Underrail Forum
Underrail => General => Topic started by: Firestalker on February 10, 2017, 08:55:22 am
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Hey guys, first time poster here.
Bought the game few days ago and already got 60h into it, loving it!
To the Build:
SMG Build without Junkjard Suprise because I hate wasting time eating that stuff. With Crafting Benches and huxkey
http://underrail.info.tm/build/?AwGloJgVhBmECMMDscQA42obGAWGcEPCRXMmdVKTIgTgUQUyrkwWDrG6KIlIhdYANjZwueRlBhRqXYaWTxkXdPDqwgA
Level: 25
BASE ABILITIES
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Strength: 3
Dexterity: 10 (15+1food) (Mandatory for reaching 16 dex and 3 8.6mm Bursts)
Agility: 7
Constitution: 3
Perception: 8
Will: 3
Intelligence: 6 (7)
SKILLS LVL 25
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OFFENSIVE
Guns: 135(180)
Throwing: 45(87)
DEFENSIVE
Dodge: 42 (65)
Evasion: 135(169)
SUBTERFUGE
Stealth: 135(169)
Hacking: 87(135) with Huxkey
Lockpicking: 58(136) with Huxkey
TECHNOLOGY with Crafting Bonus
Mechanics: 91(131) enough for best SMG
Electronics: 118(170) enough for best NV-Smart Googles/Energy Shield
Chemistry: 87(128) 112 without crafting bonus for Best Grenade
Biology: 38 (69) 60 without crafting bonus for some drugs
Tailoring: 109(156) enough for Infused Siphoner Gear
FEATS
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lvl 0 - Expertise (dps mandatory)
lvl 0 - Sprint (hit and run alternative)
lvl 2 - Pack rathound (can't stand 130 weight, especially with multiple smg's, bullet types and grenades in inventory)
lvl 4 - Grenadier (dps mandatory)
lvl 6 - Interloper (not needed but a huge quality of life improvement, feel free to adjust)
lvl 8 - Spec Ops (dps mandatory)
lvl 10 - GunNut
lvl 12 - Commando (dps mandatory)
lvl 14 - Skinner
lvl 16 - Nimble (defence mandatory)
lvl 18 - Opportunist (only in combination with Supressive Fire, feel free to adjust)
lvl 20 - Suppressive Fire (only in combination with Opportunist, feel free to adjust)
lvl 22 - Clothier or Three-Pointer (I suggest Three-Pointer for crit Grenades)
lvl 24 - Power Managment
Gear:
NV-Smart-Googles because the Burst skill counts as special attack
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 (rapid reloader at 15dex+1food for 3 burst)
Jaguar 7.6mm with Smart Module, and Muzzle (rapid reloader at 15dex+1food for 4 burst)
Jaguar 5mm with Smart Module, and Muzzle (rapid reloader at 15dex+1food for 5 burst)
Down below I attached a Spreadsheet for Dex to Burst ap cost. 16 seems to be a breakpoint as you are able to fire 3 bursts with 8.6mm or 4 with adrenalin
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
Progression:
First TacVest until ratking for the ancient Leather armor after that foundry + Infused Siphoner Leather armor
Thanks for any Reply!
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Hi
I play now with a similar build, only focused on traps & smg, instead of grenades & smg.
A couple of observations:
-Pack Rathound is very much needed. Lugging around stuff with 130 carry limit is just horrible. I'd take it on any character with low strength, as one of the first 4-5 picks.
-Interloper is so nice with a stealth focus. It's mainly about quality of life, you use stealth so much, that more speed is a godsend.
-And a 3rd quality of life thing: if using traps a lot, Traps Expert is mandatory. The time spent on arming disarming traps/mines is too much without. (If only using traps sporadically in combat, Quick Tinkering only is probably enough.)
-Stealth+Expertise+Spec Ops+a silenced 5mm smg is very cool for assasinating lone targets, without alerting others.
-Traps and mines are awesome, if a bit heavy.
(But one thing bother me about these smg-builds I see everywhere - so ultra high dexterity. Is it really necessary? Why boost a perfectly fine 7 or 8 dex up to 14-15?? For those 7 ability points, you can for example raise constitution all the way up from 3 to 10, and take conditioning or thick skull, and be like 400% more durable in combat. That has to be way better than *maybe* squeesing in one more burst fire shot and running out of ammo even faster...)
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thx for the reply
- yeah thats why I take pack rathound with lvl 2 already
- good to know I probably keep interloper in there
- Im not a friend of traps (at least for a smg build) kinda feel like with the smg build im rushing into point blank range and with traps I need to kite enemies into them. Feel like traps are better for snipers and crossbow builds
- well I guess its about getting into range and having enough bursts to kill as many enemies befor they even get a turn to react. Also dex increases some useful skills where as constitution does not.
- for the ammo I dual wield smgs with a bullet strap so most enemies are dead befor I run out
- but I see that you could go with 10 constitution for that sweet thick skull