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Underrail => Builds => Topic started by: Vokial on August 02, 2024, 09:18:05 pm

Title: SNIPER - OSA Division
Post by: Vokial on August 02, 2024, 09:18:05 pm
(https://i.imgur.com/AZODhvs.jpeg)

OSA* Sniper
a sharpshooter using Metathermics and Temporal Manipulation


SUMMARY

This build focuses solely on the use of the sniper rifle as a weapon. In combat, it is enhanced with great mobility and psionic abilities providing buffs, cooldown reduction, crowd control and offense to easily handle larger enemy groups on Dominating difficulty without any problem.


HOW IT WORKS

In hostile territories, we are moving around in Stealth by default. Should we find some targets, we can scout the area further to see who else could we alert by initiating combat, then find an ideal vantage point.

We first activate Shooting Spree, then we Snipe any annoyance wearing Antithermic armor that can save them from being lid on fire. After this, we need to target the tankiest one with a Thermodynamic Destabilization and pop'em with an Aim Shot. This is not always necessary, but it can quickly turn the tides in our favor. It's like Corpse Explosion from Diablo 2, 50/50 normal and fire damage. Do mind, that it's important to kill the target with just a single hit as the damage from the following explosion will differ depending on the current HP of the recipient - and sniper rifles are perfect for this scenario. The fireworks likely takes a few of the surrounding unfortunates down to the grave and leave the rest either near death, or - should we have the Pyromaniac feat already - actively burning and in a state of panic.

From here on, we can lay back and casually mop the rest of the now severely weakened group with regular shots or a grenade, maybe just cause even more panic with a Molotov or a Premeditated Pyrokinesis. Setting up favorable lighting conditions for Ambush this way is also a positive side effect worth mentioning.

Should your Rapid Reloader refund (between 10-20 AP) is 12 or more, by casting Contraction and taking Adrenaline, you can shoot your rifle a total of 6 times per round.
You can also cast Increment every second turn and for zero AP to constantly lower your cooldowns, making sure that you can re-stealth fast, use Aim Shot and activate Shooting Spree as frequently as possible. Supplementing psi abilities also have their advantages. Casting Recurrence is nice against some bosses when you dealt a high damage single attack (especially with the mega-bleed of Micro-Shrapnel rounds) Dilate incoming melee's or just freeze them in Cryostasis.



BUILD

https://underrail.info/build/?HgUFBwMNBQjCoF0AAAAAwqBEVAAAWloqMFoAAHbCgTgANAEZHX81An4oSyvCh8K9wog_LipywrXir7wE4q-9AeKxoAXfvg (https://underrail.info/build/?HgUFBwMNBQjCoF0AAAAAwqBEVAAAWloqMFoAAHbCgTgANAEZHX81An4oSyvCh8K9wog_LipywrXir7wE4q-9AeKxoAXfvg)

(https://i.imgur.com/6S4bv8z.png)



General information to know at the start:




Level 1
https://underrail.info/build/?AQUFBwMKAwcPDwAAAAAPDw8AAA8AAAAPAAAAAA8AAAEZ374 (https://underrail.info/build/?AQUFBwMKAwcPDwAAAAAPDw8AAA8AAAAPAAAAAA8AAAEZ374)

Level 10
https://underrail.info/build/?CgUFBwMKBQc8EwAAAAA8MC4AACgAAAAoAAA1IzMAHAEZKx1_NQJ-374 (https://underrail.info/build/?CgUFBwMKBQc8EwAAAAA8MC4AACgAAAAoAAA1IzMAHAEZKx1_NQJ-374)



STATS

STR: 5  - Enough to wield our instruments.
DEX: 5  - As required for Strafe.
AGI: 7  - To have Interloper, have good numbers in Stealth, enough MP and get past fences.
CON: 3  - We barely ever allow the chance to get attacked, so going glass cannon is appropriate and armor mostly serves as utility.
PER: 15 - For good damage and detection.
WIL: 5  - To have enough skill points for our psionic and social abilities + being able to wear Hypno Goggles. We can also get the Outer Visions feat with a Tchortist Noble Robe.
INT: 8  - Pretty much to have enough skill points for everything. Crafting, Hacking, Mercantile and might as well take Psycho-neural Flexibility. It's also handy in some dialogue checks.




SKILLS

Everything is nice and rounded, satisfying all OCD levels:)



Some of the FEATS explained




SPECIALIZATION




GEAR

At the beginning we are just going to use whatever guns we find, depending on which has some ammo and durability left... Make sure to persuade a .44 Hammerer from Lucas at the start.

HEAD:

ARMOR:

BELT:

BOOTS:

WEAPON:

UTILITY:



*appendix:
OSA is the psionic branch of Tri-Optimum Security in System Shock 2, still by far the best FPS/Survival Horror RPG in existence.
...They do have access to Psychokinesis as well, but it is voluntary and two schools are more than enough here:)

Should you have any question or feedback, feel free to reach out. Enjoy!
Title: Re: SNIPER - OSA Division
Post by: GamingGamerGirlQueen on August 12, 2024, 12:49:08 am
I hate to sound like a new player, but I've only played a psionic character so I'm good on the psionic end, but my only experience with sniping was a failed first few attempts at building one ended in failure, so if you could explain what snipers to craft as a psionic character I got very familiar with crafting at least. I really wanna try this build because it sounds dope.
Title: Re: SNIPER - OSA Division
Post by: Eidein on August 13, 2024, 12:57:59 am
He shows the gear, including the weapons at the bottom section of the guide.
Title: Re: SNIPER - OSA Division
Post by: Vokial on August 20, 2024, 10:51:04 am
I hate to sound like a new player, but I've only played a psionic character so I'm good on the psionic end, but my only experience with sniping was a failed first few attempts at building one ended in failure, so if you could explain what snipers to craft as a psionic character I got very familiar with crafting at least. I really wanna try this build because it sounds dope.

I don't consider the character that much of a psionic, as most Metathermic spells just won't be as effective compared to what a dedicated psi user could do with high WILL stats and maxed skills. What we capitalize on here is the fact that Thermo-D's max damage cap can be attained with 140 effective score. Same with most Temporal spells at the limit of 150. These do come handy when suddenly facing a lot of enemies all at once. Only then one can use Contraction, Increment, Adrenaline. But sometimes, just tossing in a Molotov is enough to lid up the area where the enemy is standing and pick them off due to Ambush-triggered crits. For this reason, choosing a dark spot to initiate battle from is advised.

Some insights after playing the mayority of the game with this build:

It's certainly a lot of fun to combat large groups with this build. Gather the mutants in the Toxic Waste Processing Plant and just lit everything on fire with Thermo-D, some Napalm and maybe another Premeditated Pyrokinesis. I understand how a Cryokinetic Orb can be a nice, satisfying mass slow spell due to the huge area it covers, but the Panic-effect of fire and the fact that it illuminates the area is just much more effective. You can also destroy Hives together with all it's inhabitants by a single shot if you cast Thermo-D from a distance, then quickly enter Stealth and initiate combat before the effect goes away to Snipe. The Locusts will spawn to their immediate death due to the explosion. This could also be a way to use Thermo-D with Snipe to ensure the kill.
Btw, Premeditation is definitely the way to go compared to Grenadier as casting Pyrokinesis for zero AP is better than another molotov for 15AP and several turns later. But even then, once we throw an Incendiary Grenade, we don't really need to anymore - the fire will burn long enough to trigger Ambush and a Flashbang is still separately available if needed.
Title: Re: SNIPER - OSA Division
Post by: Ikafati on January 24, 2025, 03:30:37 pm
I've never considered using metathermics for a sniper build, so I'm interested in trying to beat Dominating with this one. I have some questions though.

How necessary is Persuasion? Is it just a personal preference? I can easily see myself pumping some other stats higher instead of taking this at all

Is 60 in Chemistry required for a specific craft or to just have a wider range of grenades available to be made?

Is 120 effective in Mechanics/Electronics/Tailoring there to just have decently high crafting skill with Hypercerebrix + workbench?

I have seen many, if not all sniper builds take most crit oriented feats, but you don't take stuff like Recklessness or Sharpshooter. Is it because Thermodynamic Destabilization doesn't scale with it?
Title: Re: SNIPER - OSA Division
Post by: Vokial on February 01, 2025, 04:51:38 am
Late reply, but hopefully not too late:

Persuasion is a very useful skill all the way throughout the game from the start to the end. It also helps in the secret faction questline and generally provides easier solutions to most involving dialogue. And since you already have 5 WILL to boost psi skills, a good Mercantile and access to the Hypno Vision goggles, so boosting Persuasion requires little investment, but offers big gains, compared to spending that amount of skill points elsewhere. Also, when you look at all your other skills, there's zero reason to boost any of them further.

Chemistry is required for special and incendiary grenades, like Flashbangs, Gas and Molotovs all the way to Napalm Grenades at effective 60. You can be fine with 40, even 20 (as there are many Flashbangs to loot), but again - there's no point in investing elsewhere with this build, it's very optimized with it's skill point allocation.[/li][/list]

You can do a lot with effective 120, but with proper gear, bench and Hypercelebrix, you can make use of those 150q sniper frames you'll find from the last third of the game.

Crit-oriented feats are nice, but it simply does not worth to give up two feat slots for 14% crit chance when you can max it out anyway with Ambush and proper positioning. Not to mention that I would not give up any of my chosen feats, they are all important. Maxing Stealth is a must for many reasons, there are so many benefits it has and maxed crit chance is one among many. Just need to be aware of the enviroment, Stealth to a dark vantage point that triggers Ambush (you can check that even before initiating combat) on those who you spare after your Snipe and Thermo-D Aim Shot and you can pick them off with normal crits. Molotov also helps and the fire from Thermo-D too. Corners are ideal, in case you need to end combat while in cover.
Title: Re: SNIPER - OSA Division
Post by: Ikafati on February 20, 2025, 12:56:46 pm
Haven't started that run just yet, thank you for the timely reply  :)