Underrail Forum

Underrail => General => Topic started by: sirdond on December 24, 2016, 10:31:05 am

Title: Build for first playthrough
Post by: sirdond on December 24, 2016, 10:31:05 am
Hey everyone,

New to the game,already started a character,but after a few hours I've realized how bad it is.
And now I just want to restart with a more potent one, so can you reccommend me a viable sniper/crafter or a science/crafter build for the most recent version of the game? (I found some guides, but don't know if they are still actual)

Thanks!
Title: Re: Build for first playthrough
Post by: Lucifuga on December 24, 2016, 12:08:36 pm
Real hard to go wrong with a sniper
Check this out

http://underrail.info.tm/?build=AwGgTAHKpgrC8DMICMpkqSA7Kx9oRDQV8jzDT4qFRtqziLyVxwBOERANi4hAAsrWMOSxc2VtjA54EZO0RA

Feel free to change the perception stat as 15 is a bit overkill
10 is perfectly adequate but I'm a fan of maxing out damage

Sniper rifles need 5 str to effectively wield them without penalties

Snipers benefit greatly from stealth since it directly increases the damage of the Snipe feat

I find most ask how much lockpicking/hacking they need for the highest checks
Answer in black text: 130/135.

Your first 2 feats should definitely be Aimed Shot and Sprint
Take interloper as soon as possible

Take offensive skills first - Snipe/Sharpshooter/Critical Power/Blitz
The crafting skills should be near to last
I ended up picking up Opportunist dead last
Ambush 2nd to last as it is rarely naturally useful

I feel as a sniper investing points into dodge/evasion to be a waste
Dodge in particular as rifle accuracy suffers greatly at melee range
Evasion is honestly perfectly fine but I'm a stubborn one

Mk IV grenades are amazing
You'll need 69 effective chemistry to make them

Biology is for drugs/medicine

Crafting at first may not be all that helpful but pays out immensely as you progress

Most encounters as a sniper involve dropping 2 enemies in the first turn from 100->0 with the aid of adrenaline/sprint+blitz
In larger groups use grenades to thin them out or a flashbang to escape

Snipers are fairly over powered so you should be dominating most enemies by lvl 10
Glhf
Title: Re: Build for first playthrough
Post by: sirdond on December 24, 2016, 03:16:10 pm
thank you, I will go with the sniper build then.
Title: Re: Build for first playthrough
Post by: NEvercalled on December 24, 2016, 07:17:14 pm
anything sneaky - can be mele/psi/range. Range is usually linked with sniper rifle in one hand.

And always max one stat ( dex/perc/str/will). You don`t need to make any traps/grenades when you max and the game is much easier.

Without maxing u will quickly notice that you have very low chance to hit... and die in the next turn.

And tbh when you are sneaky evasion is very useful. Whatever Lucifuga claims. When enemy has like 70 % to hit you can easily go down to 10 % - it comes from many factors.

Always kill crossbows/snipers/psi first. Everything else is a cake.
Title: Re: Build for first playthrough
Post by: Wildan on December 25, 2016, 02:08:30 am
Real hard to go wrong with a sniper

No offense but it's rather easy to go wrong with a sniper and you made a couple of mistakes, but what really baffles me is that you recommend an almost defenseles build (0 dodge/evasion AND 3 con) with needlessly high crafting skills for a FIRST playthrough.
I'd be surprised if he made it back alive from the SGS caves.
Title: Re: Build for first playthrough
Post by: Lucifuga on December 25, 2016, 05:17:41 am
Real hard to go wrong with a sniper

No offense but it's rather easy to go wrong with a sniper and you made a couple of mistakes, but what really baffles me is that you recommend an almost defenseles build (0 dodge/evasion AND 3 con) with needlessly high crafting skills for a FIRST playthrough.
I'd be surprised if he made it back alive from the SGS caves.

None taken
In retrospect the foolishness of a 3 Con/no defence skills for a first run is quite blatant
Suppose I shouldn't expect others to enjoy masochistic play styles - noted

The crafting skills are indeed needlessly high but finding a 160 quality component end game and not being able to immediately craft with it tears at me especially after having invested the points intended to do so.
With that said I'll admit mechanics can be taken down to ~150 effective skill
The rest I would still stand by boosts and all

Don't feel I did much wrong feat wise though for a sniper but please shine light if you spotted any glaring issues.
I'd consider giving up ambush and even opportunist for some sidearm/trap feats but I didn't view much else of worth to spend a point on sniping oriented.
Highest contender would be hit and run for further mp after the initial snipe kill to convert into ap via blitz but even that only nets +3 ap
Feel free to tear in
Title: Re: Build for first playthrough
Post by: sirdond on December 25, 2016, 08:54:00 am
Thanks for the inputs, I've ended up with a slightly altered build of Lucifuga, with some more CON and DEX and a little bit different skills.
I have another question though: How useful are the social skill, do they worth the investment?
Title: Re: Build for first playthrough
Post by: NEvercalled on December 25, 2016, 06:37:51 pm
if you like to roleplay then yes they are useful.
However you can do almost all the things without any social skills. Stealth + lockpicking + electronics can solve plenty of problems. And there are only few quests in game.

However persuasion allows you to take much shorter path usually. I play in classic mode so i get xp from kills. It might be that with that second system ( i don`t know much about it) persuasion is more useful.
Title: Re: Build for first playthrough
Post by: destroyor on December 26, 2016, 05:32:04 am
I would strongly recommend an assault rifle build (http://steamcommunity.com/app/250520/discussions/0/350543389011336163/#c350543389012268685) for your first playthrough.

To be honest social skills isn't that great in Underrail, don't expect skill checks like Fallout, Fallout 2, or Fallout New Vegas. Persuasion is the most useful out of the three social skills.

The sniper build with 0 evasion and 10 agi for your first play ... you are going to have a bad time.
Title: Re: Build for first playthrough
Post by: Wildan on December 27, 2016, 03:17:00 pm
First of all, snipers are not suitable as standalone weapons. They need a secondary firearm, not only for melee oponents but also for all those kills where the enemy is good as dead and vs little pests like burrower spawns. A full 24 AP sniper hit is an overkill here.

Snipers kill from afar and kite pretty well but melee enemies WILL close in from time to time, be it from missing to hit, surprise/stealth attack, lack of ground to cover, loss of initiative roll or the need to dispatch someone more dangerous first. Once a melee enemy gets in his range you'll get precision penalties no matter what, because you need to either:

1.) Shoot while standing within melee range and suffer 40% or 25% (Spearhead frame) "close quarters" precision penalty (vs all enemies - not only those in melee range).
2.) Move away and suffer 30% or 15% (Spearhead frame) "move and shoot" precision penalty.

Those penalties are flat and can't be compensated by high guns skill. 95% CTH will always become 55%/65% or 70%/80% on a Spearhead sniper.
#2 will always apply and #1 can be lowered by 20% with the use of a rifle barrel retractor (http://www.underrail.com/wiki/index.php?title=Rifle_Barrel_Retractor), but if you need to waste a crafting slot for that, then there is no real use of a second sniper and it's much better to use a fast Assault Rifle as a secondary gun (11 AP 7.62 Hornet/RR 9mm Hornet/RR 8.6mm Chimera). ARs have 5% move and shoot penalty but none for close quarter melee range and ARs are DEADLY point-blank. Sniper has no use for DEX so naturally ARs are the best choice here but it does pay off to bring a 11 AP SMG along (ideally a smart, muzzled 5mm impala with shock rounds) vs situations where you're in danger of becoming crippled (http://www.underrail.com/wiki/index.php?title=Crippled).

And this is where some dodge skill is important. For a far-range build it doesn't have to be maxed out but it should be raised to at least 40 to qualify for Uncanny Dodge (http://www.underrail.com/wiki/index.php?title=Uncanny_Dodge), but @10 agility I'd raise it to 51 to make the effective dodge skill 90, which will result in a total of 5 automatically dodged melee attacks when activated. Can be increased further with gear but 5 attacks is usually solid vs single enemy.

Uncanny Dodge was nerfed a while ago and has a 5 round cooldown so it won't be a saver at all times. For this reason, like I mentioned above, it's good to have a SMG ready and equip it BEFORE encountering mobs with several unarmed or knife wielding enemies. On higher levels they're very likely to have the Crippling Strike (http://www.underrail.com/wiki/index.php?title=Crippling_Strike) feat and stack the crippled debuff on hit. 1 stack alone lowers STR by 2 points and the character no longer meets the strength requirements to wield the sniper and AR without precision penalty. SMGs don't have any STR requirement so you won't have to worry about that.

Speaking of STR, most ARs need 6 but it's still better to leave STR at 5 and use rathound barbeque to get a temporary +1 buff. It lasts for 20 minutes which is plenty and it's never a problem to carry a dozen or so around. One base ability point saved is worth it.

On a low/0 armor penalty build it does pay off to max evasion, especially @ 10 AGI, actually on anything that can't rely on armor damage reduction and has at least 6 AGI. Nimble is good as useless without Evasion/Dodge.
10 AGI works very well with sniper ofcourse but the best reason to get it that high is the Blitz feat. Though it's awesome it's not nearly as important for snipers as compared to something like a x-bow character. The AP bonus from Blitz is capped to 20 AP so you end up with 70 AP but need 72 to fire 3 times with the anatomically aware rapid reloader sniper (24 AP). You could burst fire twice for 66 AP with the 11 AP assault riffle but that's not good enough, since the sniper is still your main weapon, and if it really gets rough you can still pop in an adrenaline shot. So I'd drop AGI to 8 to qualify for Uncanny Dodge, dump DEX, WILL, and yes, INT too, raise CON to 10 and put everything else into PER:
5/3/6++/10/10++++/3/3
http://underrail.info.tm/?build=AwGloJgVhGGYQA4QEZQoCwgQlcbhizJ4ykgBsMVR6+q9GA7NmfYR0SiBEthbG5QEUFlACclGEwRMsTaZPHigA

(http://www.mediafire.com/convkey/2a88/phmdtqmvqd3ptgzzg.jpg?size_id=5)

3 INT may seem very bad for crafting but actually you can still craft almost everything IF you make good use of Junkyard Surprise (+2 INT) and Core City home crafting bonus (+15% effective skill). With those two and only 3 INT, a maxed crafting skill goes up from 121 to 167 (at level 25). Search for those terms in the forum or Google if it's unfamiliar.
For a first playthrough I wouldn't worry too much about crafting. Just focus on Mechanics so you can craft a scoped sniper (you don't need the anatomically aware one until much later). Chemistry you need only if you want to craft special ammo for the AR (9mm acid and 8.6mm incendiary). 7.62mm micro sharpnel only needs Mechanics.

10 CON is not really needed but if you're still not familiar with the fairly complicated game mechanics, having a high hp pool and immunity to stun (Thick Skull) will save you alot of frustration later in the game).
I'm playing permadeath and by far most of the deaths were result of me getting stunned any not being able to mitgate the damage in the next round I had to sit out. If you don't mind even more min/maxing regarding the skill distribution you could try a slight different build. I play this one for permadeath, and I need to lower Chemistry (35 effective skill for 9mm acid rounds), a bit Mechanics can be saved too and some from Lockpicking/Hacking (70 effective skill is good enough for most common locks) in order to max out dodge. I repeat, don't neglect dodging melee if you rely on weapons which have a STR requirement.
AGI is lowered to 6 so no Uncanny Dodge but 16 PER at level 24 which more than compensates for the loss of bit stealth (and thus Snipe damage). It's more powerful and precise than the build I posted above so I'd encourage you to try it:
5/3/6/10/10++++++/3/3
http://underrail.info.tm/?build=AwGloJgVhGGYQDYQEZQuQhK43GVXQmHBAFgHYQyUD0J0iJMAOYuj-WiENuZKLSgIoVKAE4QFBBTJSYFSeNrjxQA

(http://www.mediafire.com/convkey/7abb/jqixbbbhbskmp3azg.jpg?size_id=5)

Uncanny Dodge is replaced by Rapid Fire so when you burstfire for 33 AP you can still fire 3 times for 16 AP with the 11 AP assault rifle (fits within 50 AP). In terms of overall damage gain it's even better than Blitz which has a 10 turn cooldown. RF has only 2. You should take it early unless you come across a rapid reloader crafting component, which you will use to get your 30 AP sniper down to 24 AP. In my experience it's not likely to be found before levels 12+ (when you're done with the drill parts quest).

Suppressive Fire is not a must-have, you can replace it with something of your liking. Survival Instincts, Evasive Maneuvers or Fast Metabolism are good alternatives.
Title: Re: Build for first playthrough
Post by: NEvercalled on December 27, 2016, 11:19:24 pm
on hard lvl even with 10 con you can be easily killed just due to the freeze from psi.

More important even than build it to kill in the given queue.

i will go for uncanny dodge from wildan builds. Save your life from any melee quite often. After all i found that just 8 con 16 perc is better but whatever. 10 agi is not worth imo never.

You can even go sniper with 7 str to wear heavy armors when needed. And you will be able to check all game things.


"You should take it early unless you come across a rapid reloader crafting component, which you will use to get your 30 AP sniper down to 24 AP. In my experience it's not likely to be found before levels 12+ (when you're done with the drill parts quest)."

You can get rapid reloader earlier but the probability to get one from shops is quite low. In one of my gameplays i found only 2 rr.

Shops works like that. They replace inventory by the given time so you can just alt-tab the game ( it still be running) and just wait in the safe area an hour or so. In my first game i got rr in junkyard bcs i wanted to sell all my stuff:/. It was rly stupid bcs after all i landed with 10 stacks of useless charons and a bit later i have had again enormous amount of guns.

And one more thing spend all your money all the time. In this game u can earn millions just like that.
Title: Re: Build for first playthrough
Post by: destroyor on December 28, 2016, 01:15:09 am
I don't understand the reason behind a sniper build recommendation for a new player.

Be honest and think back, which build is more newbie friendly? A Sniper or a metal armored assault build (tin can)?

10 con = high fortitude = high chance to resist negative status effects
Metal helmet w/ shaded visor = immune to flashbang
Metal armor = high mechanical resistance and threshold (up to 95% for end game gears)
10 con + Juggernaut + metal armor set = good enough health to tank almost everything.
Assault rifle just mow down squad of enemies with ease, and is a perfect fit with grenades and/or taser. (11AP assault rifle burst = 33 AP + 15 AP grenade or 10 AP taser)

Uncanny dodge won't help when you are ambushed by a stealth knifer. On the other hand if you are wearing metal armor set you could pretty much ignore all enemies except psi users as bullets, knives, sledgehammers all deal mechanical damage.

on hard lvl even with 10 con you can be easily killed just due to the freeze from psi.

This is a non-issue for a tin can because he/she can just gun straight for the psi enemy and ignore everyone else. A sniper won't have that luxury.

You guys are just making a new player's game harder than it should be. A tin can is just more forgiving and newbie friendly. The two easiest builds for Underrail is tin can and stealth psi, but stealth psi loses out in one on one arena format battle.
Title: Re: Build for first playthrough
Post by: Wildan on December 28, 2016, 08:04:35 am
A sniper can always equip a pistol/SMG/AR in his second slot and use it situationally without any issue, with a low armor penalty build to it's full potential thanks to Snipe.

A "tin can" build is straightforward and still solid but not as much as it used to be before the nerf. Back in mid 2015 the damage resistance of metal armors and crafting plates was reduced as they were OP. One problem newbies might have with it is that it takes quite a long time to craft really good metal armors (above 80% resistance) and until then one has to walk around without any dodge/evasion and rely on DT of anti-rifle vests (which are better choice early on). Doable with 10 CON but still not really newbie friendly.

Getting ambushed when putting every stat point into PER is not very likely, especially not if exploring hostile areas with detection goggles while stealthed. You'll notice the hidden enemy before he notices you.

On the other hand, as a tin can you also cannot ignore knifers and combat glove guys, not with only 8 or 9 STR. Like I mentioned in my previous post, these enemies often have Crippling Strike, will hit with 95% chance vs 0 dodge and because you're probably not walking around with your shield on depleting it, and you're most certainly loosing initiative, they only need to cause as much as a scratch to get one criplled stack and lower your STR below 8 debuffing you with a 15 AP penalty for not meeting the STR requirement anymore. Another stack and you can't hit reliably with the AR. Luckily as one approaches 95% mechanical damage resistance they'll have less and less chance to actually cause damage and the debuff through the armor. This is where metal armor gets really good.

Metal helmet with shaded visor does make you immune to flashbang but it also lowers PER by 1 point which is bad for a ranged character - less precision and damage. Besides that, it shares the head slot with goggles and you need the smart ones to increase the special attack damage. Burst attack DOES count as special attack. Metal helmet is better suited for high STR sledgehammer guys.

Regarding the build you linked in your previous post destroyor, I assume you unintentionally copied the Weaponsmith feat into the build as it does absolutely nothing for a ranged character. The usefulness of Armor Sloping for a non dodge/evasion is questionable. The only usefulness would be some retention of movement points but in order to reach 95% mechanical resistance you'll need multiple plates and thus reach high, maybe still even 95% armor penalty. Most MP will come from striders anyway so I don't think it's worth taking this feat.
Investing extra 3 points into INT just to be able to craft a good metal armor earlier is probably one of the bigger disadvantages in this build. Those points would be much better invested in maxed PER in the long run but then again a new player will have a hard time surviving with mediocre metal armor because of the need to rely on crafting. Personally I'd still do it but I wouldn't recommend it either for a new player that's going for metal armor.
Title: Re: Build for first playthrough
Post by: NEvercalled on December 28, 2016, 02:42:01 pm
when you are at 10 lvl you can go to 25 lvl area and still detect enemies with googles ( + 80 % detection is easy to get), ( You get bonuses to stealth from boots and armor).
with 75 % resistances you are still one shooted.
Overall you need super steel armor before it becomes useful.  To get this you need high level due to crafting requirements.

Without detection googles you can be crippled to 1 str easily even with quite good heavy armor as long as it is not at least 120 q ss.

Those are my notes from my gameplay.

Late game heavy armor is useful maybe even on the last arena guy(midgame) but late game is easy and short. And anyway vest is better midgame than heavy armor :/. You can easily go rifle vest and get better results.

One more problem with armor is that psi still can easily hit you for 100 + dmg. Even with 10 con it looks like burst from psi users -> freeze -> next turn and you can die. It is enough to have a bad luck and get to many crits. On normal level heavy armor is more forgiving.

An yea you need heavy armor with 3 plates on it -> it will be always 95% penalty when you include boots and helmet.







Title: Re: Build for first playthrough
Post by: mattu on December 28, 2016, 09:44:58 pm
One thing I will remark on. If you do take social skills, like persuasion, you have to keep them up pretty well like you would a regular skill. Don't expect to pass those checks at the time you encounter them if you've only been trickling in points.

Persuasion skills don't give you anything all that valuable (right now, anyway) and if you're having trouble with the game might be best to postpone. Some builds (assault rifle can) probably have room for a "spare" skill even for a newbie.
Title: Re: Build for first playthrough
Post by: destroyor on December 29, 2016, 02:03:21 am
Wildan you are correct re Weaponsmith. I was thinking of Gun Nut but due to INT 6 it wont show up in the build tool and I mistakenly copied it onto excel in error. I will need to correct this. Thanks for the correction.

Expecting newbie to explore everywhere with detection google and/or under stealth seems a bit too optimistic. It is expected for a new player to make mistake here and there; hell, at least I did.

Lets talk worst case scenario vs. a stealth knifer ambush
Turn 1 Tin can will never win initiative roll, 0 dodge, crippling strike hits (minus 2 STR), with 10 con and metal armor there is just no way you can die on a first turn.

Turn 2 Now it is tin cans turn (STR 8 minus 2 = 6 STR), suffering a 15 AP armor penalty, but you still have perfect aim as 11AP assault rifle has STR requirement of 6. You should be able to take out the knifer with one single burst (remember you are at pointblank range). Now lets assume you have bad luck and the knifer survived. You can still use pop adrenaline (STR 8 minus 2(cripple) + 2(adrenaline) = 8 STR) and taser Or toss a frag grenade at your feet (metal armor ftw) Or toss incendiary at your feet. A tin can has a lot of outs here; chances are pretty damn slim to be crippled down to 1 STR.

Lets assume an extreme case where multiple melee enemies crippled a tin can down to 1 STR, you can still toss a flash bang at your feet (shaded metal helmet ftw) and escape. A sniper without shaded metal helmet can still do this, but no longer at 100% success rate. Grenade at your feet is a perfectly viable strategy for a tin can, not so with a sniper until he/she has high evasion (late game). A sniper ambushed or surrounded by knifer will have a harder time than a tin can, even with uncanny dodge.

For early/mid game tungsten metal armor (lower mechanical resist but higher threshold) is better than anti rifle vest. Tungsten metal armors high DT work wonders against lower level enemies dealing mechanical damage (with a low freq shield to bump damage below DT enemies cant even scratch you). Anti rifle vest wont save a sniper against melee attack so now you better hope uncanny dodge is good enough (seems fine with Wildans 135 dodge build, not so much with Wildans 58 dodge build).
The armor penalties for shaded super steel helmet, super steel armor (4 plates) and super steel boots (2 plates) are as follow
Without armor sloping 14% helmet, 95% armor, 16% boot
With armor sloping 9% helmet, 59% armor, 10% boot
A tin can without armor sloping will have 2MP just wearing armor + infused siphoner tabi and should expect 0 MP in practice.
A tin can with armor sloping will have 21 MP wearing helmet + armor + infused siphoner tabi (mechanical resist 80%/30 threshold). This is good enough for your average fight. You can always switch to a metal boot for a tough fight. A load out of google + quad super steel plate armor (71%/26) + infused tabi is not out of the question (27 MP).
This is why I consider armor sloping useful.

10 con + juggernaut + 75% resist and still getting one shot? Highly unlikely, show me.
10 con + juggernaut + partial set of super steel/full set of super steel vs. psi users and die in 2(!) turns? Again highly unlikely and vastly differ from my own experience playing on hard, show me.

Edit: would someone teach me how to have special characters (apostrophe, minus sign, etc) in my post?
Testing: - '
Title: Re: Build for first playthrough
Post by: NEvercalled on December 29, 2016, 03:31:33 am
under SGS(starting base) there are for example 2 freezers in one camp. I died there with a bit of unlucky freeze at the end of turn.

if u are 75 % res attack protectorate in core city. 

Even in core city when you fight the gang mobs you get a powerful psi user with shades cold damage and so on.

Ambush has often 2-3 ambushers. You are crippled 4 str at begin next turn 1 str. Even when you leave embassy there are 2 knifers. They are only two so still they are easy to kill but i think they are there to teach ppl. Between core city and drones you have 1 crossbow and 2 knifers. Later you get groups of 5-6 ppl.
And when we talk about chances - you can easily miss two 95% shots. Assumption that you will kill one guy with the burst is ... rather optimistic. Especially that you start with -4 str. Flash grenades are a way to go but new players don`t use them ;).

Sniper is never ambushed if he doesn`t want to.

It is not worth to talk about the late game bcs it is in general easy. What i think is problematic for  new players is first 15 levels border.

And new players wouldn`t start from super steel armor. In my first gameplay i solved  mine quests at the end of game.


Title: Re: Build for first playthrough
Post by: destroyor on December 29, 2016, 04:07:05 am
I still don't get how you can get one shot fighting protectorate in Core city. Is it a sniper round? Crit psi or what?

Even if you are at 4 STR you can pop adrenaline to bring it back to 6. Missing a 95% chance burst, point blank, optimistic? Really? I already provided options even if you missed (taser vs. lone knifer, grenade vs. multiple targets). If a tin can can't survive this what make you think a sniper will?

Sniper is *never ambushed*, controlled by a newbie, in the whole game, right.

Even if you ignore late game you still get tungsten in early/mid game.

To all future new players, read this, test things out, and make your own call. At this point I will agree to disagree.
Title: Re: Build for first playthrough
Post by: sirdond on December 29, 2016, 06:16:24 pm
Thanks for all the replies, I didn't forgot about this thread, I'm reading all of it, it's just an enermous amount of informations and also I'm actively playing the game in all of my freetime, while I can( and totally enjoying it)!

destroyor: actually it was me, who asked for a sniper build for my first playtrough, so that's why all the recommendations. (However, I will probably do a tin can melee tank next,because I just love those metal armors :) )

I'm almost lvl15 on my sniper and doing Core city missions currently, thinking about getting into Free Drones or Foundry quests after that.
Title: Re: Build for first playthrough
Post by: NEvercalled on December 29, 2016, 08:36:02 pm
i`m not a specialist in this game it`s only my opinion. I tried to play AS heavy armor, sniper and psi/smg build and finished this game. So what i write is from practice not from theory.

I have given few places where my heavy armor died like having no armor at all or when armor was totally useless.

psi/smg i was playing as the last run and it was mediocre as i have written somewhere else on the forum. And i knew at that point game from begin to end.
Sniper was easiest for me, when you can go to higher level areas and still do well as long as you kill psi snipers(also crossbows) at the first place.

Title: Re: Build for first playthrough
Post by: destroyor on December 30, 2016, 12:54:11 am
Thanks for all the replies, I didn't forgot about this thread, I'm reading all of it, it's just an enermous amount of informations and also I'm actively playing the game in all of my freetime, while I can( and totally enjoying it)!

destroyor: actually it was me, who asked for a sniper build for my first playtrough, so that's why all the recommendations. (However, I will probably do a tin can melee tank next,because I just love those metal armors :) )

I'm almost lvl15 on my sniper and doing Core city missions currently, thinking about getting into Free Drones or Foundry quests after that.

Glad you are enjoying the game. Unfortunately tin can melee is not viable because you need mobility to get into melee range. The only other metal armor build I finished the game with is a demolition expert w/ throwing knife finisher (no gun, no xbow, no melee, just throwing nades + knives).
Title: Re: Build for first playthrough
Post by: mattu on December 30, 2016, 04:50:39 am
> Unfortunately tin can melee is not viable because you need mobility to get into melee range.

Nah, I finished a metal armor hammer guy recently. Keeping reasonable mobility in metal armor is a little tricky, but it is doable. Sprint + pulling things around corners works pretty well. Don't max out your armor penalty, I got just enough to trigger Juggernaut. I threw quite a few grenades, too, so not pure melee in my case.
Title: Re: Build for first playthrough
Post by: destroyor on December 30, 2016, 05:19:23 am
Yes you can use a single super steel plate metal armor w/ metal blade for bleeding for a sledgehammer build, but you are no longer a "tin can" (aiming for 95% mechanical resist and 96% energy resist).
Title: Re: Build for first playthrough
Post by: Firestalker on March 05, 2017, 04:36:22 pm
Hey Wildan, not sure if this was changes in a recent patch.

it's much better to use a fast Assault Rifle as a secondary gun (11 AP 7.62 Hornet/RR 9mm Hornet/RR 8.6mm Chimera).

How do you get those AR's to 11 ap? RR 9mm Hornet/RR 8.6mm Chimera has a AP cost of 12. Sure its 14*0.2=2,8 / 11,2 but the game still puts it to 12 and not 11.
Well, this leads to 36 AP per burst or 1 burst per 70 AP which is pretty shit. In that case you have to use a RR 7.62 Marauder, 7.62 Hornet and a RR 8.6 Hornet.

So you have no 9mm acid bullets and a pretty medicore non crit dmg bonus assault rifle choice. Paired with the crippling strike problem + the move and shoot debuff. Im not even sure if its such a good idea to use assault rifles.

I would suggest switching to 2 Impala SMG's and Hornet Assault rifle or even a 8.6 Steel Cat for the flame rounds+ambush proc's. A 11 AP 5mm Smart/Muzzled Impala with Shock Bullets, a 11 AP 7.62mm RR/Muzzled Impala/Steel Cat and a 10 AP 8.6 RR/Muzzled Hornet with 8.6mm Incendiary Rounds.

I would also switch concentrated fire for Spec ops as this gives you 22 ap burst -> 24 AP Spearhead shot, 24 AP Spearhead shot, 22 AP 7.6mm Impala Burst for exactly 70AP or 3 Impala bursts for 66 AP.

Also Im not sure about ambush, how do you effectivly put enemies into the right light conditions. I also have the problem that this build has no throwing skills so molotovs and flares are pretty shit for the Sniper distance.

Anyway nice build/guides as always Wildan, thank you.
Title: Re: Build for first playthrough
Post by: Firestalker on March 05, 2017, 11:12:56 pm
I would suggest this alternative Smg/Sniper Build

I know its kinda weak on the defence but I don't think its fun to abandon all crafting in the beginning of the game.

To the Build:

Build without Junkjard Suprise because I hate wasting time eating that stuff. With crafting benches and huxkey

http://underrail.info.tm/build/?AwGloJgVhGGYQA5YgIwDYQM6uNxizK4yoSgCcALGhBIaKrmqqFQnAkwOwN8GoQ9CBSyY4oqIKgIovdDG6huCbjW6KKQA

Level: 25

BASE ABILITIES
___________________________

        Strength:    5 (possible to go for 4 with +1 Rat Barbeque)
       Dexterity:   3
         Agility:    8   
    Constitution:    5   
      Perception:   10 (16) 
            Will:    3   
    Intelligence:    6 (Possible to go with 7 for Balistics/Skinner and Gun Nut)

SKILLS LVL 25
___________________________

   OFFENSIVE
            Guns:  135(272)
        Throwing:   0
   DEFENSIVE
           Dodge:    58 (90)
         Evasion:   135(180)

   SUBTERFUGE
         Stealth:  120(160)
         Hacking:   94(135) with Huxkey
     Lockpicking:   122(135) with Huxkey

   TECHNOLOGY with Crafting Bonus
       Mechanics:  113(151) enough for best Sniper/Smg
     Electronics:  110(147)(169) +2 int form Junkjard Suprise will give enough for best NV-Smart Googles/Energy Shield
       Chemistry:   43(60) special bullets
         Biology:   33 (50) focus stim and special bullets
       Tailoring:  117(156) enough for siphoner or tacvest armor

FEATS
___________________________
   lvl 0   - Aimed Shot
   lvl 0   - Sprint
   lvl 2   - Pack rathound (can't stand low weight, especially with multiple smg's/Snipers, bullet types in inventory)
   lvl 4   - Interloper (quality of life but replaceable)
   lvl 6   - Balistics (if you go with TacVest)
   lvl 8   - Snipe
   lvl 10 - Uncanny Dodge
   lvl 12 - Spec Ops
   lvl 14 - Expertise
   lvl 16 - Commando
   lvl 18 - Nimble
   lvl 20 - Critical Power
   lvl 22 - Sharpshooter
   lvl 24 - Ambush

Gear:
NV-Smart-Googles because the Burst/Aimed Shoot/Snipe skill counts as special attack
TacVest with Black Cloth or Infused Siphoners Leather Armor 15% armor penality (soft padded with Kevlar coat or black cloth) Infused Siphoner Tabi
Steelcat 8.6mm with Smart Module and Muzzle (Incendiary Bullets)
Impala 5mm with Smart Module and Muzzle (Shock Bullets)
Impala/Steel Cat 7.6mm Rapid Reloader, and Muzzle
Spearhead 7.6mm Rapid Reloader, Smart Module, Scope or Anatomically-Aware Scope
Corsair 12.6mm Bipod, Smart Module, Scope or Anatomically-Aware Scope (Contaminated Bullets)
Reaper 8.6mm Bipod Smart Module, Scope or Anatomically-Aware Scope (Incendiary Bullets)


Shield: Double High or High/Medium if high caliber bullets like sniper rifle or assault rifle bother you, double low or low/medium if melee attacks are a problem (although energy shields are always better for bullets). Unsure about High Efficiency Energy Converter or Circular Wave Amplifier

Thanks for any Reply!
Title: Re: Build for first playthrough
Post by: Fenix on March 06, 2017, 10:45:00 am
I think OP need to determine first what style will be most satisfying - kill opponents with bare hands? cut them lke a pig with a knife? opress them with your gyrus? or you'll use a crossbow like Burt Reynolds in "Deliverance" (actually there was a bow but anyway)?
For example I was frustrated with snaper rifle experience I had when played for the first time.