21
« on: July 28, 2019, 12:32:31 pm »
Depends how fast you're progressing but yeah, at 20h it should be very clear what's working and what's not. And then remember that things will get 2-3x harder in some spots. And even harder in DC.
Simply put, your build won't work because you're trying to do everything at once. Pick one combat style and stick to it, otherwise you'll have poor main offensive skill scaling, poor base stats (your perception is so low that your ranged hit chance will be too low and will make crossbows frustrating to play), your metathermics will lag behind if you don't invest into at least one more psi school, your crafting skills are too low to be of any real use.
And that's before we even get to feats, of which there are barely enough picks for most builds to fully flesh them out - crossbows are particularly reliant on feats, so you could cut out all the psi related feats to help your ranged combat but then what's the point of picking metathermics in the first place?
UnderRail rewards specialization, there's just no getting around it. Pick one of the main skills:
- guns
- crossbows
- melee
- if psi pick at least two disciplines between meta, psycho and TC, temporal manipulation can stay at 75 as support
Support skills: you won't level these fully, just enough to be comfortable to use and meet feat requirements:
- throwing
- traps (usually an alternative to throwing, rarely taken together)
- temporal manipulation (75)
Regarding stealth, dodge and evasion:
- if full psi you can generally ignore them. Stealth is useful for some quests, but you can get by with crafted gear
- if using heavy armor it goes the same as for psi
- if you're playing with snipers or crossbows you'll want max stealth (for snipe), very good evasion and optionally dodge if you want to pick Uncanny Dodge, otherwise you can ignore it and rely on traps and other means to keep enemies at bay
- if playing light armored melee you'll want all 3
Crafting:
- if playing ranged weapon specialist you'll want good tailoring, mechanics and electronics (NVG goggles, vests, weapons)
- if playing psi you'll want to add biology
- if playing grenadier or trapper good chemistry is useful to have
But above else, you should listen to Gortsby.