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Topics - Gr8jak

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Builds / Terminator build for dominating difficulty
« on: April 16, 2020, 12:10:47 am »
So terminator build, name inspired by comment on youtube.

Well this build will make this difficulty laughable. All around survivability against everything, including dopplegangers which were counter for similar build on ordinary underrail.
So main weapon would be 7.62 hornet Ar with muzzle brake and rapid reloader (27 ap burst), and just in case same smg for 20 burst ap cost in offhand. Smg is here just when you fail to 1 burst someone with AR, should be rare, and when you use this new psi abillity that gives you 20 ap, or when you use adrenaline shot. Since i need to test this build but should be golden from previous experience, in case damage is low, just remove 2 agility bonus and put points into perception and int and take gun nut (that would be overkill imo).

Feat order is not included use your brain while you level up, was just clicking as i saw feat. No lockpicking and other non combat skills, you could easily squeeze in lockpicking but only that. Money isnt an issue but rly. Skills are good with crafting bonus.

Armor, what else super steel with hp bonus, and head with crit chance.

So that gives you constant 3 bursts +reload per round all 3 with ar, or worst case scenario 2ar, 1 smg. When you have that new psi +20 ap, you get 3ar bursts and 1 smg. Op id say. Plus you are wearing super steel with low penalties, uncany dodge, bunch of hp, nice initiative, maxed dodge evasion in combo with suppressive fire, makes this build feel like cheat mode.
Link

http://underrail.info.tm/build/?HggDBgcNAwbCoHcAAMKWwqB_AAAAAHZ2SFNiAAAAPAAAACskJjFVOTsVwoc3ScKkKEVKwojCsUHin6IF4qKNA-KiowLip4IC4qeqA9-_



Just started playthrough with this build, and after hitting brick wall with that quest for gsm compound where you need the key (in locked container), modified the build a little, so unfortunately no uncanny dodge. Want to make smg shots more reliable, and put a little bit of lockpicking to help in early game. If you really want lockpicking dump dodge, or biology (to 100 with crafting bonus) if you dont want to use supersoldier drug.

So final build is this one (unless i improve it a bit).

http://underrail.info.tm/build/?HggDBgcMAwfCoHcAAHzCoMKDABsAAHZ2R2BgAAAAPAAAACskJjFVOTsVwoc3ScKkKEVKwojCtVPin6IF4qKNA-KiowLip4IC4qeqA9-_

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General / Underrail expedition dominating difficulty
« on: January 21, 2020, 10:13:46 pm »
Hi guys, been awhile, so 1 question. Can anyone tell me if dominating difficulty has been increased in expedition? (like monster hp etc). Since underrail dominating was quite easy, and with specializations and extra feats is gonna be even easier. Did they balance it out, or left it as it was. Need info for new build ty.

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General / Mechanics workbench
« on: January 06, 2019, 08:26:50 pm »
Can anyone confirm requirments for mechanics workbench, seems like wiki data are inaccurate, becaues in one walkthrough i could get it with 6 inteligence and 105 mercantile. Now is it mercantile is it 6 intelligence or something else?

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