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Topics - Kiruha

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Builds / Stunner \ Thumper Gunslinger (Expedition + Heavy Duty)
« on: May 30, 2024, 12:42:16 pm »
This is just more flexible variant of energy pistol build. By using Stunner you can drop some crafting feats and still be strong
Also Stunner is much cheaper to shoot than ordinary laser pistol, you need only 8 dex for 10 ap shoot (unlike 14 with laser pistol), so you will have more spare atribute points by using stuner over laser pistol.

Full PER variant
https://underrail.info/build/?HgMIAwMQAwrCoF8AAAAAwqA8PAAAETIODTIANwBGAAAsJjEowpoCwoNZKkvCh8KFKSTCtcKkeG0abMOZwp7CrcKdw5zCrsOIKxbip74K4rSUBd--

8 dex 10 int and 18 per for 10ap stunner shot

Core feats:
Hight - Technitialies (5), Ambush, Premeditation, Critical Power(10), Psycho - Temporal Acceleration
Other feats and tatoo are optional

Core Skills:
Guns, Throwing (127 effective for CC like EMP and molotovs), Sneak, Hacking - Lockpicing (i Think 60 base is enougth, there are some items with bonuses - check gear section)

Crafting:
Mechanics ~40 effective (mostly for crafting infused rathound leather armor and some grenades\mines)
Electronic ~168 effective
Tailoring ~128 effective for infused rathound leather armor
Biology ~ 70  effective for hypercerebrix crafting
Chemisty ~20 effective for gas grenades. If you want you can level up more to create more powerful mines and grenaddes, especially Thermobaric Grenades for thumper (need to level up mechanics a little for them too)
Mercantile 44 base (need to have 80 effective with Large Waist Pack to get Bespoke Buckle Shoes ASAP after prologue)

Other skills are optional
You can have persuasion (about 30-40 will be enougth with all gear)
You can level traps a little (to use mines). You can level up more Chemistry for better greandes and mines
If you like you can level dodge to 30 and get Escape Artist feat
Pickpocket if you like (especially if you decide to go full dex variant)
There are many skill points

Psi:
TM 70 (Psycho-temporal Contraction and Stasis)
Psychokinesis 55 (Proxy for Ambush, Grounding, Imprint)


Combat gear:
Seeker NV Googles
Soft Padded Infused rathound leather armor with black cloth
Stunner \ Thumper
Launcher Grenade Strap Belt\ Doctor's Pouch
Ninja Tabi Boots \ Infused Pig Leather Striders \ Infused (Greater) Siphoner Leather Tabi Boots when dealing with spiders (immune to slow)

Optional gear:
Synesthetic Refocus (Hexagon) + 3 per when you need it for secrets, any gas mask or Tchortist Bioscrubber for bio protection
JKK Armor (Lockpicking, Initiative, Persuasion), Technomedic Exoskeleton (Biology and Electronis Bonus). Lemurian Engineer Suit(traps and crafting), Tesla armor vs spiders. CAU armor for bio\acid protection
Jackknife \  Remote Control Energizer Glove (skills bonus)
Trapper belt (Traps), Bioinvestigative or Electroinvestigative belts (+ skills), Large Waist Pack (Mercantile)
Bespoke Shoes (+2 agility, Persuasin and mercantile), biohazard boots for bio and acid protection, immunity to acid pools

Conclusion: This build is flexible, this is all per variant and this one is not the optimal one i think, you can take some points from per and get more agility, dexterity or even INT. I am not sure about 17 int \ 11 per variant too, maybe this will give more damage. You can make 18 dex and 3 per version with versality and Survival Insticts, per in other variants should be 10-11 i think.

I will be happy to read your ideas about this build and different variants with atribute points

2
Builds / Dominating Crossbow Build (Updated)
« on: June 17, 2022, 02:20:41 pm »
I decided to update my old crossbow build for a new version

Build is Here:

https://underrail.info/build/?HgMGBwMQAwgAasKgAADCoMKgQjIAIUJRKjNZAC0ARgAARSsifzEWKgI4wodLwoBqwrXCpBptw5zDgsKdwp7Cn8Kt4qe-CuKstAXfvw

(Numbers are min-maxed with benches - Lemurian Suit - Underpie- Hypercerebrix and other stuff).

Atributes

Strength 3
Dexterity 6 (7 if you want quick tinkering)
Agility 7 (7 is a nice score, Hopper boots + Armor + Stake to buff to 10, 7 base for improved naval combat)
Constitution 3
Perception 10 (each bonus point go here)
Will 3
Intelligence 8 (7 is ok too, i just would like to have one more psi slot)


Core Feats:
Marksman (we will use only special bolts)
Strafe (to eliminate -10 Shoot and move penalty)
Recklessness (crit is good)
Grenadier (early for damaging grenades, later mosly for the utility ones)
Premeditation - Free Stasis or Electrokinesis
Ambush - I Prefer this feat over Deadly snares and bear traps
Special Tactics - 1 free atack on your first turn
Psycho-Temporal Acceleration - we need that 20 AP bonus for 3 rounds to get 5 crossbow shots (14x5)
Critical Power - Our main source of damage
Bowyer - More damage
Elemental Bolts - Core feat of this build
Increased Perception - More damage and accuracy
Scrutinous - More crit chance

There are 4 more feats to choose from. You can pick Quick Tinkering (7 DEX) + Deadly Snares, Blindsiding, Sprint, Nimble, Hit and Run, Pack Rathound, Power Managment (For shields mostly), Paranoia, Trigger Happy, Interloper, Opportunist, Quick Pockets, Versality and Cooked Shot (for acid chemical pistols combo, need to have more dex for this to work), Escape Artist (7 dex and 30 dodge)

Psi Abilities:

TM: Psycho-temporal Contraction, Stasis and Dilation
Psychokinesis: Electrokinesis, Electrokinetic Imprint (I prefer this to bear traps) and Telekinetic Proxy (Light source for Ambush).

Skills:

Crossbow - Max
Throwing - Effective 124 to get max accuracy, no reason to have more
Stealth - Max or you can go lower
Hacking - Effective 130 without Haxor for all checks
Lockpicking - 50 base is enought, you can have more
Traps - 90 effective skill to use all traps, 33 base is enought with gear

Mechanics - Effective 128 for best crossbow, 144 if you want infused pig striders boots with q 160 spring
Electronics - Effective 166 for Low-Low-Efficient or High-High-Efficient shields
Chemistry - Effective 80 for Rusting Acid Bolts
Biology -Effective 115 for regenerative Mixture, if you dont want this one, can go to 90 for super health hypos
Tailoring - 156 for Infused Rathound Leather Armor +q160 Black Cloth and q160 Soft Padding

Psychokinesis - 55 (45 if you dont like Proxy)
Temporal Manipulation - 70

Mercantile - 95 effective to get Constantine's special stock

Leftovers can go to Evasion.

Gear
Shields - Low-Low Efficient or High-High Efficient
Cloaking Device
Seeker Night Vision Googles (+19 crit)
Infused Rathound Leather Armor (+11 crit)
Anatomically - Aware Pneumatic Cyclone Crossbow
Høddurform - in ofhand for easier Ambush
Side Weapons - Jackknife and Remote Controle Glove
Belt - Bolt Quiver to get 14 AP shot for Pneumatic Cyclone Crossbow
Boots - Tabi or Infused Pig Leather Strider Boots (-90 to stealth but we should be fine with that malus)


Tips -
Get Remote Controle Glove from Phreak for +10 Hacking and Electronics before you side with Oligarchs
Get Biology belt in Institute (Choose Genetics)
MK III Grenades and Mines Before Depot A is ok, dont try to push for MK IV that early.

Final conclusion - Crossbow kinda sucks, if you want stealth ranged build with crossbow-and-traps-like gameplay, try hight-dex energy pistols build.





3
Builds / Crossbow Dominating Build (without Aimed shot and snipe)
« on: August 22, 2019, 08:23:51 pm »
Warning: This build is obsolete and needs to be redesigned around new game version and new psi system.

Build is here

https://underrail.info/build/?HgMHBwMQAwcAWsKgAADCoMKgQUEAS01kMjAAAAAANy4AQjknJjAiAsKAOExLaivChzEoJMK1wqTCncKtwp7Cn2wabeKhpAXip74K378

Gameplay is here
https://youtu.be/N2lt3QGyuSg

Be sure to enable Extra options, enable crafting bonuses,  choose food - underpie and +2 int to see real skill levels. Also check jackknife, trapper belt, huxkey and lemurian engineer suit to see lockpicking and  hacking skills thresholds

About atributes:
7 dexterity for quick tinkering - it was nerfed, but  it is still very useful
7 intelligence - for bowyer and our crafting skills
7 agility - because bonus to stealth and evasion is useful, and we still have some spare points. If you don't want sprint, you can set it to 3 and raise int or con. Also we will be able to lear improved naval combat with 7 agility if we join pirates - i strongly reccomend doing it
Max perception is obvious

Skills selection
They are standard. You can lower lockpicking and hacking - but if you want to join pirates, remember what you need to have 100 effective lockpicking skill to hotwire an Aegis Patroller
Also you can lower stealth - i just had free points and dumped all of them in stealth
Throwing is high - i like when my molotovs are flying in right places. Also it useful for flares, because they have a shorter ligh range
I avoided Tailoring - i used Rathound regalia and then Phantom Dancer armor with ninja tabi boots
Chemistry and biology - we will be able to craft all we need with these levels, we need 75 effective chemistry to craft corrosive acid bolts. We don't need any more
Mechanics - for q160 cyclone crossbow we will need 128 effective skill
Electronis - for cool dual low freq high effective shield
Traps - you will need only 50 for deadly snares, but i decided to go for 75 to  be able to disarm and snatch all mines in a game
Persuade - for rathound king and Jacksilver quest in Foundry
Mercantile - for oculus shop and katya shop in a pirate camp - corrosive acid before deep caverns

Feat selection
Pack Rathound - is very useful for 3 str builds. Also we will use traps, and we need to deal with they weight somehow. I recommend  to carry only bear traps,  but sometimes you can disarm enemy mine and use it for your advantage. Just don't try to carry many of them at once.
Sprint - very useful for moving around, like running away after stealth. But can be skipped, because temporal manipulation is much better.
Opportunist - it will proc a lot
Quick Tinkering - very useful for setting up traps near enemies before combat
Marksman - we will use special bolts all the time. Also it has nice spec bonus

Ambush - why we need ambush if we have deadly snares? because in some cases it will help us a lot, especially when enemies will be immune to our bear traps (shock spiders and spiders from expedition are nasty). Just use molotovs, incendiary bolts and flares to illuminate enemies

Bowyer - extra crit damage is so good, our build is about criticals
Special tactics - one extra attack in a  first round is useful. But can be skipped - we will attack 5 times with TM, and only one more attack in only first round is not so useful
Deadly snares - no comments
Critical power - Core feat in our build. Put all spec points here. You can pick it up before deadly snare for this reason
Elemental bolts - Main reason to not use aimed shot and snipe - because elemental bolts will crit too
Psycho-Temporal Acceleration - We will get 70 actions point with it, and we will be able to shoot 5 times for 3 turns.

Increased Perception  is useful
Scrutinous is too

So we still have 3 more feats to choose. They are not so important, you can pick what you like.  I decided to pick what i picked, but grenadier, power managment, strafe, blindsiding - they are all good. Even skinner is usefull - if you would like to level up tailoring and make your leather armor.

Gear:
Head - Night vision seeker googles, balaclava for extra stealth, and aegis helmet/gas mask when you need it
Body - Rathound Regalia  and then Phantom dancer armor. Chemical assault armor for switch. In expedition, also carry cave hopper boots and armor, cave hopper stake - for agility checks and easy path to Nexus
Secondary weapon - Jackknife
Main weapon  - Anatomically-aware pneumatic cyclone crossbow
Belt - Arrow Quiver. Trapper belt for switch
Shield - Dual low freq high effective shield (150+ quality)
Boots - Ninja tabi boots 40+ sneak. Biohazard boots for switch

Combat Utilities:
Molotovs
Cloaking device (75 and more bonus to sneak)
Shock bolt MK3
Incendiary Bolt MK3
Acid bolts, later corrosive bolts
EMP grenades and mines MK3
Flares
Bear traps
Caltrops - the cralwer poisoned are the best ones

Combat stimulators - jumping bean, focus, irongut, bullhead, adrenaline

For jetskies  in expedition - use combo with aegis helmet, chemical assault unit  amor and biohazard boots to be nearly  immune to annoyng snakes attacks

Gameplay - main strategy in video. Set traps in chokepoint, throw molotovs and ambush enemies. Crossbows have a nice range of 14, use it for you advantage
















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