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Underrail => Builds => Topic started by: Quidam Craft on July 30, 2019, 10:24:57 am

Title: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Quidam Craft on July 30, 2019, 10:24:57 am
UPDATE - https://steamcommunity.com/sharedfiles/filedetails/?id=1662842028
I started to update my guide on steam with expedition, still WIP but there is essential information.


I managed to beat the game with a very similar build on hard few mouth ago, and everything went really smoothly.

https://underrail.com/forums/index.php?topic=3881.0

Depot A was piece of cake, foundry beasts was like a walk in the park, nevil and I against an army of bots was done in one go, arena was fairly easy (though with a lot of reload for the final encounter... But once I got the initiative, it was done in one go), DC itself was easy mushroom or army of bots could'nt wistand the powerfull acid entanglment combo + powerfull special bolt in the face.

Every fight was easy... Every but one. The final boss was a pain in the ass (mainly because that big blob bastard could not be snared) and that's the reason why I think this build was not able to finish the game on dominating, even if I'm quite sure it will bring me, even on dominating, in front of the final boss.

And then, come the expedition... And new ideas, and a new updated build i'm first trying on hard, and I hope I'll beat dominating with it.

http://underrail.info.tm/build/?HgMIBwMOAwgjN8KgAADCoGQASwBGWl9fRloALQA3AAAtKxrCowFhFiLCkcKAL0wwS2oqJyTCpCbioaQF4qiICt-_

The whole thing is built around deadly snare + acidic entanglment from acid pistol. Giving access to critical hits with special bolts.
And to do the trick, we'll use pneumatic AA cyclon crossbow + acid pistol plus advanced catalyzing belt

But this only comes at level 14, and it has to be potent enough before hand. And as a matter of fact, it is.

I'll explain every choices made, and how to play the build. But trust me, you'll have a lot of fun playing that glass canon build.

Feat choices :
-Versatility : it's a core feat, used to be able to use both crossbow and acid pistol. Plus it will help early game against rathound, if you come across a knife.
-sure step : it's really important to pull the acid puddle + caltrops combo. With good poisoned caltrops, you can do a ton of damage on multiples target, regroup them thanks to AP reduction and kite them avoiding any melee attackers.
Plus it will cheese a lot depot A, Omega and some early fights. An overall good choice.
-aimed shot : Even if it seems obvious, maybe it's not needed. However, it's nice to have a powerfull attack on a solo target. It's nearly quality of life because most of the time you could "waste" a fragnade instead. Won't be that usefull early game, but late game will prove more usefull once you'll get a strong AA crossbow.
-marksman : well... You'll use a lot of special bolts, so... It's a no brainer. Plus, it will replace strafe feat, once you'll get the specialization for it.
-grenadier : here the big change. At first, one might think it's stupid to have grenadier since all your slots will be used by special bolts. But with the addition of temporal manipulation and a grenade every turn, well it's really potent.
Anyway, you'll have to prepare to every fight by choosing : the most suited special bolt, the most suited grenade and the most suited utility grenade (caltrops, flashbang, emp). And thanks to Quickpocket we'll get later, even with catalyzing belt, easy to get enough slots.
-cooked shot : well... Great feat. You'll be able to ignore targets evasion. You'll do AOE damage and snares. You'll multiply the chance to get acidic entanglement. You'll be able to spread acid over caltrops out of combat.
-bowyer : +35% critical damage on crossbow is a lot.
-Quick pockets : Not needed early game because you'll be using a utility belt. But at one point, you'll use an advanced catalazing belt, and you'll then need that third slot.
-Deadly Snare : everything revolve around this feat.
Once you'll have this, you'll be Deadly.
-Quick tinkering : almost everyone know it's a great feat. And if this build was not that dire on feats, i'll take it earlier.
It's both a defensive feat that allow road blocks especially combined with force field or electronic imprint.
And offensive one if used with a powerful mine you drop in front of targets, run, and then explode thanks to a grenade.
-Critical power : Well, I'll rename it Deadlier Snare.
-Elemental bolts : Let's rename it... Even Deadlier Snare.
-Premeditation : Will give a free action every five turn. Great utility to get a stun with electrokinesis, or a life saving forcefield.
-Pack Rathound : If I could, I'll get this earlier. 3 Str character are a pain in the ass for inventory management. This will help, and you'll need it to get to DC. However, it's quality of life and i'm sure one can do without it. But you'll get to carry less loot and less traps and grenades.
-Nimble : early game, you'll use the Rathound king armor suit, so armor penalty of 0. but you'll be happy to still have armor penalty of 0 with a Phantom Dancer armor or a regenerative tactical vest. But this will only be needed end game.
-Scrutinous : +7 crit chance, with good crit NVG you can reach 30% crit chance with your acid pistol. Very potent with cooked shot if you get an entanglement.
And why I'm not taking +2 perception one might ask... Well I'm not sure. The main issue is that perception do not bring extra damage with special bolts (only mechanical damages are affected by it), so the effect is not that great. It will bring damage on the acid pistol though, but I prefer the crit chance somewhat.
-Opportunist : Extra 30% damage on snared targets, for really really tough targets.
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Ploluap on July 30, 2019, 12:05:54 pm
looks awesome and well thought :)

Tell us how dominating went if you try it.
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Infiltrator on July 31, 2019, 10:16:44 pm
Thanks for the guide man.

One, maybe stupid question - why are you putting points in the gun skill? Doesn't it make it obsolete unless you pass the versatility threshold?

And another thing, does the catalyzing belt have any synergy with crossbow? I don't see it unless you use acid bolts which are kinda bad imho. So if not, acid caltrops or repeated pistol attacks I guess?
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Shredded Cheddar on July 31, 2019, 10:27:38 pm
The 35 gun skill is to unlock cooked shot. You could do the same thing on a sledge build with versatility - put 40 points in guns just to unlock full auto.

I agree on the catalyzing belt point - it seems kind of silly to use a flame pistol to increase the damage of your incendiary bolt, but the advanced one lowers AP cost on chem pistols so it could be  still worth. I usually carry several belts for different situations on most characters anyway... Underrail is easiest when role playing as batman.
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Quidam Craft on August 01, 2019, 10:28:19 am
Actually, the Advanced Catalyzing belt is really important in the build, not because of the damage, but because of the AP reduction on shots of 4. Combined with 8 dext and a powerfull crossbow.

[22 (Cost of Acid pistol shot with 8 dext) - 4 (Advanced catalyzing belt)]*1,5 (Cooked shot AP cost multiplier) = 27 AP
25 (AP cost of Zephyr Crossbow) - 4 (Pneumatic version) = 21 AP

27AP + 21 AP = 48 AP
Allowing you to Cooked shot + Special crossbow shot on the same turn.
So you aim for a group a bad guys. With Cooked shot, you multiply your chance of having a snare, since the 45% snare apply on each target.

And then, you eliminate the whole groupe thanks to a 100% critical chance on let's say, a MK3 Shock bolt.

One might say, you go with a cyclon Pneumatic Cyclon Crossbow and go to 17 AP with the crossbow shot, allowing the trick without the belt.
22 * 1.5 = 33
33 + 17 = 50
Works as well.

But I even prefer to combine both Cyclon Crossbow + Catalyzing belt to do :
18 AP on classic pistol shot + 17 AP on crossbow shot = 35 AP

35 AP means when Cooked shot is on CD, you can do a lot of stuff like taking a medecine for 10 AP, Using a lot of Psi abilities for 15 AP (Electrokinetic Imprint / Force field / etc).

35 AP also mean that you can still do that trick, even when Fatigue after an Adrenaline Rush.

Or it means that you can do the trick with the Specilization point into cooked shot to reduce AP cost.

***

But then ... I just realized yesterday that the Bolt Quiver belt exist (I missed it mainly because I was testing other things during the alpha), and it allow a lot of new combo.

With it, you can bring the Pneumatic Cyclon Crossbow to 14 AP cost.
And as you can see
14 + 14 + 22 (AP cost of a chemical pistol shot with 8 dext) = 50.

Then, you'll need the Specialization points into cooked shot to reduce the AP cost of cooked shot to 100%.

And magic, you just double your possible damage, and mostly you'll do a trick like this.

Turn A - Cooked shot, Crossbow shot, crossbow shot, move out of LOS
Turn B - As cooked shot will be on CD, you throw a grenade instead, and Crossbow shot two times.
Turn C - Cooked shot is available again ...

And so on.

but I have some more test to do to tweak this perfectly.

Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Infiltrator on August 03, 2019, 04:47:46 pm
The quiver also grants an extra slot, so you dont need pack rathound any more which is huge.
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Quidam Craft on August 03, 2019, 06:19:15 pm
I guess you mean quick pockets, but indeed you can manage without it now.

I replaced it with power management, but actually at level 12 there is a lot of possible choice to go with the mood of the playthrough.
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Fjodik on August 05, 2019, 05:59:27 pm
Hey, thx a lot for such interesting build, will try it for my first playthroughout. I am not a big expert, so could you please advise the reasoning behind increasing psychokinesis to 45? Would the build work with only 25 for forcefield or without it completely? I need points for hacking.
What would you recommend for my first run ever oddity or classic? Thx
a lot.
One more question, does recent change to quick tinkering has some impact to the build?
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Quidam Craft on August 05, 2019, 06:49:32 pm
You're welcome ;)

http://underrail.info.tm/build/?HgMIBwMOAwgjN8KgAADCoGQASwAyWl9fRloAHgA3AAAtKxrCowFhFiLCkSnCgExqSyokMMKkJsK14qGkBeKoiAXisrsF378
(Updated version)

Concerning Psychokinesis at 45, it aim for electronic imprint. But you can just take 30 point to take electrokinesis (I will be usefull against some targets, plus it's a 100% chance stun). But it will really shine once you have premeditation.
Would it work without forcefield. I think, yes. It could. It work without any psi, on my first playthrough with it, I only took psi around level 22 along with premeditation, and I did not had much issue. But forcefield is really great to have.
 
Yes, recent changes to quick tinkering made me reconsider taking the trait or not, anyway, I'll take it a lot later. You already have a good way to root targets through a good acid pistol. Plus with grenadier / Temporal manipulation and Limited temporal increment, it's less needed early game.

If you want Hacking, there is multiples choices :
You can forgo Tailoring and play only with Rathound king armor or Chemical assault Unit Armor and Good bataclava / Tabi boots you can find among merchants.
(Just take enough to make molotovs)

You can forgo Evasion, and go for a more tanky way. You craft Antithermics/Blast Regenerative Riot armor with a good energy shield. With good tabi boots you will still be able to move 3 square away, wich will be enough in most cases to get around a corner.

You can also do without biology. You won't have access to good meds, good supply of crawler poison caltrops or the best endgame acid.

Also, a trick you can do. Since you will have High mechanics, you'll be able to craft a powerfull 12.7 caliber Sniper with a smart module and an AA scope.
You'll be able to use it without penalty if you use the rathound king armor (+1 STR) and rathound BBQ (+1 STR). And since you have enough in gun thanks to heavy Perception and Versatility, and Aimed shot, you can use it effectively. You will nearly never use it, but keep it somewhere. There is some targets that can not be snared (One in particular). and you'll be happy to do an attack with a lot of damages.

I've updated the build :
Added Power management at level 12 or 10 for defensive purposes, and also Quality of life with NVG and cloaking device.
Postponed Quick tinkering to late level. Feel free to replace with Pack rathound for more quality of life if you don't manage to deal with inventory management, even with the new lifter's belt.
Quick tinkering is not that usefull with that build. You can do without it, just take a lot of grenades instead !

Skills are not perfectly tuned, by the way (Concerning lockpicking and crafting), I'm finishing this run on hard to know perfectly where to go for dominating.

Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Fjodik on August 05, 2019, 09:07:15 pm
Thx for update, last question. When should I take the pill and start using TM?
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Quidam Craft on August 05, 2019, 10:15:35 pm
You have two possibilities :

Once you've got grenadier, so that you'll be able to throw one grenade every turn, at least for the two first turns.
But you have to be confident that you'll manage with it, you'll be a glass canon by then. Buy every grenade and molotov you see, you'll need them when there is more than 3 targets. And against mutants, well it's mandatory to use them well.
That's what I usually do.

The second choice is once you have an energy shield. At that point, 20% less HP won't bother you. Anyway, you don't have much.

Don't forget to use caltrops to prepare tough battlefield, it will cheese most of the difficult fights. People stepping on Poison caltrops while on fire thanks to incendary grenades don't survive long.
Title: Psi Empathy and Hunter
Post by: zion563 on August 06, 2019, 09:56:55 pm
Your build shows these-I know Psi empathy comes from taking the pill-what is Hunter?
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Quidam Craft on August 06, 2019, 11:06:57 pm
Hunter is acquired during a certain series of quest, helping a bunch of hunters.

You can check the wiki if you want to be further spoiled
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: zion563 on August 07, 2019, 04:02:25 pm
And you took the pill for Psi Empathy?
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Infiltrator on August 07, 2019, 05:18:38 pm
Quick tunkering is now 25 ap, I dont think its worth it any more.
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Quidam Craft on August 07, 2019, 07:07:43 pm
Yes, I'm not sure it's worth the feat.

Taking it late make it even less usefull since you will already have your moves to take down targets.

I have to test...
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Infiltrator on August 07, 2019, 09:43:19 pm
Tbh Im thinking Strafe. This build is abusing corners, you'll almost never gonna be just standing and shooting, and in that case, strafes value is huge.
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Quidam Craft on August 07, 2019, 10:14:05 pm
Taking strafe has two interest indeed :
First, you can move and shoot without penalty.
Second, you gain 5 spec point that were previously put of Marksman (It does half the job as strafe)
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Senaattori on August 14, 2019, 06:56:16 pm
Been playing this character for some hours now. just got me the rathound regalia and started heading towards rails crossing. Im lvl 10ish atm. Problem is, everything is kicking my ass. unless I "wall enemies in" with traps and caltrops and save scum I will just die. I dont have acid pistol yet and cant really craft anything decent..  I've played assault rifle/sniper hybrid and full psionic before this. Assault was easy but got too repeteative. psionic character finished DLC and was nearing the end game without any problems. But game got bit too easy with that so decided to try this build instead. And its so different from those two builds Im bit lost.   

So I guess Im asking for some tips and tricks with this type of character. Will it get any easier or must I always be carrying 100pounds worth of traps to survive?
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Infiltrator on August 14, 2019, 07:49:02 pm
Hmm Im about lvl 15ish and everything was easy tbh (playing on hard). I did make an acid pistol as soon as I hit junkyard and cooked shot around that time as well.
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: zion563 on August 15, 2019, 03:16:03 am
Was reading your detailed guide on steam and had a question
you say:   
1. "Throwing - 0 : You do not need any points in throwing, anyway your utility stot will be occupied with special bolts. Sometimes, maybe, you will use an EMP grenade that's it. And with Surestep, you can throw caltrops at your feet, so you won't need it either."

However the build shows 55 (73) points into it (more than guns) and you use a lot of grenades no?

2."Tailoring - 0 : The two best armors for this build are the CAU armor and it's cooked shot bonus and overall good defenses and the Rathound king armor and it's speed bonus perfect for kiting. No reason to put any point in tailoring. Just look for good tabi boots at merchants."

Your build shows 90 (125) in tailoring-that's a lot more than 0

3. "You won't use psi, at least early and mid game. Maybe, you can put 40 points in Psychokinesis to get Premeditation and have Force Field and Electrokinesis to help you. I'm sure it's a valid option once you get a decent enough energy shield so that the loss of HP won't bother you."

In Build you take you take Psycho and Temporal-isn't taking Psi Empathy knocking down you health pool?

Thanks for your help-perhaps you could update the Steam post to your newest build ideas? I appreciate your efforts and am anxious to give this one a try!
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Senaattori on August 15, 2019, 04:36:13 am
Hmm Im about lvl 15ish and everything was easy tbh (playing on hard). I did make an acid pistol as soon as I hit junkyard and cooked shot around that time as well.


Okay, well can you give me some advice on playing this build then? if its easy for you on hard then how you approach fights? how you handle multiple, say lunatics or ironheads at the same time? how much you prepare battlefield before hand, what is your opening move and so on.
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Infiltrator on August 15, 2019, 03:54:50 pm
Well the OP probably has a better understanding of the build than me since he played it more, but for me the base premise is LoS (line of sight) abuse. Before a tough battle (3+ enemies) I usually throw caltrops between us. I initiate combat with a molotov, couple of shots with the xbow (incendiary) and dart back behind cover. Pop back when someone's in the caltrops, plop them with the acid pistol (or cooked shot if they are clumped) and finish them off with the crossbow. Top threats are taken care of with shock bolts when needed. If there are more enemies left, move out of sight, end turn, repeat depending on what happens. That's a ROUGH guide but a lot is gonna vary on cover, enemies, what level you are, what equipment you got etc.
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Quidam Craft on August 17, 2019, 10:20:17 am
Was reading your detailed guide on steam and had a question
you say:   
1. "Throwing - 0 : You do not need any points in throwing, anyway your utility stot will be occupied with special bolts. Sometimes, maybe, you will use an EMP grenade that's it. And with Surestep, you can throw caltrops at your feet, so you won't need it either."

However the build shows 55 (73) points into it (more than guns) and you use a lot of grenades no?

2."Tailoring - 0 : The two best armors for this build are the CAU armor and it's cooked shot bonus and overall good defenses and the Rathound king armor and it's speed bonus perfect for kiting. No reason to put any point in tailoring. Just look for good tabi boots at merchants."

Your build shows 90 (125) in tailoring-that's a lot more than 0

3. "You won't use psi, at least early and mid game. Maybe, you can put 40 points in Psychokinesis to get Premeditation and have Force Field and Electrokinesis to help you. I'm sure it's a valid option once you get a decent enough energy shield so that the loss of HP won't bother you."

In Build you take you take Psycho and Temporal-isn't taking Psi Empathy knocking down you health pool?

Thanks for your help-perhaps you could update the Steam post to your newest build ideas? I appreciate your efforts and am anxious to give this one a try!

Indeed, I have to update the steam guide, the expedition and Temporal manipulation kinda changed everything.

About grenades, at first I was thinking it would be difficult to use both grenades and special bolts, and with experience I realized it was okay.
Anyway, even without quick pockets and an advanced catalyzing belt, you can manage with two slots.
First slot will be used with the most fitted grenade for the occasion (either molotov / emp / frag)
Second slot will be used with the most suited bolt, usually you'll use shock bolt which are damn powerfull and good for cc, but against some foes you'll use incendary bolts. Also, you'll use broadhead bolts (or serrated), against weaker targets because these bolts are less expensive and very powerfull.
Also, with the new bolt quiver, you'll have everything you need with that third slot.

Second thing about grenades that changed my mind is Temporal manipulation and Limited temporal increment.
With grenadier, you can throw a grenade each turn... And well it's strong. I choose to put 55, you can do with less to be honest, 30 is fine if you're okay with some more reload.

Grenades will help you in depot A, but the place will remain difficult with the build. The build really start to be powerfull at level 14.
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Quidam Craft on August 17, 2019, 10:44:27 am
Concerning tailoring, I had to drop hacking for it, and I do not regret it, most fight you can avoid with hacking, are anyway easy with the build.

It is good for multiples reasons :
First you'll be able to craft stronger tabi boots than what you can find in shops, but you'll be able to craft armor as well.

There is two choices, that I found for now :
-Antithermic Regenerative riot overcoat. (with supersteel sheet)
You can forget about stealth early to mid game (up to level 18), with grenadier you should succeed.
You'll be slower (around 3 square of movement), with proper positioning, it is usually enough to play with LOS. But especially with the Last update to riot gear, you'll be really resilient, you could still be oneshot, so you should still choose target smartly, but it's okay. Sturdy vest are okay as well.

-Black regenerative tactical vest (with or without supersteel sheet)
Here, you will play a Lot more with LOS and stealth. And if you choose to forget about super steel, you can still get 0% armor penalty with nimble.
Or forget about regenerative vest, take a Sturdy vest instead with supersteel.
Or choose to have regenerative plus supersteel and accept the armor penalty.

I'm in a current playthrough with a riot overcoat, and it work really well. I'm using a bit less caltrops (only for tougher fight) and a lot more molotov in wich I walk freely to lure ennemies in or force them to move around, taking a long way and wasting their AP.

I still carry around the rathound armor for the str bonus (sometimes, you want to bring a bit more loot home) or for stealth reason to set up caltrops.

Overall, however, I still think you can do without tailoring, but it really boost your defense mid game, and MP all game. Not a bad choice.
And there is phantom dancer as well that is good as well late game.
...

Another big change in the build is the drop of Quick Tinkering, that is not that usefull anymore. Late game, I was not using it anymore, anyway.

...

About psi empathy,
We're already a glass canon, 20% more hp on our small hp pool is not much and won't change the fact that we are weak anyway.

And TM is way too strong to go without it. Limited temporal increment and "haste" is really good.
Combined with grenadier and cooked shot, you have 1 CD on your AOE abilities... Well it's good.

However, I played with no psi on this character, and i'm sure it's okay.
...

I'll try to updated my steam guide ASAP and give you my last build on the character builder.

What I like when playing this build is that you always have to think on tough fight, move well and use the right tool or skill for the right situation. It's even more the case with the addition of grenadier.

It can be a bit unforgiving early game, but mid to late game is really fun to play.

The "worst" thing about this build, IMO, is that it can be hard to beat the final boss as your usual tactic is not efficient. So drugs, plus mutagen solve, plus very good preparation is mandatory.

I'm searching for tactics to beat the final boss a bit easier. I have ideas with crafted high caliber smart AA sniper that you may use with adrenaline to meet the strength requirement.

And i'm trying something with ambush to get 100% critical on the boss with special bolts,

I'll keep you informed once testing is done.
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Quidam Craft on August 17, 2019, 02:15:00 pm
Been playing this character for some hours now. just got me the rathound regalia and started heading towards rails crossing. Im lvl 10ish atm. Problem is, everything is kicking my ass. unless I "wall enemies in" with traps and caltrops and save scum I will just die. I dont have acid pistol yet and cant really craft anything decent..  I've played assault rifle/sniper hybrid and full psionic before this. Assault was easy but got too repeteative. psionic character finished DLC and was nearing the end game without any problems. But game got bit too easy with that so decided to try this build instead. And its so different from those two builds Im bit lost.   

So I guess Im asking for some tips and tricks with this type of character. Will it get any easier or must I always be carrying 100pounds worth of traps to survive?

On my current playthrough, I not use traps often. I Think I have a bear trap, an acid blob trap and a good frag mine "just in case". But most likely I won't need. Maybe for some specific fight, high quality emp mines would be usefull.

Your main issue here is :
You don't have acid pistol.
Acid gun is great to deal damage to robots / bladling / armored guys. Basicaly everything that your crossbow is not great with.
Plus, cooked shot ignore evasion, so you won't have issue against high evasion targets. And once snared, even without deadly snare, you can spam special bolts on snared target, at least you're kinda sure the bolt won't miss.
(very good against burrower spawn also... Thanks to acid on the ground as well)

So, making an acid gun is your number one priority.

Look for component at the junkyard and SGS chemical vendors, and build the best you can. Even a 30% acid gun will help you a Lot.

Against the toughest foes, snared and then molotov on their face, a snared target stuck in flame usually do not survive long.

Even worst case scenario, use burrow poison caltrops + acid + molotov.

It should take care of every target you may find.
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: zion563 on August 17, 2019, 07:53:53 pm
Much thanks for the explanations! I wanna try to use them in a note pad I'm using-currently it looks pretty messy with all the cross outs etc LOL joking. The Steam posting probably gets a lot of looks -it's where I started before I found the forums.
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: Quidam Craft on August 17, 2019, 09:26:08 pm
You are welcomed :)

I started to update the steam guide, I hope I'll finish it soon.
At least I've added the basics

I hope you'll have a lot of fun playing this build
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: zion563 on August 20, 2019, 12:10:41 am
You're welcome ;)

http://underrail.info.tm/build/?HgMIBwMOAwgjN8KgAADCoGQASwAyWl9fRloAHgA3AAAtKxrCowFhFiLCkSnCgExqSyokMMKkJsK14qGkBeKoiAXisrsF378
(Updated version)

Concerning Psychokinesis at 45, it aim for electronic imprint. But you can just take 30 point to take electrokinesis (I will be usefull against some targets, plus it's a 100% chance stun). But it will really shine once you have premeditation.
Would it work without forcefield. I think, yes. It could. It work without any psi, on my first playthrough with it, I only took psi around level 22 along with premeditation, and I did not had much issue. But forcefield is really great to have.
 
Yes, recent changes to quick tinkering made me reconsider taking the trait or not, anyway, I'll take it a lot later. You already have a good way to root targets through a good acid pistol. Plus with grenadier / Temporal manipulation and Limited temporal increment, it's less needed early game.

If you want Hacking, there is multiples choices :
You can forgo Tailoring and play only with Rathound king armor or Chemical assault Unit Armor and Good bataclava / Tabi boots you can find among merchants.
(Just take enough to make molotovs)

You can forgo Evasion, and go for a more tanky way. You craft Antithermics/Blast Regenerative Riot armor with a good energy shield. With good tabi boots you will still be able to move 3 square away, wich will be enough in most cases to get around a corner.

You can also do without biology. You won't have access to good meds, good supply of crawler poison caltrops or the best endgame acid.

Also, a trick you can do. Since you will have High mechanics, you'll be able to craft a powerfull 12.7 caliber Sniper with a smart module and an AA scope.
You'll be able to use it without penalty if you use the rathound king armor (+1 STR) and rathound BBQ (+1 STR). And since you have enough in gun thanks to heavy Perception and Versatility, and Aimed shot, you can use it effectively. You will nearly never use it, but keep it somewhere. There is some targets that can not be snared (One in particular). and you'll be happy to do an attack with a lot of damages.

I've updated the build :
Added Power management at level 12 or 10 for defensive purposes, and also Quality of life with NVG and cloaking device.
Postponed Quick tinkering to late level. Feel free to replace with Pack rathound for more quality of life if you don't manage to deal with inventory management, even with the new lifter's belt.
Quick tinkering is not that usefull with that build. You can do without it, just take a lot of grenades instead !

Skills are not perfectly tuned, by the way (Concerning lockpicking and crafting), I'm finishing this run on hard to know perfectly where to go for dominating.
You should put this up at page 1
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: zion563 on August 22, 2019, 09:48:56 pm
In  updated Steam guide you make a note about stealth: "Stealth - Put enough point : You won't need to max out Stealth, but it will be handy to lay traps and prepare the battleground before a tough fight. " With your update using Grenadier now and taking Quick Tinkering at lvl 24-is stealth not so important as it was?

Also Traps: Traps - 25, 50, 70 : You will need 25 to get Quick Tinkering and 50 to get Deadly Snare. Then you can upgrade it until 70 to be able to detect every trap and disarm everything as well.
This is changed also with Quick Tinkering at lvl 24

I realiz it's a WIP still, I have read it pretty thoroughly and am spotting some changes-I hope you don't mind. Perhaps you want toi make skill choice changes due to the QT nerf, not just feat changes
Title: Re: Versatility build - Chemical pistol / Crossbow Build (expedition updated)
Post by: islabethany on May 03, 2023, 04:22:46 am
Yo dude, thanks a bunch for the awesome guide!

I'm planning to use this build for my first playthrough, but I'm not exactly a pro. Can you explain why it's important to increase psychokinesis to 45? Could I get away with only 25 points in forcefield or skip it altogether? I need some extra points for hacking, ya feel me?

Oh, and I'm torn between going for an oddity or classic run for my first playthrough. What do you recommend?

Quick question about the catalyzing belt, do you think it works well with the Pistol crossbow? I'm not seeing the synergy unless you're using acid bolts, which I'm not a fan of. So would it be better to use acid caltrops or just stick to repeated pistol attacks?