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Underrail - Serbian pillow talk, turning Tricks, taking tips

roshan

Arcane
Joined
Apr 7, 2004
Messages
2,499
You can see all the feats at char creation, plan carefully! You won't get permanent 6 str for a long time with this build.

It isn't just that - it's just that it seems pistols are totally broken and have absolutely no advantage - they're severely gimped in every respect.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,817
You can see all the feats at char creation, plan carefully! You won't get permanent 6 str for a long time with this build.

It isn't just that - it's just that it seems pistols are totally broken and have absolutely no advantage - they're severely gimped in every respect.

I agree. You need at least 5 or 6 STR to switch to Assault or Sniper rifles.

I would restart the game or look for an Energy pistol.

3 STR and 3 CON was not your brightest moment :P
 

roshan

Arcane
Joined
Apr 7, 2004
Messages
2,499
You can see all the feats at char creation, plan carefully! You won't get permanent 6 str for a long time with this build.

It isn't just that - it's just that it seems pistols are totally broken and have absolutely no advantage - they're severely gimped in every respect.

I agree. You need at least 5 or 6 STR to switch to Assault or Sniper rifles.

I would restart the game or look for an Energy pistol.

3 STR and 3 CON was not your brightest moment :P

Well the concept was to build a pistol character. I had assumed that a pistol build would have certain advantages, but unfortunately that is not the case. When I was creating the character, I thought that pistols would do low damage and have low range, but would allow for lots of attacks per turn, the character creation kind of hinted at this because it mentioned that high dexterity would reduce the AP needed to fire pistols and SMGs. Hence a dexterity pistol build.

Little did I know that a half decent pistol would require 25 to 30 AP to fire versus other guns which only require about 13 or 14. Seriously WTF??? I have some energy pistols but they don't do much more damage than what I am currently carrying, and at 5 or so energy per shot, I'd run out of energy cells really quickly. At the beginning, combat was pretty easy, but the weaponry really hasn't caught up with the level of the encounters, and the perks haven't done much to help.

The thing is I don't really want to restart because I pretty much have all the skills I want, other than the screwed up choice of weapon my character is basically doing what I want it to do. Even with assault rifles I would still go for a stealth focused, low con build and take all the thief skills. Can anyone tell me if there is any advantage to pistols, or if they get good later on?

Looking at this, I'm thinking that pistols might have been really good at one point during development, but then got hypernerfed into oblivion.
 

Mystary!

Arcane
Joined
Oct 12, 2006
Messages
2,633
Location
Holmia
I think you might simply have the wrong approach here, noone relies solely on a single weapon, no matter how powerful it is. When the going gets tough, spam traps and grenades like a motherfucker!
Also consider Opportunist.
 

Ellef

Deplorable
Joined
Dec 29, 2014
Messages
3,506
Location
Shitposter's Island
PC RPG Website of the Year, 2015
It could also been a loot problem, an under levelled weapon? I see lots of great AR, not so Many pistols. I don't have the knowledge to say whether pistols are actually underpowered.
 
Joined
Aug 6, 2008
Messages
7,269
I think you might simply have the wrong approach here, noone relies solely on a single weapon, no matter how powerful it is. When the going gets tough, spam traps and grenades like a motherfucker!
Also consider Opportunist.
I thought Opportunist is not something you "considered", as much as it was something that's required. for pistol/knife/unarmed builds.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,787
Location
Roanoke, VA
Grab the Codex by the pussy
Can someone recommend me a good crossbow+melee build? I imagine most of the crafting skills are must for it.

Nope. Choosing two primary attack skills (especially if they rely on two different base attributes) is nearly always a mistake in the beginning, because it stretches your skill points thin, and also, you're generally better off focusing your combat feats in one weapon discipline.

How often do merchant requests reset?

Where do you sell all the stuff that you don't need, do you leave it in a locker somewhere (your room for example) for later?

They reset about every 90 minutes. You should use your room at SGS to store stuff in the beginning. You can also break into the other rooms and use them for additional storage, if you like.

I'm running a bog standard guns and armor build but I'm looking longingly at psi with regrets. I'm not that deep in so is it worth it re-rolling and if so any suggestions for full psi?

The grass is ALWAYS greener on the other side when playing Underrail. If you're playing Crossbows and Traps, you'll wish you were playing heavy armor Melee and Throwing. If you're playing Melee and Throwing, you'll wish you were playing pure psi, etc.
 

Why.jpeg

Learned
Joined
Nov 14, 2013
Messages
109
The sentry bots in the GMS warehouse are kicking my ass, anyone have any suggestions for dealing with them?
 
Joined
Aug 6, 2008
Messages
7,269
I'm running a bog standard guns and armor build but I'm looking longingly at psi with regrets. I'm not that deep in so is it worth it re-rolling and if so any suggestions for full psi?

The grass is ALWAYS greener on the other side when playing Underrail. If you're playing Crossbows and Traps, you'll wish you were playing heavy armor Melee and Throwing. If you're playing Melee and Throwing, you'll wish you were playing pure psi, etc.
So true - it took me about 4 false starts before I settled on a build, and now I'm like 35 hours in and want to go back and start a new one.
 
Joined
Aug 6, 2008
Messages
7,269
The sentry bots in the GMS warehouse are kicking my ass, anyone have any suggestions for dealing with them?
EMP grenades. Or avoid them altogether - also I had found a jacket with the 200% increase to mechanic threshold for bullets before that.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
Guys - advice needed - I've currently got 3 strength, 3 willpower and 3 constitution, and at level 10. Dexterity 9, Perception 10, Intelligence 7. Doing a pistols build, no psi. Having some trouble now with the game, because it seems that pistols are really really gimped. They have no range, take retarded amounts of AP to fire, do really low damage, cannot burst - it's just fucked up. And I don't want to have to start over. But how do I salvage this character?

I've gotten aimed shot, expertise, gunslinger, recklessness, kneecap, rapid fire, sharpshooter.

I really wish I had gone with STR 6, because it's a requirement for what seems to be the best pistol perk - steadfast aim, since there seems to be no advantage to pistols except the critical chance provided by this perk. How do I increase my STR? I also need to pump DEX to lower my AP cost.
You will get enough ability points to get strength to 6, eventually.

But with your character, I'd simply branch out to other weapons, grenades being the easy choice. Just level up once and put everything into throwing. Even my fireball slinging psi mage is using them, because the fun thing about grenades is that you don't need a high accuracy to succeed, since there are area of effect weapons. Also, with that high dexterity, you can take grenadier as your next feat. (And then you can take execute and combine this feat with flashbang grenades.)

Later, you can craft your own grenades, which you can afford with your intelligence. Since you will have to get high chemistry for that, this will make chemical pistols available - but I am not sure how useful those are.

But yeah, if my psi mage with lower dexterity and intelligence can do it, your character should excel at chucking things at people.
 

eXalted

Arcane
Joined
Dec 16, 2014
Messages
1,234
They reset about every 90 minutes. You should use your room at SGS to store stuff in the beginning. You can also break into the other rooms and use them for additional storage, if you like.
In the beginning? What changes later?
 

blamzooie

Educated
Joined
Dec 18, 2013
Messages
74
They reset about every 90 minutes. You should use your room at SGS to store stuff in the beginning. You can also break into the other rooms and use them for additional storage, if you like.
In the beginning? What changes later?
You get access to a lot more merchants later. You may want to store some of your excess stuff next to them so that you can sell it to them when they reset.
 

Xzylvador

Arbiter
Patron
Joined
Sep 26, 2015
Messages
388
Location
The rich part of Europe
Divinity: Original Sin 2 Bubbles In Memoria A Beautifully Desolate Campaign Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture
The sentry bots in the GMS warehouse are kicking my ass, anyone have any suggestions for dealing with them?
The only thing that worked for me is bypassing them by crawling through the vents.
Yeah the great crowbar quest has begun
Or Omni-Tool.
Isn't there an omnitool in the GMS warehouse, pretty much at the beginning?
Seem to remember picking it up there; kind of had the feeling it was placed there as a tutorial thing (imo most of the pre-digger thing feels like an extensive tuturial, which I think is a good thing by the way). It may have been in a locked container or lucky random thing though.
 

blamzooie

Educated
Joined
Dec 18, 2013
Messages
74
The sentry bots in the GMS warehouse are kicking my ass, anyone have any suggestions for dealing with them?
The only thing that worked for me is bypassing them by crawling through the vents.
Yeah the great crowbar quest has begun
Or Omni-Tool.
Isn't there an omnitool in the GMS warehouse, pretty much at the beginning?
Seem to remember picking it up there; kind of had the feeling it was placed there as a tutorial thing (imo most of the pre-digger thing feels like an extensive tuturial, which I think is a good thing by the way). It may have been in a locked container or lucky random thing though.
No, it's a guaranteed item in level 1 of the GMS warehouse.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,817
How to deal with (hostile) traps with low perception and no traps skill? Paranoia?

I got some goggles which are giving me +83 detection. That's how.

Edit: As for defusing, try the trapper's belt but you need to pump some skill points because 15 points in trapping are not enough.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,817
Guys - advice needed - I've currently got 3 strength, 3 willpower and 3 constitution, and at level 10. Dexterity 9, Perception 10, Intelligence 7. Doing a pistols build, no psi. Having some trouble now with the game, because it seems that pistols are really really gimped. They have no range, take retarded amounts of AP to fire, do really low damage, cannot burst - it's just fucked up. And I don't want to have to start over. But how do I salvage this character?

I've gotten aimed shot, expertise, gunslinger, recklessness, kneecap, rapid fire, sharpshooter.

I really wish I had gone with STR 6, because it's a requirement for what seems to be the best pistol perk - steadfast aim, since there seems to be no advantage to pistols except the critical chance provided by this perk. How do I increase my STR? I also need to pump DEX to lower my AP cost.
You will get enough ability points to get strength to 6, eventually.

But with your character, I'd simply branch out to other weapons, grenades being the easy choice. Just level up once and put everything into throwing. Even my fireball slinging psi mage is using them, because the fun thing about grenades is that you don't need a high accuracy to succeed, since there are area of effect weapons. Also, with that high dexterity, you can take grenadier as your next feat. (And then you can take execute and combine this feat with flashbang grenades.)

Later, you can craft your own grenades, which you can afford with your intelligence. Since you will have to get high chemistry for that, this will make chemical pistols available - but I am not sure how useful those are.

But yeah, if my psi mage with lower dexterity and intelligence can do it, your character should excel at chucking things at people.

Sound advice. Grenadier FTW :D
 

rashiakas

Cipher
Patron
Joined
Oct 4, 2011
Messages
838
Pathfinder: Wrath
How is re-stealthing exactly working in this game? I'm at the junkyard right now with a sniperstealth character and find it really difficult compared to my psion. Aimed shot CAN kill one enemy in one shot, but often does not, and since I can get only one shot per turn, I have to run away like a pussy. When I stealth again they instantly detect me though, even when I run around several corners of different buildings.
 

bati

Scholar
Joined
Dec 26, 2015
Messages
142
The grass is ALWAYS greener on the other side when playing Underrail. If you're playing Crossbows and Traps, you'll wish you were playing heavy armor Melee and Throwing. If you're playing Melee and Throwing, you'll wish you were playing pure psi, etc.

This is so true. I'm about to start my third character after getting to lvl 13 on a psion and a crossbow/traps/stealth hybrid. Both builds I've made have pretty large blind spots and I'm trying to fix that with my third build which will hopefully carry me to endgame. The goals are - have access to most of the areas and quest options where persuasion is needed and not die instantly if I get caught out in the open (such as after a quest related convo). I plan to play on Normal with the Oddity system. My template so far, please feel free to weigh in:

STR 3
DEX 10 (to be maxed out)
AGI 10
CON 6
PER 3
WIL 5
INT 3

Main offensive skill: Throwing
Support offensive: Traps

Defense: Dodge, Evasion

Utility: Stealth, Hacking, Lockpicking, Pickpocketting, Persuasion

Feats per lvl:

00: Pack Rathound (playing with 3 STR is a pain in the ass), Sure Step
02: Interloper
04: Quick Tinkering
06: Grenadier
08: Three Pointer
10: Fatal Throw
12: Ripper
14: Split Spare
16: Opportunist
18: Nimble
20: Recklessness
22:
24:

Not sure about the last two, maybe Hypertoxicity since I plan to get enough mechanics and biology to craft my own (poisoned) bear traps and throwing knives.

Any thoughts?

P.S.: The game's fucking amazing.
 

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