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Underrail: The Incline Awakens

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Seems like Styg needs a... money Infusion!
unnamed_889dfa2a-fcf0-443a-a738-1981462f2f2a_1000x.png.webp
 

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
Been playing a Survival Instincts + Psychosis build.

Hemopsychosis is really good, especially combined with Last Stand. I was worried these feats would be good in theory, but not in practice. I was wrong.

The attribute distribution is rough, needing 10 Will, 9 CON, and 6 INT. I consider Grenadier one of the strongest feats in the game, but having 6 Dex means dumping Agility. It's kind of okay, since there's so many bonuses to stealth, but it does hurt early on and Sprint is very missed.

This is also my first proper playthrough since the psi overhaul. I'm finding that Thought Control has taken a back seat to the other schools. It's still powerful, but very situational. For the most part, I'd rather have LTE for more Cryokinetic Orbs or Pscyho-temporal Contraction to put out 3 Electrokinesis per turn when combined with an adrenaline shot. Speaking of...

I thought some of the Temporal Manipulation abilities (namely LTE and Contraction) would be too costly to fit in to a Psychosis build, since boosters are weaker there's multi-school penalties. They actually feel super important, and can be used just fine with Hemopsychosis.

I've put my specialization points into Psychosis, but I think that was a mistake. It feels way more important to shorten the CD on Hemopsychosis, Premeditation, and Psionic Mania.

The build is still super fragile. High CON means nothing without good armor too. I suppose it's possible to wear metal armor with Rathound Barbeque and the Power Fist, at the cost of losing Grenadier or not maximizing Will to get 6 STR, but that would also require investing into mechanics with a build that's already spread thin on skill points. It would also mean being bad at stealth, and although you could technically carry two armors, I try not to abuse the game mechanics too much.

Currently in the Black Sea, and psi crabs are the toughest enemies I've encountered for this build, since none of the AoE / multi-target psi abilities have the right damage type. I chose Praetorian Security for a change of pace, but Coretech would have obviously been better, and MK III plasma grenades would probably be really helpful right now.
 
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CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
With TC builds i carried most of my run using LoC enrage, fun but feels very cheesy
 

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
With TC builds i carried most of my run using LoC enrage, fun but feels very cheesy

That's how I remember it in the past, but enrage is now 2 turns instead of 4, and the radius for LoC is one tile smaller. I've actually been using LoC with mental breakdown more often. I've also started to use it more as a follow up than as initiation, except in tight quarters where I can't take advantage of the range of other abilities.

Edit: Also, looks like the general nerf to TC abilities (TC skill needs to be higher relative to target resolve) was also post-Expedition. I was wondering why it felt like enemies were resisting my thought control abilities more often.
 
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Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Been playing a Survival Instincts + Psychosis build.

Hemopsychosis is really good, especially combined with Last Stand. I was worried these feats would be good in theory, but not in practice. I was wrong.

The attribute distribution is rough, needing 10 Will, 9 CON, and 6 INT. I consider Grenadier one of the strongest feats in the game, but having 6 Dex means dumping Agility. It's kind of okay, since there's so many bonuses to stealth, but it does hurt early on and Sprint is very missed.

This is also my first proper playthrough since the psi overhaul. I'm finding that Thought Control has taken a back seat to the other schools. It's still powerful, but very situational. For the most part, I'd rather have LTE for more Cryokinetic Orbs or Pscyho-temporal Contraction to put out 3 Electrokinesis per turn when combined with an adrenaline shot. Speaking of...

I thought some of the Temporal Manipulation abilities (namely LTE and Contraction) would be too costly to fit in to a Psychosis build, since boosters are weaker there's multi-school penalties. They actually feel super important, and can be used just fine with Hemopsychosis.

I've put my specialization points into Psychosis, but I think that was a mistake. It feels way more important to shorten the CD on Hemopsychosis, Premeditation, and Psionic Mania.

The build is still super fragile. High CON means nothing without good armor too. I suppose it's possible to wear metal armor with Rathound Barbeque and the Power Fist, at the cost of losing Grenadier or not maximizing Will to get 6 STR, but that would also require investing into mechanics with a build that's already spread thin on skill points. It would also mean being bad at stealth, and although you could technically carry two armors, I try not to abuse the game mechanics too much.

Currently in the Black Sea, and psi crabs are the toughest enemies I've encountered for this build, since none of the AoE / multi-target psi abilities have the right damage type. I chose Praetorian Security for a change of pace, but Coretech would have obviously been better, and MK III plasma grenades would probably be really helpful right now.
I played a Psycho Tincan with 8 strength and max melee. No stealth. Much harder to play especially early and I struggled with the right order of feats since Juggernaut, Conditioning and Stocism are needed for this build but their effectiveness is related to your health pool. Still was fun seeing lesser enemies like Rathounds trying to gnaw at my metal arse helplessly while I smashed their teeth in with my Power Fist not wasting any PSI points on them.

Some1 made a video about this type of build. Pretty cool if you can get it to this level:
 
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Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
Getting towards the end, just finished a few of the tougher fights.

- Øyensørm went pretty smoothly. My initial plan was to sneak past the enemies and kill him on the first turn, but my stealth wasn't good enough, so I was forced to engage near the entrance. This meant the serpents couldn't hit me, and not killing Øyensørm immediately was inconsequential.

- The Magnar fight was a bit tougher. Just a lot of enemies, but the narrow corridor does mean that AoE abilities were super strong. I didn't have the special object to kill his ghost, though.

- First time fighting the arena masters. I assumed it would be hard, but they went down without any reloads. LoC + Mental Breakdown then killed them one by one with 90 AP for Neural Overload.

- I next went to the Lemurian Grand Archive. I haven't figured this one out. Four Nagas is tough. I know I could wait until they are separated, kill the isolated one, and use a vanishing powder. But I'm trying to avoid cheap strats. A Tranquility build with Continuum Ripple would probably do just fine, but I went with Psychosis.

- After the Grand Archive, I think there's maybe three tough fights remaining. The Fort Apogee courtyard, the Destroyer where Captain Grim resides, and the Faceless Commander encounter after killing Tchort. Not sure I'm going to go through the Deep Caverns, though.
 
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CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
Been playing a Survival Instincts + Psychosis build.

Hemopsychosis is really good, especially combined with Last Stand. I was worried these feats would be good in theory, but not in practice. I was wrong.

The attribute distribution is rough, needing 10 Will, 9 CON, and 6 INT. I consider Grenadier one of the strongest feats in the game, but having 6 Dex means dumping Agility. It's kind of okay, since there's so many bonuses to stealth, but it does hurt early on and Sprint is very missed.

This is also my first proper playthrough since the psi overhaul. I'm finding that Thought Control has taken a back seat to the other schools. It's still powerful, but very situational. For the most part, I'd rather have LTE for more Cryokinetic Orbs or Pscyho-temporal Contraction to put out 3 Electrokinesis per turn when combined with an adrenaline shot. Speaking of...

I thought some of the Temporal Manipulation abilities (namely LTE and Contraction) would be too costly to fit in to a Psychosis build, since boosters are weaker there's multi-school penalties. They actually feel super important, and can be used just fine with Hemopsychosis.

I've put my specialization points into Psychosis, but I think that was a mistake. It feels way more important to shorten the CD on Hemopsychosis, Premeditation, and Psionic Mania.

The build is still super fragile. High CON means nothing without good armor too. I suppose it's possible to wear metal armor with Rathound Barbeque and the Power Fist, at the cost of losing Grenadier or not maximizing Will to get 6 STR, but that would also require investing into mechanics with a build that's already spread thin on skill points. It would also mean being bad at stealth, and although you could technically carry two armors, I try not to abuse the game mechanics too much.

Currently in the Black Sea, and psi crabs are the toughest enemies I've encountered for this build, since none of the AoE / multi-target psi abilities have the right damage type. I chose Praetorian Security for a change of pace, but Coretech would have obviously been better, and MK III plasma grenades would probably be really helpful right now.
I played a Psycho Tincan with 8 strength and max melee. No stealth. Much harder to play especially early and I struggled with the right order of feats since Juggernaut, Conditioning and Stocism are needed for this build but their effectiveness is related to your health pool. Still was fun seeing lesser enemies like Rathounds trying to gnaw at my metal arse helplessly while I smashed their teeth in with my Power Fist not wasting any PSI points on them.

Some1 made a video about this type of build. Pretty cool if you can get it to this level:

Poor knifegaf, he was so happy with this build when he posted it on youtube, Styg saw it and nerfed it in the next day
 

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
As a general question, how high do you think a builds primary combat attribute needs to be? Or rather, at what point is it better to increase some other attribute instead?

I'm doing just fine with 14 Will in my current playthrough (feels like more than enough), and looks like the bloodpsican build in the video has just 11 Will (speaking of, what was nerfed?).

Any one have experience with guns / xbows in the 10-14 PER range or STR / Dex melee with similar values? I imagine 10 provides enough damage per hit, so beyond that the question is how much is needed for good enough precision (and with light weapons, AP). I wouldn't be shocked if only throwing and Dex melee builds actually benefit much from having the primary attribute be above 13.
 
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Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,501
As a general question, how high do you think a builds primary combat attribute needs to be? Or rather, at what point is it better to increase some other attribute instead?

I'm doing just fine with 14 Will in my current playthrough (feels like more than enough), and looks like the bloodpsican build in the video has just 11 Will (speaking of, what was nerfed?).

Any one have experience with guns / xbows in the 10-14 PER range or STR / Dex melee with similar values? I imagine 10 provides enough damage per hit, so beyond that the question is how much is needed for good enough precision (and with light weapons, AP). I wouldn't be shocked if only throwing and Dex melee builds actually benefit much from having the primary attribute be above 13.

Even with max Melee and 18 STR/DEX you won't have max THC vs free enemies.

I guess, the question is what else is there to pump?

Most builds can just dump CON/PER to 3 and have enough points to go around. PSI is a bit tight on attributes since the changes.
 

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
As a general question, how high do you think a builds primary combat attribute needs to be? Or rather, at what point is it better to increase some other attribute instead?

I'm doing just fine with 14 Will in my current playthrough (feels like more than enough), and looks like the bloodpsican build in the video has just 11 Will (speaking of, what was nerfed?).

Any one have experience with guns / xbows in the 10-14 PER range or STR / Dex melee with similar values? I imagine 10 provides enough damage per hit, so beyond that the question is how much is needed for good enough precision (and with light weapons, AP). I wouldn't be shocked if only throwing and Dex melee builds actually benefit much from having the primary attribute be above 13.

Even with max Melee and 18 STR/DEX you won't have max THC vs free enemies.

I guess, the question is what else is there to pump?

Most builds can just dump CON/PER to 3 and have enough points to go around. PSI is a bit tight on attributes since the changes.

I was thinking of weird builds that would wear metal armor and have 7+ CON, but try to maintain some degree of mobility (or even stealth) with Armor Sloping and Sprint, and not sacrifice Grenadier. But I also had in mind melee versatility with enough STR and PER to use all types of guns and have some of the better feats too (i.e. Full Auto and Concentrated Fire). I've always been curious how these would play out. There's a couple other builds that would require a primary attribute in the 10-15 range, but I agree that most builds have enough points to go around while maxing one attribute.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,160
i miss the energy this thread had when everyone started fooling with versatility. Hope there is weird update coming while waiting for infusion
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
Versatility builds are the best builds, lobbing 4AP blobs of acid it's the peak underrail experience
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694

razvedchiki

Magister
Joined
May 25, 2015
Messages
4,319
Location
on the back of a T34.
i took everything that works with firearm pistols exept sharpshooter that requires 10 per.
also took 9 per and 70 firearms skill for the feats.
9 per? for which feat? Can you share what you got so far?

In general if you got versatility and max dex, your melee should outperform firearm skill. I have this in my archives https://underrail.info/build/?GAMQC...ABLwqMXHSYGEwsRw5HDkksSwp4aR8KF4rWuBOK9hAXfvw
at what lvl should i start taking versatility? im at lvl 14 atm and it doesnt make a difference.
 

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