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Messages - 74n4705

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1
General / Critical Power for SMG Yay or Nay?
« on: August 11, 2020, 03:01:51 pm »
Thinking about dualing Steel Cats, does it worth it?
Tank you

2
Builds / Re: SMG Jack of all Trades review
« on: July 19, 2020, 11:30:40 pm »
With Merch, I wanted it to open up top quality things for my crafting, will I be able to get them somewhere else?

Theres always a chance you can find some super high quality stuff in stores (or as random loot), just less of a chance.  Merc does sometimes let you buy things that can't otherwise be bought, however, but not crafting components.

From my research for the build, I found this and decided to take 105 merch.
https://steamcommunity.com/app/250520/discussions/0/1700541698690775246/#c1700541698692536638
"With 105 Mercantile, you can get up to 139Q components from Constantine(Oculus), Investigator Kiro(IoT), JKK/Coretech, Becket(Free Drones). 140-150Q Carrier Vest, Gun, Crossbow Parts and Chemical collector from Efreitor Hanna(IoT).
And there is some random encounter with Jax in Core City Upper Metro(my case) where you can get 160Q components... "

3
Builds / Re: SMG Jack of all Trades review
« on: July 19, 2020, 10:27:54 pm »
With Merch, I wanted it to open up top quality things for my crafting, will I be able to get them somewhere else?

4
Builds / Re: SMG Jack of all Trades review
« on: July 19, 2020, 10:04:42 pm »
About Sprint, my logic was that if I'll take psi and have the Psycho-temporal Contraction and free myself a feat slot.

5
Builds / Re: SMG Jack of all Trades review
« on: July 19, 2020, 09:53:02 pm »
Sounds like abusing the game mechanics to the max, I love it :) The calc shows that 8 per will give me 214 and your thingie is 210, but I like the idea and will revisit a few things in my build. You think that 15% dmg boost from Gun Nut isn't worth it?

6
Builds / Re: SMG Jack of all Trades review
« on: July 19, 2020, 09:24:13 pm »
Hey, thanks for the help. Intimidation was so low because of all the items that you can get to get the skill way up there but still needed to get all the options in the game.
A few questions.
Whats an SSD? Why 160 Melee, Dirty Kick and Versatility? Will I be able to hit anything with 6 Per on hard\dominating?

7
Builds / SMG Jack of all Trades review
« on: July 19, 2020, 08:39:44 pm »
https://underrail.info/build/?HgMQBgMIAwfCoDIAAAAAwqBAHDQWRkY9QUYALQBGVRFJOyZPFic3PsKHScKFU0hdKcKzMXdtwp4rwq3CnWwawq7io7oK4qeqA9-_
Hi ppl!
Played the game in 2016, got to the DC zone and my PC died, with the new content I want to play it again and finish it this time. My time is limited so Im trying to do everything in one go. The idea is to hit almost every interactive\skill check there is with ,get almost every aspect of the game (Combat\Craft\Stealth\Psi\Traps) on one playtrough and be viable on high difficulties. Skill check caps are taken from here:
https://steamcommunity.com/sharedfiles/filedetails/?id=843557165
A bit of psi for utility with Stasis\Force Field\Electrokinetic Imprint and combat boost from Psycho-temporal Contraction skill and Psycho-temporal Acceleration feat to melt faces with my bursts and later transition to go full crit build with 10 AP Impalas and 10 Recklessness specialization\Infused Rat\Seeker Googles\Drugs etc
The leftover skill points are to top off something that I need in crafting or somewhere else, thinking of dumping all whats left into trowing for grenades crit chance from the Three Pointer feat once I get to the Deep Caverns or traps. Im open to suggestions.
I have 2 points of specialization that I don't know what to do with.
Stealth is maxed out because I want to go in in my combat gear and not rely on switching sets too much.I'm trying to min max without man maxing too much :)
Questions:
Should my build relay more on food for my SMG AP reduction and relocate a stat point somewhere else or even 3 and fully relay on eel sandwich and super soldier stim? How many eel sandwiches are there?
I took Serial Killer at 30, is it a good choice?
Should I use more Psi abilities even with my low Will and mediocre at best skill investments?
Is Body Horror worth losing 30% resolve for 3% crit?
I plan on leveling everything apart from crafting for the first half of the game and only invest in crafting skills when I'll start to take crafting feats, will it work or should I mix it up? As I remember most of the skill checks are in the first half of the game and then then they fall into obscurity by the time I reached Core City and the vendors with the good stuff.
Will I survive on hard mode? Did I miss something?

Thanks for the input

8
Bugs / Worckbench Core City housing bug and Foundry stucking point bug
« on: January 14, 2016, 01:06:50 pm »
Hey, hope it will help, this game is amazing!

1. I bought everything from the workbenches and when I speak with the guy about setting the room up he tells me to buy a workbench, but I have it already installed in the basement.
2. Foundry metro station. Every time I go from the right to the left of the screen on the dark path thingy, I get stuck almost at the end and need to click again to move, not game breaking but annoying. But its ok to go from left to right, go figure.
There are another 2 points like that but I forgot their exact location, on in COre City near the mansion I think and on in Rail Crossing station if I am not mistaken.

Thank you

9
General / Re: SMG build questions
« on: January 06, 2016, 04:33:58 am »
bla bla


8. You will not see higher than that for a very long time, but at endgame there are lockpicking/hacking checks up to 130-135.

9. Whatever gives you the most trouble.  ;)  For me it is surprise knife/crossbow assholes and melee creatures, so I went on the low side. If you are sneaking around in stealth you probably won't get surprised by Lurkers and Crawlers, so feel free to keep double high if it's helpful.
Tnx I'll do some adjustments.

Actually, my favorite build is currently max Dex crafting/SMG/Leather, no full auto; my previous SMG build ran 7 STR and I was usually overkilling my opponents by about 4 rounds.

Late game, Spec Ops and 16 Dex let's you burst for 14 ap. Adren, + Commando = 6 bursts per turn. You will need to be dual wielding SMGs to fire that many bullets!

You make leather with kevlar for bullets or just leather? How are you surviving bursts?
I wont have 16 dex, I'll have 13 max, what are the burst count dex checkpoints?


Mobility option:
4) Nimble - to get more movement for high precision bursting and to keep Evasion/Dodge defenses up. Most effective if not going for heavy armors
5) Hit and Run - to quickly change position from one killed enemy to another. Really needs good DEX management in order to have enough AP for 2 bursts at least, as well as good mobility, otherwise it is a waste

Not so great feat "traps":

1) Point Shot - if you manage well you DEX, you will not have excess AP to use to get an extra single shot every other round. And SMG do not give high damage per shot, although if you have secondary weapon with low AP cost it could be useful
2) Rapid Fire - poor man full auto, and just like with point shot if you manage your DEX well you will not have excess AP to use it to get this +150% AP attack. Plus it has 2 rounds cool down.

How can I manage my dex for max burst count? What can I sacrifice skill wise for evasion?

10
General / Re: SMG build questions
« on: January 05, 2016, 12:55:30 pm »
Your skill points seem good but it looks like your taking a lot of unnecessary feats when there are better ones for SMG usage
Like what for example?
Rapid fire and full auto are musts for an smg build. I'd personally take something else over pack rathound and drop skinner as there will be better armor that you can get.
If you go for full auto 7 str will be your rat pack :) I thought that dex and 4-5-6 burst from smg's are the smg build. Rapid fire is interesting tho, for leftover ap, nice. Tnx. What about all else? :)

11
General / Re: SMG build questions
« on: January 05, 2016, 11:52:36 am »
Your skill points seem good but it looks like your taking a lot of unnecessary feats when there are better ones for SMG usage
Like what for example?

12
General / SMG build questions
« on: January 05, 2016, 10:30:36 am »
Hello forum!

TL:DR in the end.

So after many hours of reading, watching Nerd Commando (This guy rules) youtube videos and messing up my first build, I started a Jack of all trades SMG build. The main idea was to get stealth, craft and AoE CC abilities with maximum (Without min maxing) perception secrets. I want to learn from my mistakes so please help me :)

My stats:

Level: 13

BASE ABILITIES
___________________________

        Strength:    3   
       Dexterity:   10  (Going to max it to lower smg ap cost)
         Agility:    7    (For Interloper or Hit&Run)
    Constitution:    3   
      Perception:   10    (To hit someting, even with it my burst is like 60% usually)
            Will:    3   
    Intelligence:    7    (Clothier\Skinner\GunNut\Power Management)

SKILLS
___________________________

   OFFENSIVE
            Guns:  75(13)
        Throwing:   30(45)    (Holding for now, goin to start leveling it again soon)

   DEFENSIVE
           Dodge:    0
         Evasion:   0 (Dont know if I should level it or pump everything into trowing for dmg boosting)

   SUBTERFUGE
         Stealth:  60(109) (Goind to start leveling it again soon)
         Hacking:   70(87) (Syn with electronics)
     Lockpicking:   50(75) (Syn with mechanics)

   TECHNOLOGY
       Mechanics:  75(94)
     Electronics:  75(94)
       Chemistry:   55(72) (For grenades)
         Biology:   35(51) (For drugs, with syn from chem 35 will give me 60 and all the drugs I need)
       Tailoring:  75(94)   

FEATS
___________________________
   Nimble
   Expertise
   Clothier
   Gun Nut
   Sprint
   Suppressive Fire
   Spec Ops
   Grenadier
Using http://underrail.info.tm/
My end game build will be:

UNDERRAIL BUILD (ver. 1.0.0.6)

Level: 25

BASE ABILITIES
___________________________

        Strength:    3   
       Dexterity:   13   
         Agility:    7   
    Constitution:    3   
      Perception:   10   
            Will:    3   
    Intelligence:    7   

SKILLS
___________________________

   OFFENSIVE
            Guns:  135(203)
        Throwing:   70(123)    (Will it be enough?)

   DEFENSIVE
           Dodge:    0  (9)
         Evasion:   95(119) (Will it help me at all?)

   SUBTERFUGE
         Stealth:  135(169)
         Hacking:   70(100) (Do I need More?)
     Lockpicking:   50(108) (Do I need More?)

   TECHNOLOGY
       Mechanics:  135(169)
     Electronics:  135(169)
       Chemistry:   80(104) (MkV)
         Biology:   40 (62) (All chems)
       Tailoring:  135(169)   

FEATS
___________________________
   Nimble
   Expertise
   Opportunist
   Pack Rathound (For comfort, running after 5 maps back to my stash getting kinda boring)
   Clothier
   Gun Nut
   Skinner (I usually use vests, should I bother with leather armor?)
   Sprint
   Suppressive Fire
   Interloper (Should I even bother?)
   Spec Ops
   Commando
   Grenadier
   Three-Pointer

TL:DR Questions

So my main concern is:

There are too many feats that you have to get by level 12:
GunNut, Clothier, SpecOps, Expertise, Sprint and Grenadier are a must have for gun/armor making fun and dmg.
I took Nimble for movement, but I think it was a mistake should've taken Opportunist for early dmg and level Nimble later if Im going to take evasion and Supresive Fire [For Opportunist combo] are my level 12 feats.
This means that at lvl 14 I get Commando, lvl 16 Opportunist and only by level 18 I will finally have  the opportunity to take RatPack or Interloper [Or Hit&Run] and this is basically 60% of the game :(
1)Am I right about Nimble switch with Opportunist?

2)Agi 7, Interloper or Hit&Run worth it or I spent 1 base point for nothing?

3)Should I invest in evasion till 95(119) if I have Nimble, possibly Evasive Maneuvers if I wont take Interloper\Hit&Run and cloaking devices or cut my losses and pump everything in trowing for dmg?

4)Are leather armor and skinner needed? With Clothier and high kevlar cloth I sink I can make something good end game, and have Nimble activated but is it worth it?
OR should I invest this in Power Management for my trinkets?

5)Can I cut on Mech,Elect,Tailor skills? How many points do I need to craft the best weapon and armor late game? I can live with 90% of the greatest shield and cloaking device or so I think, can I?

6)Is Perception of 10 was needed and how many secrets would I miss with Per 8(For maxing dex maybe?)?

7)What is the best SMG to use?
For 5mm I crafted myself Jackrabbit with burst precision mods at the start of the game and now changing it for 5mm Jaguar with Smart\Rapid Reload mods 4 bursts a round.
What about 7.62mm Jag vs 8.6mm SteelCat with Smart\RapidReload mod for my heavy option?
8.6 Incendiary sounds fun and CC friendly but 7.62mm Micro Shrapnel have more DPS (But again usually you kill the enemy in 1 round so there is no time for DoT).
7.62 Jag with dex 12 is 3 bursts a round, 8.6 SteelCat will always be 2.

8)Lockpicking\Hacking 100 is enough right? Didnt see more than that for now.

9) What is the best shield for this build? I use double high for now.

That is all for now, thank you!

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