Underrail Forum
Underrail => General => Topic started by: Hegar on January 11, 2019, 06:26:24 pm
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I have a sniper/crafting build. I'm on normal so I have some leeway. But I'm a bit concerned that maybe crafting sniper rifles is pointless without electronics.
I went for: Str 5, Agi 9, Per 10, Int 7, all else 3. For skills I went with: Guns, Evasion, Stealth, Hack, Lock, Traps, Mechanics, Tailor.
I'm starting to think I should have dropped tailor for electronics, as I don't think it adds much.
What does everyone think? If it is just a bit of a mistake, is there a saved game editor so I don't have to start again?
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It's useful for sniper rifles in order to use smart module and Anatomically-Aware Scope.
It's also useful for crafting googles and shield.
You're probably not forced to restart though, you don't need to max all skills; especially with 7 int.
Also i would'nt max lockpick with 3 dex, around 50 effective skill is enough for all vent shaft. Not being able to open some doors or containers ain't that bad.
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You can stop leveling traps and start putting those points in electronics. Same for locks/hax/tailoring at a later point. It's not even remotely worth restarting over.
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Ok, yeah, I'm only level 7 so I'll stop locks at 50, I definitely like crawling through vents. Traps I've got effective 43 so I guess I can stop that now. I see a lot 80-85 hacking doors so I might keep going with that for a bit? Is there any particular point that makes sense to stop with tailoring?
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unless you're playing a character that focuses on crafting, you'll craft your best gear quite a ways before the endgame, so you'll know when to quit before you're done assigning skill points