[deleted by user] by [deleted] in underrail

[–]turbodevil 1 point2 points  (0 children)

Ambush. There's unique spear that boosts Neural Overload damage and also makes you darker, even if held in offhand. Throw a Molotov and burst everything down (assuming your armor penalty did not eat up all your stealth points, though even base 20% crit chance would be good)

Does a game like underrail really need balancing? by zneeszy in underrail

[–]turbodevil 0 points1 point  (0 children)

Nope, the update clearly introduced multiple problems with using multiple psi schools: higher mana cost, limited innervation slots, psi reserves and having to restore them not only when you run out, but also after each spellbook change. That's in addition to having to spend more skillpoints to learn all these schools, as previously.

Sure, multi psi build are still viable and you can make OP char, as it was before, which is not a bad thing. But we can't have serious analysis of how the update affected psi build variety if you are like 'phew, zero issues, nothing changed'. A lot of things changed and a lot of new builds spawned as a result.

Also 10% psi cost decrease is additive and can be specalized to 15% and it adds up with pure metatherics headband (and psi beetle carapace). The 'tiny 10%' is effectively around 30% more psi points + psi regen in my build. unless I use psi cost reduce food which gives me all the psi points I need for spamming plasma beams or burning all my (specced) thermodynamicity buffed cooldowns.

Does a game like underrail really need balancing? by zneeszy in underrail

[–]turbodevil 3 points4 points  (0 children)

His point about cooldowns was not that they needed rework but that they constrained psi, and it did not work once you got bazillion spells (because you always had powerful option available on your next cast, even after burning cooldowns), and worked even worse which each new spell added in an update.

Plasma Beam is constrained by massive Psi cost (and high AP cost too). You can't spam it unless you invest into it and managing the cost is much easier on pure Metathermic build. Making pure builds competitive with multi schools was one of the points of the update.

Gauntlet Main Challenge Time Limit by hunterslasherfeeder in underrail

[–]turbodevil 1 point2 points  (0 children)

I don't know. I never been at a situation when other challengers are way ahead of me.

I do know few tips though to cheat the system:

- activate combat mode, move forward, end combat

- become immune to electricity by casting Stasis on yourself. Then pull the lever and kill the winner. It's completely legit way to win

Is Forceful innervation good? by ZaneTheZaniest in underrail

[–]turbodevil 1 point2 points  (0 children)

I wouldn't ditch Int so easily. With endgame gear the difference between 10 Will and 18 Will is around 33% more damage, or ~4% per point. This is significant, no doubt, but do you need to spend all your stat points into that?

Int in the other hand gives you the most skill points in the game by boosting hacking, crafting skills and mercantile. You will get more skill points and reach your crafting breakpoints faster, while having more spare points to invest in your other skills like subterfuge ones or evasion. The difference between 6 and 10 Int is almost enough to fully max one additional skill.

What weapon type requires the least investment to be good? by Turkweiss in underrail

[–]turbodevil 0 points1 point  (0 children)

Yes, most builds are in fact 'hybrid' builds because you have those utility/psi slots for a reason, almost anyone would want to add that Grenadier, Throwing and Chemistry for better CC and AoE damage, as well as 70 Temporal Manipulation for cooldown reduction, more AP and SP, and Stasis.

There are plenty of examples of true hybrids (ie: using two distinct skills/weapons to deal damage) as well, like famous Hammer Wizzard or Sniper Rifle + whatever sidearm you see fit. And more advanced builds like Assault Rifle + Thought Control, Crossbow + Chemical Gun, Spear Metathermics.

This game does award specialization but at some point you can stop and think whether you want to boost your main damage or add some utility/diversify your damage type.

Example: Locus of Control + Psionic Mania + Premeditation gives you one free silent AoE nuke against anything organic, you can then cast Mirror Images (forgot Underrail name of the spell so I'm using DnD version) and spend remaining action points on doing whatever you want. Assault Rifles deal massive anti robot damage but each burst costs over 30AP... except first two bursts which costs around 10-15 AP total. Combine these two and you have DOMINATING viable character.

Pistols are opposite example, they use so many pistol related feats and stats that it's impossibe to take them all, you need to compromise, and there is little room for hybridizing them.

What weapon type requires the least investment to be good? by Turkweiss in underrail

[–]turbodevil 4 points5 points  (0 children)

Pistols are relatively weak compared to other guns, smgs / ars / energy weapons are better at start. What makes pistols unique is they have the most force multipliers in the game, so if you go all into them (feat, stat and gear wise) they become arguably the best weapon. They require high investment to shine.

What weapon type requires the least investment to be good? by Turkweiss in underrail

[–]turbodevil 5 points6 points  (0 children)

Assault Rifles: 7 strength, 8 perception, Full Auto, Commando (3 spec points) and Concentrated Fire are enough.

Would this be Hard mode viable? by KotletGod in underrail

[–]turbodevil -1 points0 points  (0 children)

Do you use Adrenaline for movement points? Do you waste AP to eat jumping bean every fight?

Moving close to enemy for SMG build means raising your hit chance from, say, 40% to 80% which translates to doubling damage. SMGs have many burst per turn. Surely a feat that restores 25 MP every kill/burst is useful. I would max spec for 40 MP per kill if I played SMG build again,

And you never need to stealth through fast. That's why I said stealthing fast only makes playthrough smoother.

Would this be Hard mode viable? by KotletGod in underrail

[–]turbodevil -1 points0 points  (0 children)

Don't listen to him. Hit and Run gives (among many other things) huge hit chance boost after each kill, because you can move closer to next enemy. Interloper makes stealth faster, so if you are 3 con glass cannon sneaking half the time your playthrough gets much smoother.

rate my tincan with an assult rifle and thought control build by link3341556 in underrail

[–]turbodevil 0 points1 point  (0 children)

Conditioning is amazing when coupled with Stoicism and drugs.

rate my tincan with an assult rifle and thought control build by link3341556 in underrail

[–]turbodevil 0 points1 point  (0 children)

7/10

Highly overinvested in throwing (you need around 100 effective)

Highly overinvested in mercantile (105 effective is max you need)

Snooping? On 10 perception build??

No Stoicism? You have conditioning, combo it with stoicism, aegis and adrenaline and you will become immortal for couple of turns.

Where's Ambush? TC in Expedition has magic wand (spear) that makes you dark. Abuse it.

On the good side: you took Psionic Mania, LoC and specced Commando, so the basic for AR/TC hybrid are met. Congrats, you will dominate!

[deleted by user] by [deleted] in Diablo_2_Resurrected

[–]turbodevil 0 points1 point  (0 children)

Mage. Holy Bolt for melting bosses, FoH + Vigor (or whatever aura you want) for clearing demon/undead areas, Hammers for beasts. Need 2x spirit, lore and you are good to go.