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Underrail: The Incline Awakens

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I think that the reigning overwhelming community favoring of glass cannon builds (as you'll see on both the Discord and the forums) stems from the fact that it is both infinitely more effective and easier to blow everything up in one or two turns than to engage in the mechanics of combat, because defenses are not well suited to keep you alive on Dom. This is similar to how D&D 3.5 and similar systems work, where defense is so inferior to offense that it breaks the combat - because rather than an ebb and flow of the mechanics, it comes down to who kills the other party quick enough to avoid interacting with it entirely.
That's more of a preferred playstyle thing. Once you get past earlygame it's not actually that hard to go ultra tanky. Tungsten helmet+reinforced tungsten chest+reinforced tungsten boots can hit 95% mechanical DR (the cap) if it's good quality. Even dominating enemies aren't scary when they only do 5% damage to you. And you have pretty massive DT too so a lot of the time that completely blocks damage instead.
If you're rich you can use super steel instead and have nearly as good DR while also remaining pretty mobile, which is cool. Though super steel has shit DT so you don't get to completely block weak attacks and laugh at people.
 

Grunker

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ItsChon said:
Maybe I'm just not understanding the point you're trying to make

I think that the reigning overwhelming community favoring of glass cannon builds (as you'll see on both the Discord and the forums) stems from the fact that it is both infinitely more effective and easier to blow everything up in one or two turns than to engage in the mechanics of combat, because defenses are not well suited to keep you alive on Dom. This is similar to how D&D 3.5 and similar systems work, where defense is so inferior to offense that it breaks the combat - because rather than an ebb and flow of the mechanics, it comes down to who kills the other party quick enough to avoid interacting with it entirely.

Has there ever, ever been a game that avoids this type of scenario though? It's why I hardly ever bother with max difficulty on games - you're inevitably funneled down to a few effective builds, and while discovering those builds might be fun, once they're discovered it's all a bit pointless.

Certainly. One example is SCS'd Baldur's Gate. Layers of pre-cast spell defenses means that you have to interact with those spell defense mechanics before you can kill enemy casters, for example.

Another is both Pillars games. Unless you abuse their mechanics, even strong builds go through multiple rounds of combat as no offense is strong enough to take down PotD players or enemies in 1, 2 or even 3 rounds.

Note that I am not saying that those games have perfect combat - in fact you don't even have to agree they have good combat (so please let us not go into that discussion, it is irrelevant), I'm just saying that it's (obviously, in my opinion) quite possible to have combat systems with actual mechanical interaction that last more than 1 or 2 rounds, even if you're good at the game and understand its systems.
 
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Trashos

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You can actually go 100% DR for a couple of rounds with a combination of feats, specialization points, and drugs. Won't save you if the battle lasts more than that, just saying. I did a playthrough like that.
(EDIT: 100% DR is not available to glass cannons. It requires CON to get the feats and reach 100%.)

I think a lot of players' love for glass cannons is rather simple, most players prefer to attack than to defend. But the game supports other playstyles just fine.
(In MY case, I generally prefer to defend than to attack, but interestingly enough in UR I prefer glass cannons. Why? Because glass cannons require huge amounts of preparation in order to do perfect runs, which I find interesting.)
 
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lukaszek

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its just so happens that movement in UR is another form of defense. You are glass cannon in a sense that you die from 1 or 2 hits, but at the same time you are too far for enemies to reach you
 

Grunker

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I think a lot of players' love for glass cannons is rather simple, most players prefer to attack than to defend.

I think it's down to the fact that it minimizes the number of reloads you have to do, which again, this is my point. Since glass cannons can avoid damage entirely, you could argue that-

its just so happens that movement in UR is another form of defense. You are glass cannon in a sense that you die from 1 or 2 hits, but at the same time you are too far for enemies to reach you

Exactly. The highest offensive build is also the most defensive. Not only does it not get hit at all because it is mobile, it also minimizes the amount of turns you're in combat. It's the best of all worlds.
 

ItsChon

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Steve gets a Kidney but I don't even get a tag.
Has there ever, ever been a game that avoids this type of scenario though? It's why I hardly ever bother with max difficulty on games - you're inevitably funneled down to a few effective builds, and while discovering those builds might be fun, once they're discovered it's all a bit pointless.

What you want from combat is a sweet spot where it goes on long enough for there to be some ebb and flow, some possibility of losing that you just keep at bay, and for you to be able to experience all the tricks the enemy has to offer, and to try out some of your own toys - but not so long as to drag on and on.

Very difficult to design, I should think, and frankly, most designers seem to fail at it most of the time. It might actually be the very kernel, the very nub of good game design, that very few people have a nose for.

People usually think of it in terms of "good encounter design," but that's only a part of it - it's like that model type of "good encounter" requires the whole game, all the numerical values of things, the aesthetics, everything, even the sense of progression, to be centered on that ideal experience.
You can totally get this experience with a variety of different builds on Dominating however. Perhaps it's because I like to theorycraft "suboptimal" builds around a certain theme, but I'm frequently facing these exact kind of fights.
Why? Why should a perfectly normal build (i.e. not one abusing the game's mechanics, which is not what we're talking about here) avoid the game's mechanics? Or rather, why is this good design in your opinion?
Because you're conflating avoiding damage, with avoiding the game's mechanics.

Let's look at Death Stalkers for example. If I'm playing a tank build and I get tagged by Death Stalker venom, I couldn't run away even if I wanted to. I'm going to throw some flares and look for the filthy bug (when they sting you they touch down within a reasonable radius) to deal as much damage as I can before I'm stunned. Then, after I wake up from the stun, I'll try to kill it the following turn before it stings me and disappears again. This is the encounter playing out one way. If I'm playing a glass cannon build and get stung, I know that as soon as that stun hits, I'm going to get fucked. This means I need to gain significant distance between myself and the now disappeared crawler. I need to pop into stasis, I need to throw down some quick bear traps and caltrops to slow the crawler from approaching me once I'm stunned. I need to plop down a force field or an electromagnetic imprint to hopefully stun the crawler as it moves in for the kill. If you run too far away, combat ends and you can heal, but now you don't know where the Crawler is, and you're back to throwing flares and trying to find the damnable beast before it finds you and you're forced to flee for your life again.

What about Burrowers? If I'm playing a tank build and I'm facing some burrowers, I pop on my energy shield and close the distance to them, using CC to keep them from doing hit and run tactics, and managing my poison stacks so I don't get stacked out from bio damage. All the while I need to pathfind around the annoying spawn which can force me to waste precious AP points moving around them, or precious AP points killing them to clear a path to the burrowers. If I'm playing a glass cannon build, not only do I need to kill the Burrowers as fast as possible before they stack to much poison, I need to worry about the eggs that they're laying. I might have an energy shield, but there is no energy shield in the game that will stop Burrower spawn from shredding you. This makes it so sometimes you want to prioritize killing the spawn first instead of the Burrowers, as they pose a significantly greater threat.

These are just two quick examples. Don't you see how this offense versus defense, glass cannon versus tank dichotomy is what makes the games mechanics shine?
Because enemies cannot. I can clear an entire room of them without them getting a chance to offer any resistance.
That's because your build is built to do this...if you didn't clear a room of enemies without them getting a chance to offer resistance, you're going to die the next turn most likely. And, you can't always do this, as if there are too many enemies for you to clear, or if they're too spread out to reach them all, you need to flee, break LoS, etc, so that you can survive another turn and win the fight. If you play a tankier build, while you trade in not being able to deal as much damage, you get being able to survive attacks and the chance to comfortably deal with the enemies the next turn. It's just about what kind of playstyle you prefer.
I don't see how it does. Your best defense against my criticism so far seems to be "play a lesser build"
If two builds can beat an encounter, how do you determine which one is lesser? If you made the two builds fight, the glass cannon would be able to out dps the tanks armor, while the tank would be able to easily nuke the fragile glass cannon. It's just two different play styles; I don't know how you can say which one is better or worse. If you're playing a glass cannon build, you're still playing around the mechanics, you're just playing around them differently than a tank would.

Let me also point out, there are many hybrid builds. In the game, there are some encounters that are a nightmare to do as a glass cannon, and there are some encounters that are a nightmare to do as a tank. An example that stands out to me is the Protectorate Warehouse Mission. Have fun doing that fight as a glass cannon (TM is mega gay btw, I avoid it a lot as stasis is big cheese. Try playing some glass cannon builds without TM and see how much difficulty you have). Hybrid builds are great because they dabble in both sides of these two play styles. There are some encounters where you can nuke everything, and indeed have to because you're facing glass cannon enemies. There are some encounters where the enemies are very tanky, and you have to actually resort to tanking and going through these long, drawn out fights to win. There are just so many different builds you haven't tried yet, so when you make these sweeping claims about combat being this or that off of one build, you just haven't experienced all of what the game has to offer.
As a glass cannon build, there isn't. As a tank there is.
Which is why I am constantly making the disclaimer I am making - but the point is, that even *with* that disclaimer, it just means that the build path I've chosen is uninteresting. So your best response so far is, if I understand your argument: "Yes, you are correct, the combat has the problems you are describing with good high damage builds. However if you play a build that deals less damage, you will not have these problems, and you will experience combats lasting more turns and having more mechanical interaction."

If that is true then that's good, but it doesn't negate the criticism of this aspect of the game's combat, it just means it's not valid for the entirety of the combat system.

Also, I imagine we'll come back to this discussion once I've played a tank build. Because even such a build, I imagine, will have trouble with a lot of the combat mechanics that can make it suffer from these issues. In fact I get the strong feeling that this is exactly why the community seems to favour these high damage, CON 3 builds: that the lethality is simply so high that even tanky builds can be very, very short-lived if hit a couple of times.

Again though, I am obviously reserving judgment of this aspect! :)
I misspoke when I said as a glass cannon build there isn't a gradual exchange of mechanics, as I just went into detail above about how this gradual exchange of mechanics works. My argument is this,

"Good high damage builds primary means of mechanical interaction focus on circumventing the enemies offense by breaking LoS, constant retreats, CC, and a variety of other methods to avoid taking as much damage as possible while simultaneously dealing enough damage to eliminate the enemy before they can close the distance/outlast your CC so that they can kill you.

Good tank builds primary means of mechanical interaction focuses on circumventing the enemies offense by having powerful armor to lower enemy damage, different armor to target the various different types of enemy damage, a wide array of feats and stats to minimize the damage that gets through the armor and increase survivability, and using drugs to further enhance defensive options, all while dealing enough damage to the enemy.

Both of these are forms of mechanical interaction, and different tank/glass cannon builds have different nuances when it comes to how they go about all of this. It's up to you choose which one you like."

And I'll tell you right now, some builds are better than others, and some builds do negate certain mechanical aspects of the games combat. That doesn't mean you can make a blanket statement regarding the combat as a whole, nor is that a flaw in the combat system, as this ununiformity is what makes all the builds so unique and fun. Not everyone is going to enjoy the same thing, and it is these imbalances which gives everyone a chance to find a style that they like. Also, I will say, pistol builds are pretty uninteresting IMO, so if you're enjoying the game now, just wait till you get to try some of the more enjoyable builds, at least according to me.

Oh, and are you playing on Oddity or Classic? Because classic overlevels you a lot and makes the game a lot easier. Another thing to note.
 

Trashos

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Well, I am looking at this issue from point of view of someone who is trying not to die at all (ie, do a perfect run). And no, I do not think that glass cannons are fundamentally better for this in UR than tanks. There are occasions when enemies jump on you (involving unexpected random encounters too), and there are occasions where there is nowhere to run.

The fact that a lot of encounters are easier/faster with an attacking glass cannon does not mean that the game is easier for them if you are trying to do a perfect run. Actually, I think it is harder.
 

Grunker

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Has there ever, ever been a game that avoids this type of scenario though? It's why I hardly ever bother with max difficulty on games - you're inevitably funneled down to a few effective builds, and while discovering those builds might be fun, once they're discovered it's all a bit pointless.

What you want from combat is a sweet spot where it goes on long enough for there to be some ebb and flow, some possibility of losing that you just keep at bay, and for you to be able to experience all the tricks the enemy has to offer, and to try out some of your own toys - but not so long as to drag on and on.

Very difficult to design, I should think, and frankly, most designers seem to fail at it most of the time. It might actually be the very kernel, the very nub of good game design, that very few people have a nose for.

People usually think of it in terms of "good encounter design," but that's only a part of it - it's like that model type of "good encounter" requires the whole game, all the numerical values of things, the aesthetics, everything, even the sense of progression, to be centered on that ideal experience.
You can totally get this experience with a variety of different builds on Dominating however. Perhaps it's because I like to theorycraft "suboptimal" builds around a certain theme, but I'm frequently facing these exact kind of fights.
Why? Why should a perfectly normal build (i.e. not one abusing the game's mechanics, which is not what we're talking about here) avoid the game's mechanics? Or rather, why is this good design in your opinion?
Because you're conflating avoiding damage, with avoiding the game's mechanics.

Let's look at Death Stalkers for example. If I'm playing a tank build and I get tagged by Death Stalker venom, I couldn't run away even if I wanted to. I'm going to throw some flares and look for the filthy bug (when they sting you they touch down within a reasonable radius) to deal as much damage as I can before I'm stunned. Then, after I wake up from the stun, I'll try to kill it the following turn before it stings me and disappears again. This is the encounter playing out one way. If I'm playing a glass cannon build and get stung, I know that as soon as that stun hits, I'm going to get fucked. This means I need to gain significant distance between myself and the now disappeared crawler. I need to pop into stasis, I need to throw down some quick bear traps and caltrops to slow the crawler from approaching me once I'm stunned. I need to plop down a force field or an electromagnetic imprint to hopefully stun the crawler as it moves in for the kill. If you run too far away, combat ends and you can heal, but now you don't know where the Crawler is, and you're back to throwing flares and trying to find the damnable beast before it finds you and you're forced to flee for your life again.

What about Burrowers? If I'm playing a tank build and I'm facing some burrowers, I pop on my energy shield and close the distance to them, using CC to keep them from doing hit and run tactics, and managing my poison stacks so I don't get stacked out from bio damage. All the while I need to pathfind around the annoying spawn which can force me to waste precious AP points moving around them, or precious AP points killing them to clear a path to the burrowers. If I'm playing a glass cannon build, not only do I need to kill the Burrowers as fast as possible before they stack to much poison, I need to worry about the eggs that they're laying. I might have an energy shield, but there is no energy shield in the game that will stop Burrower spawn from shredding you. This makes it so sometimes you want to prioritize killing the spawn first instead of the Burrowers, as they pose a significantly greater threat.

These are just two quick examples. Don't you see how this offense versus defense, glass cannon versus tank dichotomy is what makes the games mechanics shine?

No, I don't. I read apologism. Your case of the Death Stalker is interesting since it's a "combat scenario" in which case you actually aren't facing any damage for a couple of rounds, leaving you to actually do stuff that isn't related to either 1) killing the enemy or 2) breaking line of sight. It is entirely unique compared to other combats and, as such, allows you to circumvent my arguments entirely - a clever strategic example, but not very convincing IMO.

you need to flee, break LoS, etc, so that you can survive another turn and win the fight.

Right, exactly! So for my build, all enemies are functionally identical during combat, because whatever attacks or effects they use don't matter: I either avoid ever interacting with them, or die. You pretty much made my entire argument for better than I ever could. It's this very thing that frustrates me: that despite witnessing this fantastic enemy design, I never get to experience it, because my defensive strategy means no enemy ever gets to use their attacks.

I fail to see how this provides the definition of good gaming, which as we know from The Godfather is "a series of interesting choices." My experience of the combat is often fairly binary: use your action points on basic attacks. Did I kill everything? If yes, move on, if no, break line of sight. Of course, this is not always the case - sometimes you have to throw a grenade or prioritize enemies, or an enemy will actually not kill you outright. It's just the case more often than not. That's why the combat isn't bad and my criticism isn't that it ALWAYS has the problems I'm mentioning, it's just kind of broken (notice how I said kind of - I did that the first time as well), because despite all the interesting things going on, you don't have to interact with those things very much.

If two builds can beat an encounter, how do you determine which one is lesser?

One has to expose itself to risk, the other does not. While I can see your logic with the "damage avoidance vs. tanking" dichotomy, even if I think it is faulty, this is you just reaching. Obviously a build that doesn't care about enemy mechanics is mechanically superior to one that has to find solutions for them - the latter is more interesting, but most Dom players I've read telling about their experiences will also tell you that it can be a pain because tanks don't necessarily feel that tanky. The latter part I cannot verify myself yet, however, it's just what I've read.

And that's my point, right: you downright SHOULDN'T be able to avoid every harmful thing unless you're abusing the game systems. You should be forced to confront them and find solutions from them. That is the definition of good combat. And good gameplay in general. Making choices to solve problems, needing different choices and solutions for different problem.

TM is mega gay btw

It certainly is, and I regret taking it

so when you make these sweeping claims about combat being this or that off of one build, you just haven't experienced all of what the game has to offer.

If you consider my opinions invalid due to me not having played the builds, it seems a waste of time to debate, no? Should have just said so from the start. Obviously I can't refute this argument, it may even be true, that's why I made the disclaimer. But it does make the discussion very pointless if that's your position.

What I can do, however, is for the third time point out that even if my criticism is only true for this particularly build, it's still true for it.

Oh, and are you playing on Oddity or Classic? Because classic overlevels you a lot and makes the game a lot easier. Another thing to note.

Oddity, and my position is that every RPG ever should now switch to this system. It solves a ton of problems, causes none, and anyone who disagrees are just wrong and have illogical ties to a now outdated system. I have spoken
 
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Grunker

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All this is even just speaking purely of combat - we're not even discussing the secondary advantages of going Con 3, namely that it allows you to have more skills and more non-combat benefits, since Con is just about the only stat that doesn't provide such except in very few instances.

EDIT: Something else entirely, ItsChon - it sounds like you actually have experience with Hoplite builds on Dominating? Mind sharing good builds? There was an overabundance of pistol builds for Dominating but I haven’t found any credible sources for good Spear+Shield Dom builds.
 

Trashos

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I fully agree on Oddity. It will never happen for most RPGs, though. XP for killing (and the rash of adrenaline it provides) masks the awful combat in most games.
 

Trashos

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The glass cannon discussion REQUIRES that we answer the following question. Which of the following 2 scenarios is HARDER?

A) You get to progress through the game FASTER (in real life's time frame), but with more reloads.
B) Progress is SLOWER (in real life's time frame again) but with less reloads.

To me the correct answer is A, that's the hard scenario. Glass cannons avoid some enemy mechanics, but at a huge price. They die more.
 

grumf

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All this is even just speaking purely of combat - we're not even discussing the secondary advantages of going Con 3, namely that it allows you to have more skills and more non-combat benefits, since Con is just about the only stat that doesn't provide such except in very few instances.

EDIT: Something else entirely, ItsChon - it sounds like you actually have experience with Hoplite builds on Dominating? Mind sharing good builds? There was an overabundance of pistol builds for Dominating but I haven’t found any credible sources for good Spear+Shield Dom builds.
Hammer wizard is a great 10 Con based build:
https://www.youtube.com/watch?v=eRkwiO4_QQA

Spear throw build is also pretty good with the new Javelin introduced (1 AP per throw), current build I'm playing:
https://underrail.info/build/?Hg8HC...AAAABGAMKgACsmOUQNwpXClAYTwqzCh8KBRzwSwrZO378
 

Grunker

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All this is even just speaking purely of combat - we're not even discussing the secondary advantages of going Con 3, namely that it allows you to have more skills and more non-combat benefits, since Con is just about the only stat that doesn't provide such except in very few instances.

EDIT: Something else entirely, ItsChon - it sounds like you actually have experience with Hoplite builds on Dominating? Mind sharing good builds? There was an overabundance of pistol builds for Dominating but I haven’t found any credible sources for good Spear+Shield Dom builds.
Hammer wizard is a great 10 Con based build:
https://www.youtube.com/watch?v=eRkwiO4_QQA

Spear throw build is also pretty good with the new Javelin introduced (1 AP per throw), current build I'm playing:
https://underrail.info/build/?Hg8HC...AAAABGAMKgACsmOUQNwpXClAYTwqzCh8KBRzwSwrZO378

Thanks! I'm specifically looking for a Shield build though.
 

ItsChon

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Steve gets a Kidney but I don't even get a tag.
If you consider my opinions invalid due to me not having played the builds, it seems a waste of time to debate, no? Should have just said so from the start. Obviously I can't refute this argument, it may even be true, that's why I made the disclaimer. But it does make the discussion very pointless if that's your position.

What I can do, however, is for the third time point out that even if my criticism is only true for this particularly build, it's still true for it.
I had a response written out, but you're right, and we should postpone this until you've tried different builds/completed the game.
EDIT: Something else entirely, @ItsChon - it sounds like you actually have experience with Hoplite builds on Dominating? Mind sharing good builds? There was an overabundance of pistol builds for Dominating but I haven’t found any credible sources for good Spear+Shield Dom builds.
Sure. My old build no longer works on the new character builder, but just to check, did you want to use Psionics or no? And the rason there aren't many Spear+Shield builds is because Riot Gear is actually inferior to Metal Armor, but I like to use it for the flavor; though metal armor spear builds are fun.
 

Grunker

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If you consider my opinions invalid due to me not having played the builds, it seems a waste of time to debate, no? Should have just said so from the start. Obviously I can't refute this argument, it may even be true, that's why I made the disclaimer. But it does make the discussion very pointless if that's your position.

What I can do, however, is for the third time point out that even if my criticism is only true for this particularly build, it's still true for it.
I had a response written out, but you're right, and we should postpone this until you've tried different builds/completed the game.
EDIT: Something else entirely, @ItsChon - it sounds like you actually have experience with Hoplite builds on Dominating? Mind sharing good builds? There was an overabundance of pistol builds for Dominating but I haven’t found any credible sources for good Spear+Shield Dom builds.
Sure. My old build no longer works on the new character builder, but just to check, did you want to use Psionics or no? And the rason there aren't many Spear+Shield builds is because Riot Gear is actually inferior to Metal Armor, but I like to use it for the flavor; though metal armor spear builds are fun.

I just like the idea, and I don't mind Psionics as long as it isn't TM.
 

ItsChon

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Steve gets a Kidney but I don't even get a tag.
I'm unsure, think I'll look at some builds before I decide. I'd like it to be tanky but Spear Throw looks kind of cool and fits with the theme. But I presume that relies on Dex?
The issue is, Spear does require a ton of stat points, especially when using Psionics (I'd probably recommend Psionics). Spear is relatively tanky, in that you can shrug off most melee enemies outside of the most powerful ones, and you can utilize energy shields to tank ranged enemies. For a Spear build with psionics, you'll need points in pretty much everything except perception. Regardless, I'll see what I can whip up.
 

Grunker

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I'm unsure, think I'll look at some builds before I decide. I'd like it to be tanky but Spear Throw looks kind of cool and fits with the theme. But I presume that relies on Dex?
The issue is, Spear does require a ton of stat points, especially when using Psionics (I'd probably recommend Psionics). Spear is relatively tanky, in that you can shrug off most melee enemies outside of the most powerful ones, and you can utilize energy shields to tank ranged enemies. For a Spear build with psionics, you'll need points in pretty much everything except perception. Regardless, I'll see what I can whip up.

It's not something I'm gonna play with anytime soon, so don't expend any effort. Was only curious if you had something on hand
 

ItsChon

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Steve gets a Kidney but I don't even get a tag.
I'm unsure, think I'll look at some builds before I decide. I'd like it to be tanky but Spear Throw looks kind of cool and fits with the theme. But I presume that relies on Dex?
The issue is, Spear does require a ton of stat points, especially when using Psionics (I'd probably recommend Psionics). Spear is relatively tanky, in that you can shrug off most melee enemies outside of the most powerful ones, and you can utilize energy shields to tank ranged enemies. For a Spear build with psionics, you'll need points in pretty much everything except perception. Regardless, I'll see what I can whip up.

It's not something I'm gonna play with anytime soon, so don't expend any effort. Was only curious if you had something on hand
https://underrail.info/build/?Gg8GB...q_Ck8KSwoLCqsKsFlDCtuKzjgLis6ID4ra2A-K3pgPfvw

Something I whipped up. There are definitely better builds than this, but this goes hard in the paint on the idea of a Spartan Hoplite, where you pick up all the spear/block related feats you can. It is pretty rough going in the early game, but it'll pick up right around level 20. Hammer Wizard is a ton of fun, and so is TFB Metal Fist Unarmed. Let me know if you want any builds or have any questions.
 

Trashos

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You can actually go 100% DR for a couple of rounds with a combination of feats, specialization points, and drugs. Won't save you if the battle lasts more than that, just saying. I did a playthrough like that.
Last major update ruined that, sadly. It's capped at 90% now.
Check the tweak listed in https://rpgcodex.net/forums/threads/patch-notes.106442/page-3#post-7731865 and despair.

Well, FUCK! Are we sure it means what we think it means?
So, the method I was talking about for reaching 100% DR was:
Morphine 50% + Aegis 15% + fully specced Stoicism(@Health =1) = 101% DR
(4/5 specced Stoicism worked in practice as well)

This protection lasted for as long as Morphine lasted, naturally, which is not long. I will be very disappointed if this doesn't work anymore. It is not like people were exploiting this, I was probably the only one who tried it. And it is not as filthy strong as it sounds, because it requires a huge investment and it lasts little. But it still could be fun for weirdos to play with.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,503
I fully agree on Oddity. It will never happen for most RPGs, though. XP for killing (and the rash of adrenaline it provides) masks the awful combat in most games.

Looting pig arse #3 to get 1 Oddity XP provides a similar rush though.

Realistically the only difference between the systems is flavour text, and that Classic gives more XP. If Oddity gave more XP than Classic people wouldn't recommend it.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,164
on oddity you dont need to murder everyone to max your xp, especially if stealing and sneaking is involved too. Conserve your resources etc(imagine playing throwing knives build on classic)
 

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