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Messages - Billy_Wellington

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Builds / Returning player. Quick check on sniper\traps build please?
« on: November 08, 2025, 08:24:39 pm »
Hello people. It's been a while since i played.
I made 2 attempts before - once on game release and once with Expedition expansion.
First time i dropped the game inside the deep caverns and the second time, somewhere in the end of the DLC zone.
I've been playing on normal and then expedition on Hard, but i guess - both times it felt like my build was spread thin with feats (like, i had stealth crossbow with guns with throwing grenades and also some crafting feats, then energy pistols with swords and also crafting feats). This is the mistake i will try to avoid and i also plan bumping it up to Dominating, and having the mod installed that makes as many random events pop up in single save file as possible. (stuff like Coral and Booth at the same time, tower and arena masters, both extra SGS quests..) Obviously i am not a seasoned underrail maniac like some of the people here, but i get the hang of the game mechanics reasonably well.
Would some of you please be kind and do a final sanity check for me? Specifically in regards to feat order and some of the skills.
This is something i have in mind, the link below.
Few points from me with my thought process:
1) I would like to avoid using psi powers, so no cave wizardry for me.
2) Chemistry - 112 effective to craft highest tier frag mines. Probably less is enough for chem blob and napalm mines.
3) Not sure about biology. I thought about possibly using it for poison bear traps and crafting, not much needed to craft contaminated 12.7 rounds, there are also animal carapaces for armor but i probably better off using leather or riot armor with black cloth at all times.
4) Crafting and hack\lockpick skills are calculated with workbenches, huxkey, lemurean engineer suit and jacknife in mind. I find micromanaging food and drug buffs a bit tedious for my taste. I might have overspent on something, but i had maxumum theoretical numbers in mind, and i think in case of infused leather gear this is achiebable. But i honestly dont remember needing that much electronics or mechanics.
5) Later aquisition of snipe feat because by that poing it begins to do some serious damage, and it feels like other feats taking earlier offer more impact.
6) Specializaton order: shooting spree (shots), quick tinkering (ap), shooting spree (cooldown), quick tinkering (cooldown), opportunist (disabled targets). No snipe spec because i think the damage output will be high enough already and it's just meme numbers like plasma pistol execute.
7) Weapons of choice:  spearhead rifle for general combat shooting, 12.7 gun for shooting spree\snipe HVT liquidation
8) Pickpocket.. i never tried it before honestly, i just did a test run about until the Junkyard and found that it's pretty cool at removing health and adrenalin shots from people, also oddities for faster leveling. I also read that about 60 effective is enough to get all relevant stuff in the game. But i did it without stealth, i have no idea if pickpocketing in stealth fills the alarm bar slower or not.
9) Just enough mercantile to pass the highest vendor check - i did this already in Expedition and found that it provides a lot of high quality components. At this point i am not even sure lockpicking and hacking are needed at all, but there are still useful stuff in boxes..
10) How much do you think traps should be leveled? The plan was to stop at 30 for feats first, add gradually to reach 90 effective without boosting items except trapper belt to use any trap. But there is also disarming and retrieving..
11) Since i am planning to join JKK, how about dropping start perception to 8, start with 5 will and equip hypno googles for persuasion checks?  :o Or in this case it's better to bump the stat with all in effect when needed? Or bite the bullet, drop int to 3 and rely hypercerebrix?  ::)
That's about it.. will be glad if anyone had something to add. Especially for feat order and effective crafting skill numbers i should aim for.
https://underrail.info/build/?HgUHBwMQAwXCoAAAAAAAAMKgVTs8woHCgsKCVjbCkAAAAAAAAFMBGSYwHUB-AjV_SzPChTHCtcKkeOKijAPio7AC4qOxBeKvvATir70B37w
Thank you.




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General / Re: Locust hives.
« on: August 06, 2019, 05:18:50 pm »
They will just keep being annoying then? :(

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General / Locust hives.
« on: August 06, 2019, 04:41:59 pm »
Is there some way do deal with them i am not seeing?
At first they were annoying so i decided to craft an armor from infused heartbreaker serpent skin, this turn out to be pretty cool and they cant do damage at all.
But the problem is while they cant do damage they still have to finish their turn. Some hives you can blow with TNT in stealth, but not every one. Is there some way they do not spawn locust perhabs?

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Builds / Re: Machetes and You!
« on: July 26, 2019, 09:29:05 am »
There is a pretty neat mod that adds energy damage to machete :o
Just need tons of bataries lol

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Builds / Re: Machetes and You!
« on: July 25, 2019, 11:52:46 am »
Last time i played was 4 years ago, so i went with normal diffulty. Will see if it survives the Depot A
So far i find gameplay with machete plenty fun. Are there any other sword types?

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Builds / Re: Machetes and You!
« on: July 24, 2019, 05:44:54 pm »
Hello guys, i currently started playing a sword build but with intention of having energy pistol as spare.
I kind of missed the Ripper feat, i intended to max out dexterity at 16, but maybe it's worth it to up 2 points of will and get the ripper? 14 dex is still good. I only started so that's an option.
Also, are parry and riposte worth investing 2 feats? Does it work only on front atacks or all directions? What about monster melee atacks? Also i don't quiet remember many melee humanoids in original game.

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Development Log / Re: Dev Log #58: Environments Preview
« on: July 18, 2018, 07:16:36 pm »
I really respect your decisions and love the way you choose to work.
I will definitely trow some shekels when the time comes :D

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Development Log / Re: Dev Log #58: Environments Preview
« on: July 18, 2018, 05:34:36 am »
Styg, what are your intentions with UnderRail and Expediation ? Do you still plan to release it as an expansion pack ? Or, as Infinitron of RPG Codex suggested, do you consider "upgrading" UnderRail to UnderRail +++ with Expedition content ? Or are you undecided ?

Thanks for the answers
I plan to release it as a DLC.

Hello. If It's not a secret, why expedition is not available for preorders? I am sure many People would have done it already.

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General / Re: Build for Hard difficuty
« on: February 11, 2018, 10:11:05 am »
5 in Str doesn't really worth it. You are going for Steadfast Aim and even after buff (very slight buff mind you), it's not a very  good feat, especially now that laser pistols are 15 AP per shot, meaning that they are going to be your primary weapon and they don't really get much out of that feat. Also you should aim for 14/15 Dex eventually (and you are not gonna get it with current build), since it will get you 5 attacks per turn with lasers and that is really good. I would recommend leaving plasma alone, even with buffed damage it still has bloody 40 AP per shot, which makes it mostly gimmicky weapon for making screenshots of big numbers when you do critical hit on execute. Aimed shot from Electroshock Pistol with smart module and amplifier is a very good way to start a combat on the other hand.


No reason to max persuasion and mercantile. Check the wiki or destroyor's guide on steam for thresholds on those skills. Stealth is a must, you are not a tanky build (5 con and riot armor aren't gonna cut it) and without stealth you are a sitting duck, so unless you like to reload a lot, i would suggest putting considerable amount of points in there. I would also take points out of con and put them into Agi and invest in evasion along with stealth. That would be a better choice for overall survivability.

5str is also to carry supersteel and tichrome shields without penalty, not only for steadfast aim. As for persuation and mercantile, who knows where it will go in expansion? And thats when i am actually plan to start a new run.

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General / Build for Hard difficuty
« on: February 11, 2018, 08:39:20 am »
Hello. do you guys think it will work after all recent changes made to energy weapons?
I will start with:
Str: 5
Dex: 7
Agi: 3
Con: 5
Per: 10
Will: 3
Int: 7
Up dex on level ups. The idea is to use (mostly) energy pistols and wandering around with shield riot gear, focus on critical damage feats.
I also want to add persuation and mercantile to my list of maxed skills, along with obvious guns, electronics, mechanics, tailoring. Maybe some stealth, lockpicking and hacking with synergy and item boost.

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