? Wait you cannot dump STR below 7 because of Full Auto? But yeah ARs "only need one stat but psi needs more DERP!"Oh wait what is that, you do not need max PER for AR to deal ridiculous damage and have an easy time to pump other stats? Wait you cannot dump Int below 6 because of Premed? But yeah PSI "only need one stat but AR needs more DERP!"
Having to replenish the long term resource to change psi loadouts is indeed one difference between it and ARs. I propose a compromise that also takes care of the other difference - psi now doesn't have to smoke weed to change loadouts, but it now has to buy/craft very expenisve and very rare "green boosters" and use them each time they want to do anything to armor and somewhat common and somewhat expensive "red boosters" if they wish to deal more damage to unarmored enemies. I am sure if this was an actual change to psi you wouldn't be crying like you do now.Meanwhile every single time you "switch ammo" now you lose ALL your ammo, also you have to manually load every single bullet!
Damn, it's no longer optimal for all psi builds to be pure psi builds with 4 schools? Psi now has to make choices between going from anywhere between 1 to 4 schools? Choosing support skills and actually has the concept of "opportunity cost" applied to it? That's terrible!Must be the reason why most builds go for single school and throwing so they can have the same loadout all game long so they do not have to waste too much time with the retarded Vancian system. Never mind that now all niche PSI abilities are completely and utterly worthless because even with 12 in and PSI head band slot you still do not get enough slots to justify the opportunity cost.
I can tell you have a lot of experience playing with the new psi system, since you managed to somehow obtain 1500 reserves to require full 10 seconds of smoking weed. This makes me trust your judgment on this new system even more.then smoke for ten whopping seconds just to be "ready".
Sounds like a good deal if guns also get the infinite durability that psi gets. Needing to spam repair kits on burst guns is fucking terrible.Meanwhile every single time you "switch ammo" now you lose ALL your ammo, also you have to manually load every single bullet, then smoke for ten whopping seconds just to be "ready".
Sounds like a good deal if guns also get the infinite durability that psi gets. Needing to spam repair kits on burst guns is fucking terrible.Meanwhile every single time you "switch ammo" now you lose ALL your ammo, also you have to manually load every single bullet, then smoke for ten whopping seconds just to be "ready".
ARs already had their massive nerf back when smart module/goggles stopped working on bursts, anyway. Damage cut in half just like that. Tragic.
Actually I just hate durability and wanted to take this opportunity to bitch about it, thanks.Totally ridonculous damage without any CD now toned down to just ridiculous damage, so sad! Wait so instead of asking for less tedium on AR builds you want MORE tedium for other builds.
PSP is really useful against snipers, crossbowmen, laser guys and various spitters. I was storming native beaches on a junk jet solely because of PSP: put it on, get close, it tanks crossbows and turrets while I cull more and more natives. Overall, against natives PSP was a godsend. It was extremely useful in DC Labyrinth against worms where I just tanked their spits while having ~100 HP in total.Pseudospatial does nothing against mechanicals, barely surivives a single burst and only really is good against slow hard hitting enemies. It certainly does not help to tank
PSP is really useful against snipers, crossbowmen, laser guys and various spitters. I was storming native beaches on a junk jet solely because of PSP: put it on, get close, it tanks crossbows and turrets while I cull more and more natives. Overall, against natives PSP was a godsend. It was extremely useful in DC Labyrinth against worms where I just tanked their spits while having ~100 HP in total.Pseudospatial does nothing against mechanicals, barely surivives a single burst and only really is good against slow hard hitting enemies. It certainly does not help to tank
Disruptive field is trash, true; switching off one enemy barely helps.
I like disruptive just because it saved me from jet eater auto critting me to death with ambush.Disruptive field is trash, true; switching off one enemy barely helps.