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Topics - scalymanfish

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Builds / Chemical Pistol Crossbow Build AKA Chembow Slime
« on: March 05, 2024, 05:01:17 am »


Build: https://underrail.info/build/?HgMLBQMOAwcjHsKgAB54wqBTQgBGUFBkMEgAAABGAABMJsKjL2FWwpHCgCJMagJLTisqwrXChycaw4jCncKtbOKyuwXita4K374
Starting Stats:
3 STR, 10 DEX, 5 AGI, 3 CON, 9 PER, 3 WIL, 7 INT
Use your first point to get your DEX to 11 and supplement that with constant abuse of eel sandwiches to drop the AP on your pistols. From there, all points go into PER.
I wasn't sure what to do with spec points, so you can rearrange those how you want.

Purpose: Chemical pistols are cool to me, I like the idea of them. Their DoT and CC potential stick out as a unique way to play the game. Also adds a bit more sci-fi flavor that I'm a sucker for. After much research on crossbows, I came to the conclusion that people are pretty split on them, much like knives. I wanted to make a build that enhanced them, while not taking the shine away from chem pistols. I feverishly, autistically crafted this build when I should've been studying for midterms. I designed this around Normal/Hard difficulty as I haven't played Dominating because I suck.

Idea:
This build is intended to get the most out of a playthrough from a gameplay perspective. You'll use traps, have to craft your weapons and boots and consumables. You will hunt down unique items and use everything at your disposal to succeed. Your high perception will allow you to find secrets and detect enemy traps. High lockpicking and hacking insure no nook or cranny goes unlooted. Stealth weapons and high stealth rating allows us to be as slippery as we want. This isn't going to be the strongest build, but it'll be fun. At least, that's the idea.

Pros:
Synergy with both main weapon platforms
Rewarding exploration
Good crafting skills
Crits
Stealth
Good CC
All ranges covered, short medium and long
Versatility to keep gameplay engaging

Cons:
Low carry weight
Inventory micromanagement
Some prior hand game knowledge
Low health

Early Gear:
Head: Kevlar Balaclava until we can make seeker goggles
Torso: Siphoner overcoat (for depot A) or Rathound Reg
Belt: Catalyzing belt or Quiver
Boots: Best Tabis you can find
Crafted Acid and Fire chem pistols and a cyclon xbow

Mid- Late Gear:
Head: Best Nightvision seeker goggles we can make
Torso: CAU armor (or infused rathound for crit chance and not using XAL)
Belt: Advanced Catalyzing belt and Large Waist Pack for merc checks and carry weight if needed
Boots: Sea Wyrm Tabis ( or whatever you want depending if you want to hit 100% acid resist)
Best Chem pistols you can make or the XAL-001 and best Pneumatic Anatomically Aware Cyclon you can make
High high and Low Low shields
Your favorite grenades and special bolts

How to Play: Sneak around and analyze the battlefield before engaging. If the fight seems hard, prep the battlefield with traps and caltrops. Engage from a distance with your crossbow and once those mooks get in range of your chem pistol, cooked shot away and hope for some entangles. Feel free to chuck your high level grenades if all else fails. Once your foes are entangled in either the traps you placed or the acid you spew, switch to your Cyclon and get those sweet sweet crits. Or don't and fire your XAL 6 times (with eel sandwich) until the battlefield is covered in green/purple slime and melted corpses. We have TM, so feel free to use it as you wish or don't and spend those points and feats somewhere else. Don't forget, acid bolts work well with the 50% acid debuff you give your enemies. Do great things.

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General / Chem pistol synergies?
« on: March 04, 2024, 03:10:36 am »
Hey guys, what weapons or abilities synergize well with chem pistols? The reason I ask is because chem pistols only need like 2 feats, 3 if you use the XAL and leaves a bunch of feats to play with. Thanks guys.

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Builds / Build Theorycraft: Chem pistol Throwing knife
« on: February 12, 2024, 02:21:44 am »
Here's the first second draft of the build : https://underrail.info/build/?HgMQBAoDAwcjwqAAwqAewqBGSzIAADJGcWsoAAAARgAAWsKjJi8nWFFWwpFew5NOGx8rwofCs3djw4gabeKouwPita4K4r2OAt--

https://underrail.info/build/?HgMQBQkDAwcjwqAAwqAewqBSPzIAAChNX21NAAAARgAASMKjJi8nWFFWwpFew5NOGythKsKzwoh3w4gabeKouwPisrsF4rWuB9--


In the second draft, I dropped con to 9 and put agility to 5 for sure step. We plan on abusing poisoned caltrops to help control the battlefield and we don't want metal boots. I replaced Thick skull and last stand with premeditation and future orientation (for LTI and Stasis synergy)

For gear, obviously end game we want CAU armor with Sea Wyrm Tabi's, NVG/crit goggles. Obviously advanced catalyzing belt and fire/freeze crafted chempistols with the XAL as the star of the show. Knife throwing gloves in the offhand.

Early game, I'm thinking a stealth siphoner jumpsuit with mutant dog tabi's for the acid resist and evasion/dodge buff. We can swap out the mutant dog for siphoner tabis if we grab sure step.

For game-play, we stealth into combat, chuck knives at a distance until enemies get closer, then open up with the chem pistol and hope for a CC to continue throwing knives for that opportunist bonus. If we take sure step, we can preload the battlefield with caltrops to ensure we have enough movement to run away from fools in melee distance or break line of sight from ranged targets. Later on, we can poison/ spread acid puddles everywhere and go into stasis whilst everything around us withers and dies or becomes stunned from crawler poison. We can also use fatal throw to give us back some AP for more chem pistol shots.

What do you guys think? We should be relatively tanky, focusing more on NOT getting hit and having stasis as an "oh shit" button. I believe if we can fine tune skill point allocation skill points have been fine tuned however not sure about feat order. I'm also working on the specialty points. I dropped Versatility from 10 to 7 going from 280 guns to 259. I did this so we could max out fatal throw AP recovery and cooked shot reduced AP cost. In theory, cooked shot accuracy and AoE capability will make up for the diminished versatility returns. One last problem that's haunting me is the Nimble feat. I'll be able to make use of it until I get CAU armor, then it's goes from good to alright. 15% less armor penalty while wearing the CAU might be good, but I'm not sure if it's worth the feat investment.

4
Builds / Tin Can LMG/Fusion cannon
« on: February 09, 2024, 07:41:22 pm »
I'll be combining Shoggoth's Fusion Cannon build: https://underrail.info/build/?HgsFBQMIBQk8wqAAAFoAAFBJXgAAX18KX1AAAAB9AAA8KDErO8Odf8Oew59KwprDolpNKcKHwrRLd-K0lAXivrwF4r-GBd-8
and peet's regeneration LMG build: https://underrail.info/build/?HgsDAwkKBwN4wqAAAAAAAAAAAAAAAAAAAAAAAABGAAAACFBiw50Vw57Dn0rDoMOhMSZfK8KHwrXCpN-8

Here's my attempt at fusing the two: https://underrail.info/build/?HgsDAwgJBQfCoMKgAAAAAAAAAAAAAFBQAAAAAAAAAAAAAFA7TcOdFcOew59Kw6DDoQgmKVrCtTHCpN-8
I didnt allocate the skill points, but ignore the gun skill, that's just for perks to show up on the creator. Heavy guns/throwing/Hacking/lockpick/mechanics/electronics/chem/bio/tailoring/mercantile. Not sure if psi aids are worth it on this build for TM.

Regenerative vest mixed with gunners high and fast metabolism should keep us in the fight for long enough to kill everything on the screen. I felt survival instincts would be counter intuitive to a regeneration build because at some point, you'd probably heal just enough to be outside of that 30% remaining health range and I wouldn't be able to mentally deal with that.

Starting stats: 10 Str, 3 dex, 3 agl, 6 con, 6 per, 5 will, 7 int
Take str to 11 first, get perception to 8, pump up con to 8, take the feat for per to 10 and the last point in per with final stats being 11 str, 8 con, 11 per.
Not sure if conditioning or juggernaut is better, I'm retarded and cant into math so shooters preference on that one. Unfortunately, our attributes are tight so we cant afford to pump con to 10 for thick skull, or else I would grab that instead. If you wanted an extra bit of damage instead, grab expertise at 18 instead. You COULD also keep con at 6 because none of our feats need it past 5 really, and dump them into per. Choice is yours.

Obviously we'll be using LMGs the whole game, even as a "sidearm" once we get the fusion cannon. A 9mm ergonomic compensated Ratchet will be our main tool in the early- mid game and we'll be using the unique LMGS for specialty ammo when we need to. This culminates once we get the fusion canon and with the feats selected, we can beef it up a bit. Not as high as Shoggoths build, but it'll do. I also dont really see the need to powergame this anymore with the help of TM, but you probably could. Not sure if while in stasis regeneration works, but that would be cool. Not taking grenadier and this build isnt really heavy on cooldowns, so LTI woudn't matter too much. Disassemble will be useful all game making sure our LMGs are always top of the line and ammo abundant. Power management will benefit our shields and tasers as well as the fusion cannon itself.

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Builds / Build Advice - Knife TM or Spear MT
« on: January 23, 2024, 05:45:38 pm »
Hey guys, I'm new to the game and the community and have so far played a couple builds to Depot A. I used both an AR tin can and TC/TM pure psi build and both worked well. My issue is that I didn't find them fun because lack of variety in gameplay. My Tin Can spamming burst and my TC/TM spamming neural overload. I'm looking for a build that's more engaging, both in game play and also using the crafting system. I've tried to research knife builds, and most conclude that they aren't very good and lack AoE, but the poison/bleed mechanic seems kind of fun and I'd get to use stealth to my advantage. I also saw KnifeGaf's youtube vid on a spear/MT build that seemed fun, relying on many cool-downs to play which seems more engaging then my previous builds. Can any of you maybe link some builds that you've played that would satisfy this need of engaging gameplay and build strength that would also need to craft gear to maximize effectiveness? Thanks.

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