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Messages - ShoggothWhisperer

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16
Builds / Re: Ultimate Fishing Build- Women Want Me, Fish Fear Me
« on: October 16, 2023, 07:08:15 pm »
Hi, thanks for the write up, the build looks indeed quite good.

However i'm having a hard time with that affirmation "Concentrated fire is a superb feat for single target damage, which makes AR’s king for bursting down the final boss, but in most encounters enemies will die in 3-4 shots, holding back your damage potential. It’s against hordes of enemies where throwing knives really shine over AR builds, since split spare and pinning can quickly eliminate threats from the crowd. "

Since AR bursts are extremely good at killing multiple ennemies in a cone with stray bullets (unless this has been patched at some point i'm not aware of ?), i don't really see why you'd consider concentrated fire a feat good for single target only.

The spread angle on AR and SMG bursts was reduced in the latest patch, it’s now effectively a bit wider than plasma beam, where you can hit enemies directly behind each other or adjacent to each other. Concentrated fire only applies the damage bonus on hit, so the first time an enemy is hit they will not receive the damage boost from concentrated fire. If hypothetically you fired off a 9 shot burst and each bullet hit a different enemy, concentrated fire would not increase your damage for that burst. If you burst and hit 3 enemies with 3 bullets each, concentrated fire would provide a 10% damage boost, since the first bullet would deal 100% damage, the 2nd 110%, and the 3rd 120% for an average of a 10% increase. Likewise, if all 9 bullets hit a single target concentrated fire would provide a total damage boost of 40%. I hope that makes sense as to why I don’t consider concentrated fire good against multiple enemies.

17
Builds / Ultimate Fishing Build- Women Want Me, Fish Fear Me
« on: October 15, 2023, 06:14:09 am »
Introduction

What skill are humans better at than any other animal? If your answer was fishing, you’d be wrong. You will never be as good at fishing as an otter or a puffin. The skill humans can claim superiority in is throwing. Though creatures such as chimpanzees can fling shit and other objects, no other creature can come close to matching the speed and precision of a baseball pitch, or the elegant lob of a basketball, or the arc of a javelin. To throw, in essence, is what separates us from the beasts. Though we’ll never be the best fishers of the animal kingdom, we can use our throwing skills (and our superior intelligence) to catch fish that other animals could only dream of. Humans fish by casting lines from fishing poles, and the definition of casting is to forcefully throw something, so humans effectively fish by throwing things. Because of that revelation, and because of the upcoming DLC, I’ve decided to create the ultimate fishing build to overcome any and all challenges you may face on your journey through Underrail.

https://underrail.info/build/?HgMQBAoDAwcAwqAAAB7CoEZgMgAAUGxUR1AAAAAAAABIJCYvFlhRw5M-XmNORV0fwrMOJ8KdbeKhhwTip4IC4qi6BeKouwPivY4B374

This build is a high damage high mobility tank build focused on throwing knives and grenades, capable of overcoming any challenge you may face on your playthrough. It’s also good at fishing because it has high dex. The advice in this build is made with Dominating difficulty in mind, but you should have no trouble at all tearing apart lower difficulties with it. This build is one of the strongest builds I’ve ever created and contends with AR builds and Firearm Pistol builds as one of the strongest builds in the game.

Gear:

The following is the gear recommended for this build. If you know what you’re doing it’ll take about 4 hours to get all the proper gear after finishing Depot A, and you’ll be about level 18-20 on Classic Dominating.

Weapons:

Knife Throwers Glove- The most important piece of gear on this build, it’s a massive benefit to the offensive capabilities of throwing knives. You can consistently get one from Blaine or from the Camp Hawthor leather merchant.

Leper poison knives- Against unarmored enemies these work like the concentrated fire feat, but the damage increase is only applied to damage that penetrates, so it’s not as useful against armored enemies like Psi Crabs. By far the best throwing knife option you have available.

Crawler knives- Crawler poison is excellent, but usually you’ll kill enemies before the stun has a chance to activate. Very powerful against arena combatants and bosses.

Black dragon knives- Basically neuters any psionic enemy if you can hit them before they use PSP. Unfortunately most psi enemies die in 1-2 knives anyways, so it’s best to save these for bosses.

Rusting Acid/Corrosive Acid Vials- Rusting Acid vials will be your go option for dealing with robots for most of the game, since most robots lack acid resistance, and you can get a fair amount of rusting acid glands from native villages. Corrosive acid vials are extremely powerful but a bit too rare to chuck around willy-nilly, so save them for special occasions like the quad nagas fight.

Equipment:

Master Demolitionist Belt (Dominating Only)- This item is highly underrated in my opinion; it basically lets you ignore grenade cooldowns once every 6 turns and gives a massive ap discount on activating grenades. For a throwing build this item is terrific, as the three extra utility slots let you carry extra throwing items, and the fear immunity lets you ignore the effects of yell. With 340+ evasion we take 85% less damage from grenades, and since evasion reduces the damage before shields and armor, we generally won’t take damage from our detonations. The best setup with the belt is using 2-3 slots for grenades and leaving the rest for throwing knives, as any more grenades than that is generally overkill, especially with three-pointer. MK 3 Frag Grenades are usually the best option to detonate, since they’re frequently carried by enemies and merchants, deal enough damage to reliably 2-shot most enemies, and at 340+ evasion won’t deal enough damage to overcome our DT. You can get the belt fairly early if you use the tried-and-true combo of Bear Traps + Gas Grenades + T.N.T in the south-central room of their zone, just bring along some rusting acid if you do it at low level since your throwing knives may struggle to penetrate the Masters's Blast Suits. If you aren’t playing Dominating, I recommend using the Commando Belt instead due to the boost to throwing.

Helmet: Shaded Soft Padded Super Steel Helmet (8% armor penalty, at Q172 10%/5 mechanical resist, flashbang immunity, -4.5% chance to be crit)- There’s no headgear that benefits throwing weapons, so the only things that matter are defensive and utility headgear. This helmet is why we take armor sloping, it reaches 9% armor penalty without spec and 8% with spec, and provides some increased durability for the build in addition to the flashbang immunity. An early game alternative is a kevlar balaclava. It’s pretty quick and painless to get the 4 super steel refining data for max quality super steel, I recommend going to Lost Vault, Viridescent Quarry (you’ll go to expedition anyways for greater siphoner leather), Hecate Research Outpost, and then the Abandoned Waterway facility last.

Armor: Infused Greater Siphoner Leather/Black Cloth/Galvanic Foam (7% armor penalty, at Q 140 w/Skinner 33%/10 mechanical, 26%/11 Heat, 22%/8 Acid/Energy, 24%/8 Electric resistance, +70 Dodge/Evasion)- This armor is absolutely essential to our build as it’s where a large portion of our durability and survivability come from. The heat and energy resistance provided by greater siphoner are very welcome, and the electrical resistance helps against emp grenades/electrokinesis/naga blasts. The evasion/dodge boost is also essential for this build as it helps us reach the 340 evasion softcap. It’s inconsistent to get high quality greater siphoner leather from the native villages, so I recommend buying it from the Ferryman when he stops at the mutie refuge. Two pieces of 120+ quality are good enough for the build, especially when we boost the quality with skinner and infusing the leather.

Shoes-Infused Greater Siphoner Tabis (At Q140 w/Skinner 13% Heat, 12% Acid/Energy, +38 MP, +70 Dodge/Evasion, immunity to slows)- Tabis provide better elemental resistances than boots for whatever reason, and the immunity from slows is nice in addition to the bonus evasion.

Gameplay:

This is an incredibly well-rounded build that will wipe the floor against any organic enemies while being able to withstand more punishment than most traditional tank builds. You’ve got the damage of a glass cannon build, the durability of a tin can juggernaut, and more AP than the average 70 TM enjoyer.

Offensively, throwing knives are the best weapon against unarmored organic targets by a wide margin, but still perform well against all but the most heavily armored foes. Pinning gives a +25% damage boost with opportunist and can shut down narrow choke points if the enemy in front gets immobilized. It is possible for enemies to evade immobilization, but you’ll only see this on extremely evasive enemies like Carnifex and Magnar. Fatal Throw basically instantly kills any enemy hit with a knife while under the HP threshold in addition to providing a huge AP boost every turn. Remote surgeon is straight up just extra damage, which is always appreciated. Split Spare is probably the second best feat on this build after Fatal Throw, the cone is about as wide as a plasma grenade explosion when throwing from max range and it makes it much more consistent that you’ll kill at least one enemy and proc fatal throw. At max level your throwing knives will deal 120-240 damage per knife to unarmored enemies at the cost of 7 ap per knife when at 19 dex, letting you throw 10-28 knives per turn depending on Fatal Throw activation and Split Spare. Grenadier + Three Pointer gives excellent crowd control and lets you bring enemies down to Fatal Throw range, and synergises well with Pinning since immobilization reduces evasion to 0 and lets your grenades do full damage. Against most armored humans you’ll do well with throwing knives, since most tin cans only have ~50% DR and 30 DT which you can reliably overcome at higher levels. Heavily armored Enemies such as Burrower Warriors and Psi Crabs almost require the use of HE Grenades/MK 3 Plasma Grenades, but you can reliably kill them with throwing knives once they enter Fatal Throw Range. Most robots aren’t too dangerous if you have EMP MK 3 grenades and HE/Plasma grenades to get them into fatal throw range, but Strongmen and Naga Protectors can get you into a bit of trouble. One solution is to use the Master Demo belt to activate 3-5 EMP Grenades at once, which will obliterate the former and leave the latter weak enough to finish off with corrosive acid.

Defensively, the only enemies that can threaten you are bosses on dominating. Even at 3 Agi due to the Demo belt agility debuff we will have ~310 evasion at max level, and while using adrenaline we’ll reach 372 evasion, which is more than enough to reach the softcap for explosive damage reduction and ranged attack hit chance for every enemy except Seahorse Plasma turrets and bosses. We’re effectively immune to enemy explosions, avoid the vast majority of ranged attacks, and have more than enough MP to stay far away from any melee enemies. Even if we do get hit, we’ve got resistances similar to q100 super steel armor, and can use Last Stand to reset our health to full and continue the fight a while longer. With Thick Skull and Escape Artist we can avoid having our Dodge/Evasion being set to 0 from stuns/immobilization, so the only attacks we need to worry about are unavoidable attacks like NO and Electrokinesis.

Comparison With AR Builds
If you ask most veterans of the game what the best build is, they’ll likely say it's some variation of an AR build due to the powerful feats the weapon has access to. I’m here today to make the case that the fishing build is better than AR builds in most regards. For the sake of the comparison I’ll be using Harperfan7’s “Best Build”.

https://underrail.info/build/?HgcHCgMLAwXCoEkAAB7CoFBGMkQAU1MjMmUAAADCi04UACsoOSQmFU4CRDtJSsKHwoMWR8KFS2zDnMKewp_Cm8Ktw4vin6IF4qKNA-KnlwPip6oD4rCuAd-_

Fishing Build
  • Better matchup vs Natives
  • Worse matchup vs Crabs
  • Worse matchup vs Strongmen
  • Very Tanky
  • 90+ AP per round
  • Can detonate 2-6 grenades per round in addition to throwing 7-14 knives
  • Can deal an average of 5835 damage against a single target or 11670 damage against 2 targets next to each other
  • Has 219 Skill points to spare
  • Is not a 3 will 3 con TM build
  • Has a cool hat

"Best Build"
  • Worse matchup vs Natives
  • Better matchup vs Crabs
  • Better matchup vs Strongmen
  • Glass bones and paper skin
  • ~137 AP Turn 1, ~111 AP on subsequent turns
  • 6 bursts shooting 9 bullets each
  • Average of ~16721 damage against a single target, ~8360 without concentrated fire
  • Skill Starved
  • Cringe TM User
  • Does not have a cool hat

As you can see, my build is better than my strawman opponent based on the criteria that I selected, so clearly the fishing build is superior. All jokes aside, the main difference offensively between the two builds is their armor piercing capabilities, single target damage and crowd control. With W2C the AR build can ignore 30% of DR, compared to the throwing knife’s 130% DR modifier, so the AR is going to win out against armored enemies. Concentrated fire is a superb feat for single target damage, which makes AR’s king for bursting down the final boss, but in most encounters enemies will die in 3-4 shots, holding back your damage potential. It’s against hordes of enemies where throwing knives really shine over AR builds, since split spare and pinning can quickly eliminate threats from the crowd. Both weapon types excel in different areas, but I prefer throwing knives because they have a better matchup against the Native hordes in Expedition. Defensively there’s no contest between the builds, the fishing build has less evasion, significantly higher hp, and immunity to stun and flashbangs.

Conclusion:

I hope this build guide has convinced you to try out the ultimate fishing build for your next playthrough. From the trailer for the upcoming DLC it looks like we’ll be fighting human enemies who will primarily be using explosives and ranged weapons, so I created this build to be the perfect counter to those foes. It may turn out that all the enemies shown were robots and that I’ve made a terrible mistake, but for now I choose to believe. Who knows, maybe the reward at the end of the DLC will be a small pond where you can catch new and exotic fish.

TL;DR: Women fear me, Fish fear me, Men turn their eyes away from me as I walk, No beast may dare make a sound in my presence, I am alone on this barren earth.

18
General / Re: Heavy Duty speculation
« on: October 02, 2023, 10:11:09 pm »
I think grenade launchers and miniguns will be mediocre, while the LMG might be pretty good. From the trailer it looks like the grenade launcher deals about half as much damage as a shotgun split between mechanical damage and heat damage, so I imagine that it will generally be worse than just throwing a high tier grenade in most combat encounters and will be absolutely dogshit against robots. Minigun looks like it needs an extremely high strength requirement just to function as a worse assault rifle, getting more shots with every burst means you only reach full potential after 2-3 turns. LMG doesn't need a few bursts to be good, looks like it has a quite manageable strength requirement, and looks like it costs much less AP to burst while also having decent damage. The spread angle on both the minigun and LMG though leave me worried that they might just end up as worst auto-shotguns, we'll have to see if the feats make up for it. 

19
Builds / Ultimate Maximizing Ability Scores Guide
« on: January 01, 2023, 02:29:07 am »
I promised that I'd write another guide before the end of the year, and here it is! This guide is intended to help players maximize the benefit they receive from their ability scores, and to understand the trade offs of dumping one stat for another. This guide is more targeted towards new players, to help them understand how to assign ability scores at character creation, but also contains some useful information for veterans on the benefits of going over 20 in an ability score.

https://docs.google.com/document/d/1mgaiQGL51dwwFNnxne7f3zLjaZdkvX14-_G8rPg9tbw/edit?usp=sharing

I would love to hear any discussions and comments on the guide, especially if you disagree with any of the assertions I've made. I might make another guide, or I might not, depending on how busy I am. If I do make another guide, it will be on the best side weapons in Underrail, such as the Cleaver, Boxing Gloves, Hoddurform, ect. Have a Happy New Year!

20
Suggestions / Re: Burrower carapace suggestion
« on: November 24, 2022, 11:00:49 pm »
I think the main reason nobody uses them is that it’s hard to get a high quality burrower carapace. If there was a high quality burrower carapace with a fixed location people would be singing its praises. Burrower carapace has a small niche with tac vests where you can get 50% armor penalty with a sturdy vest, super steel sheet, black cloth, and burrower carapace. Combine it with Juggernaut, specced hit and run, and some decent quality ninja tabis and you get a tanky mobile build that can stealth effectively against anything with lower detection than a greater coil spider.

21
I can't speak in complete confidence why the shield bash shouldn't be buffed, but as for the former drill attack I'm guessing for one reason. Technically you have the drill on a dreadnaught which is used for maybe only one mission in the main storyline? (Unless you mean for actual NPCs then sure or glitches) So the short amount of time just doesn't seem to be used as often in relation to player interaction. And NPCs usually use the mounted gun anyways.

Mounted Drill attack is the ability granted by the Industrial Powered Exoskeleton. You're thinking of the drill weapon on Protectorate Dreadnoughts, which already scales with melee skill because it is a melee weapon.   

22
Both of these abilities use melee skill for accuracy, but not damage, which doesn't make much sense. They both already have a downside by requiring specific armor that each come with their own drawbacks, and right now Mounted Drill Attack and Shield Bash are massively outclassed by all other combat options. 

23
General / Re: What do you think about an SMG build?
« on: October 09, 2022, 09:38:20 pm »

Interesting points. But don't you get frustrated by playing a 1 cool-down dependant build like this? Out of Bullet-Time, you have 17-18 AP attacks, meaning 2 per round. And you probably already used AP booster during BT, with a high-to-definite chance of 15AP reduction, meaning 1 shot every other round, unless Eel Sandwitch was taken for 19DEX? And all this at level 26 - way worse below that. And then you get the Misses... oh god.. rolling those on high-AP attacks is fun killing for me personally at least.

I tried Pistols. I agree with most of your points. But that dependance on Bullet-Time and in extent Stasis for 2 turns of awesomeness is meta-gaming and roulette playing combined, imo.
There is a reason, people bemoan the 1x4 damage spread of .44 Hammerer's. And the build you posted has no mobility, apart from gear, evasion reduction is either melee range or Ambush (which should be taken earlier).

I do use Eel sandwich for 19 dex, so 17 ap attacks, and adrenaline for an ap boost. Outside of bullet time I can point shot (8 ap), then attack 3 times, then have enough ap left over to use a drug. With focus stims, crit goggles, infused rat, ect I have a 71% crit chance, and I already have a 200% crit damage bonus, so almost anything that gets hit will usually die in a single shot. I also don't normally usually use stasis or contraction when playing, I just take 70 tm to style on the faceless commander fight and cheese the gauntlet. I usually run commando belt over bullet strap belt, since it increases accuracy, damage, and throwing, so I might replace an attack with a reload when necessary. I can deal with evasion better than an smg build can, since everything that works with smg to reduce evasion works with pistol, and wasteland hawk has a 35% chance to stun for free every time I shoot. I don't need to worry about mobility since I have 10 range, and after the first turn any enemies who would pose a threat are already dead. Also why even bother using a silenced smg on a dex vers build, just use a knife like the cleaver if you really want a silent assassination, you can even poison it with leper poison for more damage. I know pistol builds are very powerful, I did the 3 Masters fight in a single turn, and comfortably did Quad Nagas in 2 (with a little help from my friend All In + SSD), and pistols don't come with nearly as many drawbacks as using an SMG build. Idk, do SMG builds ever get tired of clicking burst over and over again?

24
Bugs / Waterways Dungeon Muties Not Responding to Noise Bug
« on: October 07, 2022, 03:28:30 am »
Enemies don't seem to be correctly responding to noise in the mutie encampment portion of the waterways dungeon. I've fired a 12.7 mm sniper rifle and thrown frag grenades next to enemies who don't have line of sight on me, and I've gotten no reaction from them. I'm not sure if they're intentionally programed to not respond to noise, but it seems weird.

25
Builds / Re: Ultimate Specialization Guide
« on: September 26, 2022, 04:55:39 pm »
Good stuff, but as Paposik said, wrestling spec is not that bad.You can apply debuff on multiple ranged enemies in a single turn, not only they will shoot and attack less, but they will also miss most of their shots if your build has decent evasion. It's not necessary to fully spec it, just 2 or 3 points are enough. The debuff can be refreshed with a single proc, spec reduses the amount of hits it takes to proc. And it stacks with all ranged acuraccy debuffs and penalties. Under the right conditions, a ranged enemy with low CTH is a burden to other enemies.

Also, why paranoia initiative in low priority, but trigger happy in useless? They are literally the same.
Paranoia and trigger happy are not the same, since trigger happy requires 6 dexterity. The minimum initiative you can have with paranoia is 16 (5 base+3 agi+3 dex+ 5 paranoia), while the minimum initiative you can have with trigger happy is 21 (5 base+ 3 agi+6 dex+7 trigger happy). With root soda, those values are boosted to 21 and 26. The most important initiative check in the game is Carnifex, who has 29 initiative. You add 1-15 initiative at the start of combat, so assuming root soda, our paranoia build only has about a 3.33% chance of out speeding Carnifex, while the trigger happy build has about a 36.66% chance (I know the math is funky, I couldn’t be bothered to calculate the exact odds). There are builds out there that run 3 dex 3 agi, such as SI psi builds, and for them paranoia initiative is a low priority spec since it can dramatically increase the chances of winning initiative against high initiative targets. Twitch is also an option to boost initiative, but that either requires 50 bio, which some builds can’t afford, or getting extremely lucky with one of the doctor merchants.

26
Builds / Re: Ultimate Specialization Guide
« on: September 26, 2022, 04:16:47 pm »
Generally looks good.
Some stuff i personally disagree:
- I wouldn't call Sharpshooter or Wrestling specs useless. Sharpshooter can be taken on top of Critical Power for sniper rifles and wrestling spec gives 100% chance to apply debuff which allows to proc opportunist non-stop and with all stacks of tackled it acts like stronger daze, removing 40 mp, 15 ap and reducing ranged hit chance by 35%.
- Marksman spec bonus is so miniscule it's rather useless and you almost certainly use nightvision goggles to remove darkness penalty and strafe allows to completely nullify move and shoot penalty for most crossbow types.
Sharpshooter is useless because on a sniper build I’m putting 1 spec points into shooting spree shots, 4 points into shooting spree cooldown, and the remaining 10 points into critical power. I don’t have any remaining points to invest in sharpshooter, but even if I did, I would probably invest them into something else, like blitz max ap if I was a high agility sniper build, opportunist disabled targets if I frequently used traps or flashbangs, or psi related specs if I was a psi hybrid build. 
I value wrestling spec low because I only use it as a means to proc opportunist, and sometimes procing wrestling on the second punch instead of the first usually is a pretty small loss in damage. Usually I’ll kill an enemy before they get to 5 stacks, or I’ll use the incapacitation effect from cheap shots, a pneumatic hammer incapacition, or a combo stun if I want to prevent damage. If I’m a fist build I probably spend 1 point on expose weakness, 4 points on fancy footwork, and 3 on opportunist slowed targets, and the remainder on either blitz ap, recklessness/SI crit chance, bone breaker, critical power, psi specs if you’re a hybrid build, or any of the other niche options your build might benefit from.
Marksman is useful if for whatever reason you have low accuracy on your crossbow build, either from low per, versatility, or from yell. That being said, it does belong in the niche area instead of low priority.

27
Builds / Re: Balor's Hammer Dominating Build No Psi.
« on: September 26, 2022, 03:41:53 pm »
It’s possible, but you’re better off using a crafted Tichrome hammer, Super Steel Hammer, Mind Cracker, or Quake over Balor’s Hammer. Tichrome and Mind Cracker can swing 3 times at 50 ap if you’re wearing tabis, and Super Steel and Quake can swing 4 times with adrenaline. Balor’s hammer can only swing 3 times when using vit power, and can’t use pummel for 0 ap when fully specced, unlike other hammers. If you have high enough strength you’ll instantly kill most enemies even without Balor’s hammer, so it really isn’t worth it over other hammer options now. Check out Pigman’s ultimate hammer guide for some ideas for building a hammer build.

28
Builds / Ultimate Specialization Guide
« on: September 19, 2022, 11:19:56 pm »
Hey, I've written an exhaustive guide on every specialization and whether or not they are worth taking on a build. I wrote this because I feel that too many builds neglect their specialization points, which can turn a good build into a great build with the right specializations. This is targeted towards new players and old players, using my knowledge gained from 800+ hours playing Underrail.

https://docs.google.com/document/d/1D0h2BRsGJXLjO0Bj9KhjIoVLpzrUd349p9vUmcVzjNE/edit?usp=sharing


I would love to hear any discussion and comments on specializations, especially if I overlooked any good specialization combos or synergies. In the coming months I will be posting more guides similar to this for overlooked gameplay mechanics, and the next one is probably going to be about maximizing ability scores.

29
General / Re: What do you think about an SMG build?
« on: September 19, 2022, 07:00:31 pm »
Every weapon is viable in Underrail, as long as you have the proper build for it. My personal opinion is that SMGs are just worse ARs, since they don't get concentrated fire and deal less damage. They benefit from dex, which is good, but they shoot so many bullets that you frequently have to reload and repair your guns. If I were to rank the guns it would be AR>Pistol>E-Pistol>SMG>Shotguns>Chem Pistol>Sniper.

Why do you rank Pistol so high? Just because of .44 Hammerer and Bullet Time + Stasis? In my experience they are quite bad vs. enemies with Pseudo-spatial Projection, and damage range is horrid - only becoming somewhat reliable late game. I can get 9(!) 300+ damage crits with a single burst from 8.6mm Muzzled Rapid Steelcat from a single unconditional burst at similar cost to a single .44 Hammerer shot. SMG's cut through PSP like its not there and burst down crowds easily. With new refurbished Tommy Gun and Better crits, you can reach 210% crit damage. SMG damage output is honestly insane and not reliant on a small window of action or Special Attacks as Pistols are.

So why do you think pistols are better?
I use this build for firearm pistols:
 https://underrail.info/build/?HgUQAwUHAwdGMADCoAAATmM5AABnZw83ZwAAAEZoAF8BFzE6HlvCo8OSSybDkVkSEcKzAgvin4QB4rWuCeK9hAXfvw
I usually prefer refurbished wasteland hawk since it dazes and stuns enemies in melee range, and lets you proc opportunist. It has good enough damage to where most enemies die in a single shot, and it's a guaranteed kill on anything except tanky robots and bosses when using a special attack. I also carry the Butcher's Cleaver coated in leper poison in my off hand, to apply expose weakness and broken ribs. I run special attack boosting goggles since I have 5 special attacks (aimed shot, point shot, kneecap shot, rapid fire, and execute), and since I get 9 ap shots from bullet time I can kill at least 5 enemies on the first turn. A close range Rapid Fire has a 73% chance to stun, which can be followed up with an execute to kill basically any enemy in the game (I used this exact combo to repeatedly kill abomination). I usually kill TC enemies first since they are very dangerous due to bilocation, and I can throw a grenade to kill if a TC enemy ever gets PSP up. With Expose Weakness and W2C ammo, I can kill a Naga in a single rapid fire. E-pistols have a similar reasoning for their high placement, since electroshock pistol can kill 4 enemies with each special attack (aimed shot, point shot, kneecap shot), if you have a smart module and special attack goggles. My main gripe with SMGs is that the you require constant reloading (8.6 steel cat only has 20 max ammo, and with a 9 shot burst that's 2 bursts before reloading), which locks you into bullet strap belt. SMG's are also very high maintenance, since they chew through ammo and repair kits very quickly. Pistols just feel more satisfying to use, while also not being a pain in the ass to maintain.

30
General / Re: What do you think about an SMG build?
« on: September 15, 2022, 05:24:20 pm »
Every weapon is viable in Underrail, as long as you have the proper build for it. My personal opinion is that SMGs are just worse ARs, since they don't get concentrated fire and deal less damage. They benefit from dex, which is good, but they shoot so many bullets that you frequently have to reload and repair your guns. If I were to rank the guns it would be AR>Pistol>E-Pistol>SMG>Shotguns>Chem Pistol>Sniper.

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