Can you make the Supersoldier Drug or any other endgame drugs before DC now? The wiki says it requires tchortling brains.
You can use any of the quiet elemental bolts in a silent way if you're planning to silently kill three or even four enemies. Your whole point was about how elemental bolts aren't quiet, which nullifies one of the whole points of playing a Crossbow build. I just demonstrated how that's outright false. If that doesn't make your point moot, I have no idea. And I'd argue you're wrong about Shock Bolts being relied on the most. I used Acid Bolts the most due to the rarity of shock bolts and incendiary bolts. The common nature of Acid Bolts allowed me to get my high elemental bolts damage without having to worry about dipping into my more valuable CC bolts. Acid Bolts are also incredibily useful when dealing with Crabs or Strongmen or other highly resistant enemies, with Corrosive Acid being a must. Incendiary Bolts are great against enemies weak against fire, as well as for providing an alternative CC method when an enemy is immune to shock. All the bolts are useful, and shock being loud doesn't devalue the build like you're claiming.It's not a moot point when shock bolts are clearly the elemental bolt that Crossbows players rely on the most, and the ones used to justify the current balancing of the weapon.
SMG/AR are two of the strongest builds in the game, doesn't mean the other builds aren't worth playing. Just because SMG can do that, doesn't make a Crossbow build any worse.With Spec Ops SMG, you can clear every single Ironhead out of Warehouse Block Beta without any of them knowing you were there or what hit them.
Fair enough, but a silencer can only be used on 5 mm pistols. That's one build, and an Elemental Crossbow Bolt Build would fair just as well, assuming no Time Wizard Fuckery is involved.Gunslingers absolutely are stealthy if using a silenced pistol, and I'm sure there are plenty of builds that could take out a roomful of enemies with one.
I went out of my way to explain how you can clear a room just as easily without using shock bolts, I don't know why you ignored it, but that doesn't make it any less true. And a Crossbow can stun six enemies in one go, reducing them to below half health, if not outright killing them. That's about as effective as the average Sniper turn will be.Snipers aren't quiet, and neither are crossbows when using noisy bolts, such as the shock bolt you yourself used as an example of how crossbows can clear a room. Except a sniper rifle can clear a whole-ass screen. The enemies needn't be bunched together to stack shock bolts onto.
I'm missing what's bad about the free but slightly harder to get jet being slightly better than the other free but slightly easier to get jet.Stygian Software "balancing" in action:
\
Or is bad for lore reasons? It's not believable that the biggest, strongest military force in Underrail has slightly better hardware than PMCs?
I'm missing what's bad about the free but slightly harder to get jet being slightly better than the other free but slightly easier to get jet.
You get the patroller by either stealing/killing sec-troopers or recovering/preventing the professor from being kidnapped. Getting it by following the questline is very easy, the 1st quest to recover the chip from mutie refugee is necessary to find the acorn and the second quest can be basically skipped with pickpocket, done very easily through negotiations, etc. Killing sec-troopers is on the easier side and you can steal one from the expedition camp without witnesses if you use noise right.
Cruiser on the other hand you can only get through killing marines or stealing it. Marines are stronger, they almost always travel in packs of about 5 (there is one that's alone in the water, but he's at port Zenith and there's tons of enemies behind him, including 2 snipers). Unlike the patroller, cruiser cannot be stolen without being seen, you will either have to wipe out a Protectorate outpost or trigger hostilities with the whole faction or turn the whole Rig hostile. Or join pirates and have marines spawn during the Armstrong raid, which makes the whole thing one of the harder fights in the game.
Or is bad for lore reasons? It's not believable that the biggest, strongest military force in Underrail has slightly better hardware than PMCs?
Blaine small top line fast jet skis are meant not to be hit at all. You can easilly get in and out of harms range within single turn
I am pondering to make a Cyclops build, spamming Plasma Beam all day long, resorting to grenades against enemies like Nagas who would be too resistant against fire and energy damage. Question is, can you even plan for basically waiting to get a random item and how fast can you rush to get Plasma Beam, unless you get lucky and find it as random drop or with a vendor.
Something like:
https://underrail.info/build/?HgMHA...MKgACoAYStjUCxiKmVfLmYfwoQWPsK8wrfCuOKjiQrfvw
Probably would have to get grenade feats much earlier but just spit balled this together in a few mins.
If you save before entering the caves you can keep reloading until the metathermics beetle cave does spawn. Holes are randomly generated when you first enter the area they're in, so if you walk to Rail Crossing and back then it'll change the RNG and they may decide to spawn if they didn't the first time. And if they don't then load the save again and walk in a different combination so the RNG changes again until they do spawn. It's a little exploitive, but it's better than having to wait until the utility station to get it.To maximise beam time,
1/ go to rail crossing as soon as world opens and hope the cave is there;
2/ if not, beeline the Tchortist break-in to enable Utility Station 6 and then get it there (you could use Phreak but meta vs coil spiders is kind of ass)
3/ then do Oculus and speedhack the Cyclop's Eye.
If you save before entering the caves you can keep reloading until the metathermics beetle cave does spawn. Holes are randomly generated when you first enter the area they're in, so if you walk to Rail Crossing and back then it'll change the RNG and they may decide to spawn if they didn't the first time. And if they don't then load the save again and walk in a different combination so the RNG changes again until they do spawn. It's a little exploitive, but it's better than having to wait until the utility station to get it.To maximise beam time,
1/ go to rail crossing as soon as world opens and hope the cave is there;
2/ if not, beeline the Tchortist break-in to enable Utility Station 6 and then get it there (you could use Phreak but meta vs coil spiders is kind of ass)
3/ then do Oculus and speedhack the Cyclop's Eye.
Yeah I kinda cheated a little when I was testing leprechaun related things.
Man I am cursed with Coral. Third time she appears in a row. I even check the SGS docks but it seems like she can also start in other locations at random. I have never seen her charms do a damn thing apart from wasting a quick item slot.
charm mechanics
Man I am cursed with Coral. Third time she appears in a row. I even check the SGS docks but it seems like she can also start in other locations at random. I have never seen her charms do a damn thing apart from wasting a quick item slot.
Epeli spoiled some mechanics here:
charm mechanics
though I'd rather get the tattoo, at least it doesn't take up a slot.
I'm told that if you go to Underrail\data\fragments\frags\ and delete gc_gypsy.obj then you're guaranteed Booth every time. Might be something to try.Man I am cursed with Coral. Third time she appears in a row. I even check the SGS docks but it seems like she can also start in other locations at random. I have never seen her charms do a damn thing apart from wasting a quick item slot.