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Underrail => Builds => Topic started by: Infiltrator on July 25, 2019, 05:27:28 am

Title: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: Infiltrator on July 25, 2019, 05:27:28 am
Hi guys. I wanted to make a stealth + crossbow + traps build, with light crafting and lockpick/hacking. I am not sure though if crossbows, sneaking and traps are versatile enough or I need something else. A tazer is something I'd take for sure, but not sure if I should maybe bump int, take versatile and get another weapon type.

I don't know what the main breakpoints for some of the skills, so please let me know if I should bump or lower them:

http://underrail.info.tm/build/?FAUHCAMMAwcAAG4AAG5uS0sAQWk8PAA8AAAAAAAAMiYBImvCgA84NUwwS8KF378
Title: Re: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: TheAverageGortsby on July 25, 2019, 06:02:46 am
Crossbow's plenty versatile.  You'll rarely go wrong with a small investment in Melee for Dirty Kick (and maybe Expose Weakness, but only if you've got the skill points and feat slot just laying around looking for a home).  With that much stealth, you might also want to consider Ambush.

I think your chemistry might be a tiny bit high for that level.  If you bring it down to 50, then with your housing bonus you'll still be able to make MKIV grenades and mines.  And you won't get much (if any - I think you won't get any but I wouldn't bet the farm on that) Corrosive Acid by level 20.  And with that much Dex, if you're willing to carry around the Jackknife for when you need it (it's super light) you can pull 10 points out of lockpicking, too.  Then you'd just need 5 more points to get Dirty Kick, if you wanted it; I'd say take it from Stealth but YMMV.

Alternately, if you don't feel like a melee ability is all that desirable for you, you've got the stats for Grenadier, which is a freakishly potent ability.  All you'd need is 30 total points in Throwing for it.
Title: Re: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: bati on July 25, 2019, 06:07:05 am
Generally speaking, crossbows plus traps should be fine but it might require a bit more preparation before starting combat now that quick tinkering is on a 5 (4 with spec) turn cool down, it used to be 2. Crossbow bulds are generally feat intensive so you can't squeeze in too many different playstyles. Grenadier is fantastic but keep in mind that grenades share utility slots on your belt with the special bolts.
Title: Re: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: Infiltrator on July 25, 2019, 06:13:28 am
Hi, thanks for the reply. Yeah I considered ambush, but I'm not sure how much time does the stars algin that an enemy is in light and I'm in dark (like the description is pretty vague, how much light/dark?).

I might consider dirty kick, but I'd have to sack some of my current perk choices for it (and ambush). Not sure if its worth it or what the weak links would be?

Also, I'd like to run grenades but Im not sure if I have the slots considering the special bolts I have to use? And I'm not sure about spec., blindsiding seems to be a consistent damage bonus to me regardless of what I use.
Title: Re: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: TheAverageGortsby on July 25, 2019, 06:30:58 am
Hi, thanks for the reply. Yeah I considered ambush, but I'm not sure how much time does the stars algin that an enemy is in light and I'm in dark (like the description is pretty vague, how much light/dark?).

Also, I'd like to run grenades but Im not sure if I have the slots considering the special bolts I have to use? And I'm not sure about spec., blindsiding seems to be a consistent damage bonus to me regardless of what I use.
Just remember, if you set a man on fire, he's always in bright light.  ;D  Seriously, though, incendiary grenades and flares.

If you have Quick Pockets and a Utility Belt, you'll have five slots.  If you keep a taser handy that's still enough for two special bolt types and two grenade types.  If you're willing to swap out what's on your belt to suit the encounter (which you should almost always see ahead of time because you're so sneaky) then that should probably be enough.  The ability to lay down enormous fields of fire and death can be quite helpful, especially against some of the more irritating enemies - Crawlers are easy to corral if you can afford to throw a bunch of incendiaries; robots are much easier when you can EMP fairly often; any battle at a chokepoint gets easier if you put down a gas grenade before things get hectic.  Still, as powerful as it is, Grenadier is only a "good to have" tier feat, not a "must-have" feat.  If you don't see it fitting in your build, no worries.
Title: Re: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: bati on July 25, 2019, 07:14:51 am
Thing is, at the dex level he'll have for quick tinkering Grenadier would be a minimal investment with one of the best ROI in game (30 points and 1 feat for a massive increase in utility). If playing on normal or hard I'd even consider dropping one of crossbow feats in favour of it.

The feat is so disgustingly good that it should be an automatic pick for any char with 6 dex imo.
Title: Re: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: Mindless on July 25, 2019, 07:45:16 am
http://underrail.info.tm/build/?FAUHCAMMAwcAAG4AAG5uS0sAQWk8PAA8AAAAAAAAMiYBImvCgA84NUwwS8KF378
This build needs to be optimized. I see no Elemental Bolts feat - one of the most important feats. Why 5 STR? Concussive shots can be removed. Consider taking Temporal Manipulation school for cooldown mod and haste.
Feats you want to take - Strafe, Ambush(very good in Expansion, almost too good), Sprint, Nimble, Pack Rat
Title: Re: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: Infiltrator on July 25, 2019, 08:07:03 am
Yeah I accidentally put 5 str when I meant 3.

This is my revision after the suggestions: http://underrail.info.tm/build/?HgMHCAMPAwcAHsKgAADCoMKgS0EARmQ8MgA8AAAAAAAAMiYBfxYiMDg1TMKAagIPS8KFwrXfvw

I can't see how to fit psi abilities in all of this tbh.
Title: Re: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: Mindless on July 25, 2019, 08:41:39 am
Yeah I accidentally put 5 str when I meant 3.

This is my revision after the suggestions: http://underrail.info.tm/build/?HgMHCAMPAwcAHsKgAADCoMKgS0EARmQ8MgA8AAAAAAAAMiYBfxYiMDg1TMKAagIPS8KFwrXfvw

I can't see how to fit psi abilities in all of this tbh.
You need to drop(or lower) throwing/evasion and I put some points into biology, you need biology to extract acid (!) and craft useful medicines. And for TM you need only 55 points and 1 feat. Lower Mechanics to 90, Electronics at least to 100+, Tailoring either 80+ or 0.

P.S. Lol, you have 240 spare points O_O
Title: Re: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: TheAverageGortsby on July 25, 2019, 08:57:31 am
As far as skills go, I might suggest something close to this: http://underrail.info.tm/build/?HgMHCAMPAwcAHsKgAADCoMKgS0EARmRuLUtaAAAANwAAVSYBfxYiMDg1TMKAagIPS8KFwrXfvw

With housing bonus, that'll let you craft good infused leather armor, really good shield generators, handy combat stims (focus stim is great stuff, really) all the way up to (with Under Pie and Hypercerebrix buff) Super Soldier Drug.  You'll be able to make your own crossbow and all the bolts you need.  And you'll still be able to make use of most TM powers.  If you really feel like you don't want Mercantile, you can do with less - but there's such great stuff available from the best vendors that if you're going to craft a bunch of things, it's hard to turn down that hidden inventory.
Title: Re: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: 破夜雷鸣 on July 25, 2019, 10:16:31 am
Just make sure you take critical power And deadly snare,they are core feats for crossbow build,spend 10 specialization points in critical power, then try to rise your critical bonus as high as you can,bowyer、sharpshooter、critical bonus scope, with these things your critical bonus is almost 200%, and  you got critical power, so your effective critical bonus is 500%, boom. Other things don't matter at all.
Title: Re: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: Infiltrator on July 25, 2019, 11:57:07 am
As far as skills go, I might suggest something close to this: http://underrail.info.tm/build/?HgMHCAMPAwcAHsKgAADCoMKgS0EARmRuLUtaAAAANwAAVSYBfxYiMDg1TMKAagIPS8KFwrXfvw

I meant in terms of feats, but I guess I dont need any psy ones for this.

Тhanks for the revision  TheAverageGortsby, I'll use that variation, and for the tips 破夜雷鸣, I wasnt sure what to spec in.
Title: Re: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: TheAverageGortsby on July 25, 2019, 12:24:36 pm
I meant in terms of feats, but I guess I dont need any psy ones for this.
Sorry about that, somehow missed that.

Future Orientation, if you can get 5 more points for TM.  Psychotemporal Acceleration, if not.
Title: Re: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: Fewd on August 01, 2019, 05:58:26 am
As far as skills go, I might suggest something close to this: http://underrail.info.tm/build/?HgMHCAMPAwcAHsKgAADCoMKgS0EARmRuLUtaAAAANwAAVSYBfxYiMDg1TMKAagIPS8KFwrXfvw

Can you elaborate on why ambush is good now? Last time I played Underrail some times ago, it was generally regarded as a pretty bad feat. And now I see people saying it's good in expedition, why though?

Also, what is it you get from 55 temporal manipulation, some good spell or something?

Lots of good info in this thread for xbowers. Certainly helps in remembering how to put together a decent build.
Title: Re: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: Infiltrator on August 01, 2019, 07:31:47 am
55 is required for the haste temporal ability, which doesn't cost any AP but gives you AP and MS for 2 turns.
Title: Re: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: MirddinEmris on August 01, 2019, 09:27:35 am
Concussive Shots is meh, you may consider dropping it. But Elemental Bolts is a true powerhouse, so take it as easrly as you can - 14 or 16 lvl. Sharpshhoter is useful too, since you are going to need additional crit damage.

My last crossbow build was something like that http://underrail.info.tm/build/?GQMHBwMQAwcAAMKHAAAAwodfRgAybnhVUHgAAAAAAAAoMQEiNTgzS2owHScmXQ (http://underrail.info.tm/build/?GQMHBwMQAwcAAMKHAAAAwodfRgAybnhVUHgAAAAAAAAoMQEiNTgzS2owHScmXQ)

As you noticed, i don't have Deadly Snares, mostly becayse it's usefullness is very limited. First, because enemy that is caught in a trap is not a danger to you for the most time and you can wait before finishing him. Second, because my build had critical chance around 75%, so most of my shots were already critical. For the same reason you probably should avoid taking Ambush, because you crit chance will already be close to 100%.

I used two crossbows: Pneumatic Cyclon + high res scope and Monsoon + superstring + high res scope. Other gear was infused rathound leather armor and seeker goggles, all increasing crit chance. With all of that it is possible to have a very high crit chance and with Elemental Bolts it will even negate most glaring crossbow weakness - high mech resist. With Expedition, you can boost you crit even higher, to almost 100%.

Crossbow is the strongest when you start the combat out of stealth (though it will be a bit boring after a while, since you are making mostly dame thing over and over). For other battles there is food that boosts your init (which is already decent). Maybe even take Trigger Happy in place of veteran feat to be sure.

Shock bolts are best out of bunch. They have nice damage and they stun both oraganic targets and robots. Couldn't be better, really. And you can even buy them from vendors.

As far as crafting goes, you should get a very good shield, you will need it for a couple of tough fights. You should have enough chemistry to craft mkIII fire bolts (60 effective chemistry i think), they gonna serve you great in a final fight. Corrosive Acid is also good, since it reduces  the resistances, takes a bit more chemistry (around 70-80). Poisons...are meh imo, at least compared to elemental ones. The only solid use i had is hunting bladelings with them (and gas grenades for a big fight).

P.S. Ambush became better after Styg tweaked illumination mechanics.
Title: Re: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: Quidam Craft on August 01, 2019, 05:16:59 pm
As people noted, Temporal manipulation is a nice addition.

Psychokinesis is also good, for force field and electrokinesis.

Electrokinesis need Premeditation feat however to be fully functionnal, it give you a ranged stun for free every five turn.

Force field is great combine with bear traps as you can force targets to go through your bear trap a lot easier. Plus forcefield can be life saving sometimes.

It maybe cost a lot (45 skill needed if I remember correctly) but also electrokinesis imprint combine well with traps of any kind.
It's a "kinda" a two turn stun. Wich is rare among the game, and it does not cost a lot of AP to place.

So if you have some skill points to spare and since you already took the HP debuff of psi empathy, might as well put some more point in it. And, if you have a spare feat, take premeditation, a free action every five turn is good anyway.
Title: Re: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: TheAverageGortsby on August 01, 2019, 08:34:30 pm
Can you elaborate on why ambush is good now? Last time I played Underrail some times ago, it was generally regarded as a pretty bad feat. And now I see people saying it's good in expedition, why though?

Also, what is it you get from 55 temporal manipulation, some good spell or something?
For a stealthy ranged character, Ambush can get you into guaranteed-crit territory.  Guaranteed crits are always nice, right?  And it's easy to make sure someone is in a lighted square if you set them on fire first.  If you're used to sneaking around and getting good positioning anyway, pushing your crit chance high enough to be reliable is quite valuable.

55 TM gets you psi haste.  With the feat, that's 3 turns of +20AP and +30MP as well.  It's quite the buff.
Title: Re: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: Fewd on August 02, 2019, 03:40:35 am
With specialization that could apparently be pushed to +22 AP, which is 3 AP short from having three shots per round with a non-Cyclon crossbow. Are there any ways to get permanent or non-consumable +3 AP on top of specialized haste?
Title: Re: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: bati on August 02, 2019, 05:19:43 am
https://www.underrail.com/wiki/index.php?title=Bolt_Quiver
Title: Re: Sneaky Crossbow + traps good enough alone or need other weapons?
Post by: Fewd on August 02, 2019, 06:05:50 am
Oh yes  :D