Underrail Forum
Underrail => General => Topic started by: eLPuSHeR on March 26, 2016, 12:51:40 pm
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Hello guys.
After watching Nerd Commando's Spec Ops video tutorial on Youtube I have decided to make a slightly different build than his.
Here's what I got:
STR 3
DEX 10
AGI 5
CON 3
PER 10
WIL 3
INT 6
Initial feats were Expertise (mandatory) and Aimed shot (you could swap this one for another favorite one).
Guns, throwing, stealth, hacking, lockpicking, traps, mechanical, electronics, tailoring
You can invest probably in evasion too, when you think you are ready. I am building crafting feats first.
For crowd control I heavily use caltrops, grenades and traps (got the sure step feat, but you can swap it too if you don't like it)
Put two points to strength at levels 4, 8 (we are handling sniper rifles). Or leave as is for later and grab Dragunov (no STR req.)
Later feats are up to you but I usually take opportunist, sniper, spec ops, sharpshooter; and maybe, suppresive fire, commando, grenadier, nimble...
Get your hands on some nice 5mm and 7,62mm SMGs. Swap them as needed. With DEX 10 you can shoot a 5mm Jaguar an insane six times per round and you can burst twice (even without the spec ops feat). 5mm is okay for earlier game and for most organic enemies.
Swap to a bigger caliber for tougher fights. When your crafting level is high enough you can craft your own custom SMGs. Meanwhile grab a 8,6mm steel cat if you can (you can still shoot it four times per round). It does a decent amount of damage for DT enemies.
Later, when you reach Junkyard looking for the Armadillo chip thingy, get your hands on some 7,62mm sniper rifle (e.g. don't get any sniper if it needs more than 35 AP to shoot: the reason, you can start combat probably deleting some enemy with a snipe and you still have some AP points left to perform any other action or even reposition yourself). If you have been investing in crafting you can even craft a semi-decent 7,62mm sniper rifle at this point. I was lucky enough to get my hands on some smart modules and anatomically aware scopes. So nice for extra critical damage.
Other gear includes any googles you might like (wearing improved critical chance ones) and a siphoner leather made by me. Get Tabi boots as soon as you see them (we are starved for AGI...)
PS - Keep in mind that I am playing easy difficulty. YMMV.
Comments are welcome.
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I would probably invest in Spec Ops feat much sooner and raise AGI to 6, either at 4th or 8th level, in order to get it, ASAP, when it gets available at level 8th. It may be best to sacrifice INT at start and level it up later, and take that needed AGI and STR.
Opportunist only makes sense if combined with Supressive Fire, since SMG/sniper usually likes CC abilities.
Commando is a must have. Especially useful with higher caliber SMGs.
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Also, this build is essentially glass cannon. My SMG/Sniper was very similar to this (had CON5 and no crafting) and was easy to kill, if not careful. Can not even fathom, how it works at CON3.
Later I buffed him to CON7 and Juggernaut just to be tough enough for some fights where no stealth is used, when I switch to heavy anti-rifle armor.
Not sure how you manage 130 weight limit without Pack Rat. For me personally it is way too little.
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Also, I stopped using 5mm very early. They are just too weak against anything armored.
And 9mm H&K SMG is awesome for non-crafters. It was my companion for almost 70% of the game.
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I just used a 7,62 Spearhead sniper rifle (with rapid fire and smart module) in one hand and assault rifle in other (Steyr Auch, good damage, easy to get, common ammo), after I got Commando perk I had 2 bursts per turn, and It's faceroll (at least on normal), you can easy kill 4 enemies in two turns: 2 with Snipe and Aimed shot during 1-st turn and 2 with bursts during 2-nd, if there's more than 4 enemies - I used traps.
STR 5
DEX 3
AGI 9
CON 3
PER 10 -> 15
WIL 3
INT 7
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Well, that is not really SMG/Sniper build? Isn't it?
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Hey. Thanks for your replies specially player1.
I got some nice ideas for improvement from you... I wasn't aware you need AGI 6 for spec ops. DOH!
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OK.
I have done a different one. Just because I can quite manage with 130 encumbrance, I didn't want to leave crafting behind.
STR 3
DEX 10
AGI 6
CON 3
PER 10
WIL 3
INT 5
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STR 3
DEX 10++++++
AGI 6
CON 5
PER 10
WIL 3
INT 3
Expertise
Opportunist
Supressive fire
Grenadier
Quick tinkering
Spec Ops
Three-pointer
Skinner
Commando
Critical power
Conditioning
Ambush
Skills : Guns, stealth, evasion, traps, throwing, crafting, a bit in lockpicking and hacking
Also why you would want to use sniper rifle? Wouldnt it be more rewarding to make sniper build instead?
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Why not use it if having PER10?
It nicely compliments SMG for when at range and for ambushes. It also conserves SMG ammo.
Of course you can not be everying at once. In your case you sacrificed snipers to be grenade/trap expert (which also requires specific skills).
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@Eldakar:
As I said before, Nerd Commando's Spec Ops. build is just a pure SMG build (without sniper features). I didn't want to make such a similar build.
Also, snipe feat is too good for it to be left behind. And just because I always choose the stealthy approach, it's a nice way to start combat. That combined with a custom made sniper rifle can lead to devastating effects (very nice for clearing those pesky burrowers btw). Also, I am not very sure how can sniper rifle be the main (and only) weapon. You surely need a sidekick weapon.
PS - So far, so good. Thanks to the RNG loot system, I found a rapid reloader and I am at level 5. I am keeping it for later.
PS2 - I also found tabi boots blueprint while doing the "hopper round up" quest. This must be my lucky day. :)
PS3 - I didn't know "Suppressive fire" counted for the "Opportunist" feat. Never took it before but now I understand it has got great synergy.
Spray and pray! LOL.
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Suppresive fire + Opportunist is 15% extra dmg not 25% bonus.. but still worth considering because that 15% is for every bullet so its better then gun nut.
Sniper dont need sidekick weapon as long you can shot twice, once with aimed shot and another shot with snipe. Thats two enemies down, hit sprint, run away, and go back and do it again. Dragunov is 25 AP, and its not hard to get until you craft your own.
EDIT: But if you insist snipe/SMG this is might be good:
STR 5
DEX 10++++++
AGI 6
CON 3
PER 10
WIL 3
INT 3
Expertise
Opportunist
Supressive fire
Aimed shot
Recklessness
Spec Ops
Snipe
Nimble
Commando
Critical power
Ambush
However you will be at 3 CON..
Edit: Removed skinner, replaced with nimble
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INT 3
Skinner
In Underrail a person who wants to skin animals, like our neanderthal ancestors did, needs same intelligence as neurologist, chemist, physicist or electronics engineer.
Ambush
But, but ... it's situational!
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@Eldakar:
Your build is okay, except that I prefer slightly higher INT for smoother crafting.
Also, you are not taking into account missed shots. That's what I like about SMGs: you can shot several times per round. This evening, while in combat, I missed two 95% hit chance shots in a row.
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My very favorite sniper build uses a smart rapid 7.62mm Spearhead sniper (24AP) plus a 7 burst smart muzzled 7.62 mm Chimera SMG / 5 burst smart rapid 8.6 mm (22AP bursts @ 7 DEX), so with 70 AP I can exactly fit 2 sniper shots and 1 SMG burst or with 90 AP 1 sniper shots and 3 SMG bursts.
It's a permadeath speced build with Quick Tinkering, 10 agility, 10 perception AND 10 constitution @ level 24. For most players however it's probably better to go for a glass cannon with maxed PER (16), 10 agi and 7 INT for the crafting feats.
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How about Ballistics feat? Would there be a good build with riot gear / tactical vest out there?
6
10
3
3
8
3
7
Sprint
Gunslinger
Recklessness
Steadyfast Aim
Ballistics
Rapid fire
Oportunist
Execute
Critical power
Gun nut
Kneecap shot
Point shot
EDIT: changed aimed shot to sprint
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Taking "Aimed shot" feat without the intention of getting either "Sniper" and "Sharpshooter" is a waste in my opinion.
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Aimed shot is great for sniper dabbler (PER <10).
Even those that are unable to use sniper will get great use of it (with high caliber pistol). It also works great with high caliber rifle, when you need that one powerful shot, or when you need to conserve ammo.
To me it is pretty much no brainer feat for anyone with PER6 or higher.
Edit:
To clarify. For me sniper dabbler is a charcter whose primary non-sniper weapon gives better DPS, exempt when special abilities like Aimed Shot is used. His equipment is the sniper of highest posdible caliber and critical damage, only to be used once per several rounds. This kind of sniper gives great synergy to the assault rifle or SMG build and additinal versality.
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My very favorite sniper build uses a smart rapid 7.62mm Spearhead sniper (24AP) plus a 7 burst smart muzzled 7.62 mm Chimera SMG / 5 burst smart rapid 8.6 mm (22AP bursts @ 7 DEX), so with 70 AP I can exactly fit 2 sniper shots and 1 SMG burst or with 90 AP 1 sniper shots and 3 SMG bursts.
It's a permadeath speced build with Quick Tinkering, 10 agility, 10 perception AND 10 constitution @ level 24. For most players however it's probably better to go for a glass cannon with maxed PER (16), 10 agi and 7 INT for the crafting feats.
Sorry for digging this out but those numbers are wrong. You cant have quick tinkering and 10/10/10 in those stats. Also that glass cannon sniper you suggested will have only 15 PE
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Anyways since this is smg/sniper topic i will post mine:
6+/7++/9+/3/9++/3/3
Expertise
Sprint
Aimed shot
Quick tinkering
Full auto
Spec ops
Blitz
Snipe
Commando
Critical power
Sharpshooter
Uncanny Dodge
Evasive manouvers
Nimble
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Sorry for digging this out but those numbers are wrong. You cant have quick tinkering and 10/10/10 in those stats. Also that glass cannon sniper you suggested will have only 15 PE
It's possible if he set Str to 3. It reduces precision for Sniper rifles but he can still use them. On permadeath having that Thick Skull is more important than precision, since the game is very deadly and unforgiving. His starting stats were probably something like this 3/7/8/10/6/3/3. It allows you to have Aimed Shot at first level, Quick Tinkering at 4th and Blitz at 10th. It delays Snipe/Sharpshooter up to level 24 and you can only take one of the, probably Snipe since at this level you already can kill most things with a crit.
My sniper was 5/7/7/3/14/3/7. Besides usual sniper stuff (Aimed Shot, Snipe, Sharpshooter, Critical Power) he had Interloper, Sprint, Quick Tinkering, Spec Ops and Commando. To be honest 7 Int wasn't needed, probably should've gone with 10 Agi and 4 Int and take Blitz.
As armor i took infused cave hopper leather armor and infused cave hopper tabi. 120 movement points without Sprint, it was almost like teleporting to any point of the map in battle). With Evasive Maneuvers i had ~500 evasion for 2/3 turns. Killed big bad with one shot. It was fun)
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Sorry for digging this out but those numbers are wrong. You cant have quick tinkering and 10/10/10 in those stats. Also that glass cannon sniper you suggested will have only 15 PE
There is no need to raise STR to 5 for snipers. You can leave it at 4 and use rathound barbeque to get a temporary +1 buff. In older game versions food buffs lasted for 5 minutes I believe so it was a bit tricky. They last 20 minutes now which is plenty and you only need to keep a few with you at any time (+ a couple extra for DC). It's also possible to do the same with only 3 STR if you use the unique Rathound Regalia (+1 STR) but it's a risky armor because of +200% fire damage you get. Ancient rathound boots/tabbis can help here. One thing that sucks about that armor is the 10% speed bonus doesn't stack with 10% tabi speed bonus or boot springs. I didn't realize this for a long time.
Also Blitz is not possible before level 24 unfortunatelly. Well it is, but than you'd have to postpone either Quick Tinkering or Thick Skull to level 24 and those are like MirddinEmris said more important.
Total # of statpoints at level 24 is 46 so you'll see it fits. 3/7/10/10/10/3/3. You're right about the glass cannon build though. Max possible PER would actually be 13 here, my bad.
If you go for Blitz I'd say it's easier to play an assault rifle/sniper build than with SMGs. You could dump DEX for a SMG build too but then you have to rely on weaker SMGs like 5mm. 11 AP assault rifle builds work very well with Blitz and adrenaline because of 33 AP burst.
With 50 AP you can either:
fire twice with the RR Spearhead sniper.
throw a grenade + burst once with a 11 AP AR (7.62 Hornet/RR 9mm Hornet/RR 8.6mm Chimera)
With 70 AP you can:
burst twice for 66 AP. Usually good for 2nd turn when you can use Blitz.
throw a grenade + fire two sniper shots. (usually good in dark areas when you're under adrenaline, but still have Aimed Shot cooldown (3rd turn). Molotov causes enough light for sniper Ambush.
With 35 AP (fatigue) you can still burst once or fire sniper once and use medicine.
Thick Skull is amazing indeed but I don't need to rely on it for permadeath. 6 CON + relatively full, strong shield + regnerative vest + Fast Metabolism is most of the times good enough to survive the stun consequences which are getting more frequent in later parts of the game. CON also passively buffs fortitude so unlike glass cannons you can resist stun more likely now and then.
Also in this case you don't have to invest 6 points in STR for ARs. 5 + barbeque is fine and you don't need to save an extra point with the regalia as you'll have 16 PER anyway in the end.
I call this guy Sniper Commando:
(http://www.mediafire.com/convkey/47f2/05uvwk9rfvpwr78zg.jpg)
3 INT is a problem for crafting only early in the game. Thanks to Uncanny Dodge you can keep dodge relatively low and still be good in avoiding melee pretty well (you'll obliterate them with burst fire + Commando + Concentrated Fire anyway). This will save lots of skill points later when you stop investing in dodge. So leaving INT at 3 will pay off big late in the game when you actually have 16 PER and can still craft all the guns and special ammo (even 8.6mm rounds) IF you make use of player home crafting bonus and Junkyard Surprise. Crafting a shield with 150+ quality might not be possible with 3 INT but it's not a big deal, hard to find that quality components anyway. You can distribute skills something like this:
http://underrail.info.tm/?build=AwGloJgVhGGYQEZQDYloQxcYsWAqfbGEkFAFlivCWCrIoHYQckIaDbb8JW0isBFBZQAnORhN8TBEypMpEgBzAgA
[edit]One small tip: In order to use Snipe you DON'T have to be hidden away from enemy. The only requirement is to be in stealth mode so even if the enemy is aware of you (red eye) you can still perform Snipe if he doesn't shoot at you (you'll be forced out of stealth mode regardless if you get hit or not) but thanks to 16 PER (good precision), Sprint and 10 AGI you can sometimes get away far enough for the enemy to waste all his MP and AP to close in. Even easier if the enemy is under suppression. Just remember that you need 10 AP to enter stealth and there is a small cooldown on it. So let's say you're under fatigue, have only 35 AP, are too far too have good burst precision, it might actually be a good idea to shoot once with the sniper, get distance and use those 11 AP left to go into stealth and hope the enemy will just try to reposition. Next turn it's Snipe time.
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Does ambush work even if not in stealth mode, as long im in standing in the dark?
I guess high chemistry is for Magnesium Grenade?
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Ambush only requires you to stay in darkness and target in light. No stealth mode or stealth skill needed. You'll notice the difference when your target is easier to hit because of halved evasion. Sometimes it's not obvious though.
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Nice. So with 250 stealth which is possible with equipment, critical chance will be 95%.
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Unlike hitchance it's not capped at 95%.
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Any reason why there is critical power in table? Hornet and Spearhead dont have bonus multipler above 100% so whats the point.
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Critical damage bonus for firearms can be also be improved by the Sharpshooter feat (30%) and Anatomically-Aware Scope (50%). Hornet is better specced for precision with a normal scope, and Chimera for critical damage. Chimera also has incendiary ammo craftable which makes sense for the purpose of Ambush.
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Ok makes sense now.