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Underrail: The Incline Awakens

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Jan 1, 2011
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I need to found out how to maintain a high armour penalty and still ahve some movement. For my nimblecan shotgunner I used spring boots and armour sloping, but for my lmg guy I don't think I can do that as you want high armour penalty for heavy metal.
Could try one of the HD exoskeletons. They all give you +25 mp as long as you feed them batteries. The resists on them aren't very good though. And the one with the most useful bonuses for tanking (technomedic) has the second weakest resists.
 

CHEMS

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I need to found out how to maintain a high armour penalty and still ahve some movement. For my nimblecan shotgunner I used spring boots and armour sloping, but for my lmg guy I don't think I can do that as you want high armour penalty for heavy metal.
Could try one of the HD exoskeletons. They all give you +25 mp as long as you feed them batteries. The resists on them aren't very good though. And the one with the most useful bonuses for tanking (technomedic) has the second weakest resists.
That crafting bonus though...
 

Jermu

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quite interesting video I only watched some since i don't want to watch deep caverns yet

 

Piotrovitz

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Ehh, I'm stuck at the Joint Security.

I can sneak to the west armory and grab TNT, but as soon as I get back to main hall the camera spots me and activates every robot. And there's too goddamn many of them to sneak by, I bump into one in matter of seconds. Stealth ~120
 

Jermu

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turn combat mode on and run, easy way to cheese vs cameras
also you can use pillars to reset cameras so you can set up good camera position when u come back so you don't get immediately fucked (camera position stays the same)
 

Piotrovitz

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Will try to set the camera in a way it won't spot me immediately when I come back from armory, good to know they stay in the same position.
Getting to the armory required waiting behind the pillar so it will be tough, and on top of 120 stealth I have interloper : o

how the hell non-psi non-stealth char is suppose to make through this with zero gear?
 

Piotrovitz

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On a side note - is it worth to wipe out natives, oddity wise?

I've cleared the pirates and did 2/3 of strengthening camp defenses, since then there were two raids I've let to be resolved on their own and none of aegis troops have died, so I guess I can stop giving a shit about it.

Fights with natives are borefest and with full auto + muzze break I am overkilling them left and right, melting my ammo away.
I've already grabbed most of the oddities from the generic ones, wondering if their bosess/main base have a lot of uniques. If no, I won't even bother.
 

Jermu

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think there was 3 or 4 unique ones that were 3-4 points each or something but u kill few bosses anyway when doing main story
 
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It's 25 xp in total for wiping out the natives, I think. Maybe a bit more if you're not already capped on the generic drops from killing natives during the raids. Which is significant, but by that point in the game you don't really need it.
You can get some really good quality leathers from the villages though. ~160 quality bison or heartbreaker or sea wyrm. Really nice if you're into that.
 

Piotrovitz

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Thanks!

Think I'll pass on the total genocide, it's just too tiresome. Currently am approaching lvl 26, build is complete and don't really feel the need to hunt every unique oddity out there. Running crit build so gear-wise I'm interested only in rathound leathers anyway.
 

Jermu

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managed to kill it without mutagen nonsense but took 10+ tries until blessed crit/evasion rng :-D
first turn run to middle point + spam every drug and hope you dont get cc:ed
second-third turn nuke, had 5AP to spare after it died

9zD0UxI.jpeg


sprint + expose weakness carried hard whole playthrough

probably do another playthrough after a month or two got quite many builds I want to test out
 

Jermu

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how retarded this build would be with lmg
1719451319022.png


constitution 10 might be too greedy and perception is kinda shit (lvl 4 1 into str and brute aim after that pump perception) but might take a while until you get lmg weapon
last stand + thick skull seems interesting feats so would kinda want to test high con build
versatility and only putting points into heavy guns probably results into nasty early game
 

CthuluIsSpy

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It's pretty bad. Concentrated Fire needs 8 perception and that is a huge damage boost for LMGs. Suppressive fire needs 6 per and you can combine it with Opportunist for yet another damage increase.
You might as well just go sledge.
 

Jermu

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yeah as I mentioned first point str and rest into perception, so suppressive would be lvl 12 and concentrated lvl 20
I was also thinking staring with 1 or 2 less con and add those to perception, but eventually get con into 10

fuck it I give it a spin with classic xp this time
 
Last edited:

CthuluIsSpy

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Base Ability points are every 4 levels though. So concentrated fire would be available level 20. Level 4 - strength (11) , level 8 - per (5), level 12 - per(6), level 16 -per(7), level 20 - per(8)
You'd be delaying a huge part of your build's damage output.
 

Jermu

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early game is pretty easy when you just finished playthrough
at junkyard now, kinda regret I went with classic xp this time feels like Im overleveled already
again no cave magic and no stealth so kill everything (main reason I decided to try classic xp). did not realize you get lmg that early pretty much buy every bullet I can find
kA7QZAI.png


build gonna be
lvl 8 con to 9 last stand
lvl 10 opportunist
lvl 12 con to 10 thick skull
lvl 14 heavy metal
lvl 16 perception to 7 full-auto
lvl 18 mag dump
lvl 20 perception to 8 concentrated fire
after that dump rest to perception + get some crafting feats and maybe juggernaut

deleted my old save files had some loading problems (crashes) + installed that mod that increases random events
 

Jermu

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ye I just want to try something different
dump str dump con sneak around, don't wanna do that again
 

Jermu

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yeah noticed that too but wanted it for melee, think it was a mistake already :-D could have just put some early level points into melee I got shitload to spare since no cave magic or stealth and shit

oh well its just 1 feat
 

Piotrovitz

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Just finished Expedition for the first time and damn, it felt kind of underwhelming.

It starts strong and got me turbo excited, but halfway through it got tiresome. My main gripes are:

1. Once the pirates are wiped out the sea feels empty. Had zero motivation to upgrade or even look into the jet stats, just used the free Aegis one till the end. Naval combat was almost non existent, just single sea serpents/lepers here and there and fights with natives on the shores/islands.

2. Lots of backtracking through the empty zones. Faster jet probably helps here, but again, couldn't find any motivation to even check the shop in core city.

3. MQ locations/facilities felt underdeveloped and too short. Nexus/health center/joint security/LEMCO - all had potential for cool multi level dungeons, but ended up being just short 1-2 floor areas. Others are just pain in the ass, like horticultural center. Abyssal Station was probably the biggest disapointment and anti-climax. After the great buildup with finding coordinates/setting up submarine/etc, all I got was empty corridors with Acorn at the end and shadows I could just outrun and not give a shit about figuring out how they can be defeated.

4. Exploration - starts fun, but soon enough you realize there's not much to look for, except oddities. Boneyard, blistering shores, natives' villages - all felt like a chore and just discouraged me from steering away from MQ. Haven't even touch fetid marsh. Pure melee or psi build probably benefit more due to certain items, but then again, I can't imagine fighting hordes of natives without anything that doesn't shoot burst fire.


It was great anyway, I'm probably just bitchin because expectations were set too high.

Just hit lvl 27, most of pre-DC stuff completed, gonna try the HD area now.
 

Jermu

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yeah I also found expedition worse / more tedious than main game. there were few cool locations though but those were part of main story. also final location was indeed underwhelming
fetid marsh was awful as melee not gonna go that again without ranged build

think I end my current playthrough now and take a break, classic xp is shit you get too powerful too early. liked the build though (lvl 14) but would drop versatility for something else



regarding crafting feats aren't all of those kinda shit for heavy weapon/armor?
1719659213472.png

armor sloping is probably good if u go with build with some mobility but otherwise skip, ballistics seems more early game thing
power management looks good if u go with regenerative vest so it has double benefit with emitter

1719659314417.png

this seems okay nothing special but compared to
1719659395028.png

feels a lot worse
 

CthuluIsSpy

Arcane
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Power management is more for electronics builds. It's mainly to buff energy weapons and shields.
Armour sloping is required for nimble tank builds as you want to maximize protection whilst minimizing armour penalty. If you're going straight tank you don't need it.
Ballistics is ok. Extra DT isn't a bad thing, but there are better feats.
 

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