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feedback about my last build

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lewis_cb:
Hi all,

This is my first post in the forum. First, congratulations for the superb game and community.
The game mechanics and diversity of viable strategies and builds got me hooked really hard!
Unwittingly, I already rerolled my character twice to try more powerful or appealing things.
Hopefully, you can help me pick and tweak the last one :o

I thought about 3 variations of a bowyer+psier, which I find the most fun & strategical route. The idea is getting many free actions (Commando, Special Tactics, Premeditation...). Pics of the 3 can be seen here: https://imgur.com/a/kgDZX

QBit1: http://underrail.info.tm/build/?AwGloJgVhB2OQGYkgIynSAbGxMN5hHjFFQbCiwwAsNcq2MqhLzhJkjiyi9NEEDWQ0AHCCg4sjLMiw5YyWPVgKAnGmBYgA
(+): This one would wear X3 reinforced super steel armor & boots (trying to keep Tranquility up), adaptive NVG,
       combine cheap psi casts (when full HP, Adrenaline user, Thermodynamicity)
       with double 9-bullet-33AP-bleeding Hornet bursts (Commando, Concentrated Fire, Expertise & Vile Weaponry) (Smart or Compensated?) and
       17-AP-Pneumatic-AA Zephyr critical special bolts (every 6 turns trying to incapacitate all mobs for Special Tactics free bolt with flashbangs,Locus+Breakdown...)
       together with Quick Tinkering & Deadly Snares and best traps.
(-):  low initiative could make Tranquility pointless,
       no mobility (unless easy/kiteable mobs, use tactical vest there) reduces Quick Tinkering utility to melees,
       no lockpicking/hacking,
       low HP.

QBit2: http://underrail.info.tm/build/?AwGloJgVhB2EYGYTIIypK09WJqXfMYgFnGIIE4QAObANhBI1mVhs0TT06PIhAQMXFCSYCSyKI3oZ6yetVZwYWNMEaoINIA
(+): Very similar. Same armor but now with striders & Armor Sloping for 20 MP/turn,
       Ambush, Psiostatic Electricity, Focus Stim, Seeker NVG & Bowyer for critical shots,
       this time 7-bullet-33AP-incendiary Chimera bursts (to make bursts a CC & Ambush tool)
       and same 17-AP Zephyr special bolts (no trap specialisation).
(-):  low initiative could make Tranquility pointless,
       low mobility,
       no lockpicking/hacking,
       low HP.

Gambit: http://underrail.info.tm/build/?AwGloJgVhBmEbwJwhQRlAdjDtsbggAcKS2hhRoVIALGiJvDXjKyOxSBMXPLLTo9a8WoKgA2EBIaYYSeUQ7B4GKWghEgA
(+): wearing Infused Ancient Rathound armor, reinforced SSteel boots, Seeker NVG / Critical Psiband,
       high-HP evasive high-resistance (~60% mech) and high-DR (~50% mech,heat,cold @30%HP with Conditioning, Soticism, Lifting Belt, Ancient),
       focus on versatile criticals with Bowyer, Psiostatic Electricity, Focus Stim, critical headgear, Ambush & Survival Instincts,
       no AR but instead can combine 25-AP-Scoped-AA & 17-AP-Pneumatic-AA Zephyr special bolts (no trap specialisation).
(-):  low initiative,
       no lockpicking/hacking.


-Is a playthrough without lockpicking/hacking very lackluster (won't find good crafting materials)?
-How easily can you keep 100% HP for Tranquility with heavy armor & shield?
I thought of using Junkyard Surprise for -1/2 Con (123HP) & best Regenerative Vest (+55HP whenever HP<86) to automatically go 100%HP if 68<HP<86 :o
-Also, how bad is to be a turtle with only 10MP or 20MP?

Sorry for the length of the post. I read very good posts here and thought I could give it a try.
Any feedback is very welcome  :)

TheAverageGortsby:
Generally speaking a 10 in your base stat for your attacks is going to make the lategame hard.  10 is very low at level 25.  UnderRail rewards specialization.  I would encourage you to specialize more heavily.  Here's my two cents:

That first build is just a mess.  You are going to want to find a few more points for Traps, even if you wear the Trappers Belt and carry Jackknife; you want 95 traps to be able to disarm everything in the base game.  You either need a few more points in Chemistry (if you want to make high-tier grenades) or else pull a few points out and drop some of them into Bio (you'll want to cook Super Soldier, if you're using xbows) and bank the rest.  As mentioned before, splitting into gun+bows as well as heavy psi means you're only moderately good at any of them.  The uncontested nature of Psi attacks means your Psi will be comparatively stronger than your guns and bows at high levels because enemies have reasonably good Dodge&Evasion.

The second build is perhaps even worse.  That tiny bit of Stealth isn't going to help at all, especially knocked down by your armor penalty, so pull those points back.  If you had a specific reason to put 19 points into Traps, then go ahead, but otherwise pull them back as well; you can use Bear Traps at 0 and nothing you can use at sub-30 effective is going to be much more helpful than bear traps.  Even with +2 INT Junkyard Surprise and the house crafting bonus, your Mechanics and Tailoring are too low to be useful to you in lategame, and thus they're not really worth that much investment; either get to 50 effective skill to make endless improved repair kits (which will essentially fix your personal money woes forever) or else go about 30 more real points into each so you can make truly quality endgame gear.

The third build is a wash.  Don't even try it.  With 9 Perception you don't even hit 200 effective skill at level 25 with your bows, and though your stealth will serve you well up to the Institute you'll be hating that investment in Deep Caverns, even if you drop your armor penalty gear in favor of lighter stuff.

None of what I said above matters even a little bit if you're playing on Easy, because on Easy you will absolutely murder anything you find.  Even Normal isn't really hard enough to make your builds bad.  My comments were entirely based on the assumption that you might want to try them on Hard.

To your additional questions in your OP:
Lockpicking/hacking won't really get you much in the way of crafting mats.  If you want crafting mats, get 80 or 110 effective Mercantile and you will have so many mats you won't know what to do with yourself.
Tranq is very easy to keep active for the first turn, and as long as you've got plenty of hypos you'll be fine on subsequent turns as well.  DO NOT spec into low health for the hopes of making Regen Vest godly.  It won't serve you well ^_^
Turtle isn't bad if you're playing high CON, very heavy armor, and Conditioning.  As with other aspects of the game, if you don't specialize for something, it might underwhelm you.

Fenix:

--- Quote from: epeli on October 16, 2017, 08:31:55 am ---looks like your playstyle is more focused on defense and mitigating damage rather than spiking the enemy down as fast as possible.
--- End quote ---
Which is not effective as focusing on damage given nature of games - you are the one, enemies are many, but it doesn't mean it won't work of course.

Hazard:
Vile Weaponry shouldn't work with guns as they're not cold weapons.


--- Quote from: TheAverageGortsby on October 15, 2017, 11:23:22 pm ---Turtle isn't bad if you're playing high CON, very heavy armor, and Conditioning.  As with other aspects of the game, if you don't specialize for something, it might underwhelm you.

--- End quote ---
IMHO, unless you want to live dangerously with a Survival Instincts build, even 7 CON is enough for a tin can gunner on Hard provided you can craft high quality armors and energy shields. Conditioning is also kinda meh, since it doesn't stack with armor resistances.

destroyor:

--- Quote from: epeli on October 16, 2017, 08:31:55 am ---Consider that for weapon base abilities, even going from 10 to 16 increases your weapon damage only by 20% at level 25 (skill modifier from 242% to 290%) or the other way around, going from 16 to 10 lowers damage by 16%. That difference alone is not worth whopping 6 base points. But:
- Strength also gets you weapon-specific melee damage bonus (12%-60%) on top of that.
- Dexterity gives 18% light weapon AP cost reduction and 6% melee critical chance. Also precision for throwing.
- Perception increases precision. This might not be very useful with psi on the side, as you have many ways to nullify enemy evasion. It also increases detection, but at 10 per it's already good enough.
- Will is different. Instead of skill damage bonus, each psi ability has its own scaling similar to crafting components. Most psi abilities arguably scale better than any of the above stuff, while some don't scale at all.

--- End quote ---

The problem is not with damage but with accuracy. 10 ability might work for some build but it's just detrimental for others.

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