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Builds / Re: An Average Explanation of Outstanding Psi Builds
« on: October 16, 2019, 07:15:18 pm »
Thanks a dozen for your help and expertise.
SI psychosis stealth run initiated
SI psychosis stealth run initiated
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Remember Expertise as well. Extra damage per non-critical bullet is a major part of the SMG appeal, especially the silenced (low base damage) variant.
You already have Sprint, wich is good as you need to be rather close, sometimes point blank, to hit well. Lastly, consider Opportunist+Suppressive Fire, as the latter provide a slow-effect, the combonation making your bursts do permanent 15% more damage.
SMGs are really strong, though if you are doing only light crafting, perhaps get mechanics to 50 or so, and chemistry to 20, to make repair kits (weapons degrade rather fast with) and more importantly armor-piercing bullets, to overcome your main problem with mechanical threshold/resistance.
For SMG i would also consider taking Suppressive Fire + Opportunist. Suppressive fire gives debuffs for everyone in the cone of fire, and that debuff will proc Opportunist damage increase.
Sorry, that first part wasn't meant for you. I was splitting that post between replying to Mirddin and replying to you. Others have given you good advice about your choice of weapons, and your build looked pretty good. I was just pointing out that if you wanted to free up some points to do other things, you had a few places where you have more points invested than you need.
I'll give you a spoiler-free bit of non-character advice, though - rekindle those old-school habits of saving your game in different slots. There are two points in the game where you can really put yourself in a no-return kind of situation. It's the worst bit of design in the game because it isn't clear enough that you won't have a way out if you continue following the story. One point is in Core City. The other is in the Institute. Don't just rely on quicksave/autosave. More than one person has shown up on the Steam forums, saying they uninstalled UnderRail in anger because they got stuck with no way to recover.
As others said, lower your Pickpocketing. Hardest check i know of needs about 120 and is unnecessary for someone with that high hacking. I wouldn't go over 100 effective skill.
You can also take a few points from Hacking to leave it at 130. You want that much without any hacking tool for hardest check.
Okay, you are on to something, but I would consider the following points if I were you:
-Interloper
Lvl2+ feat, requires 7 agility, 20 stealth. Reduces your stealth movement penalty from 45% to 30% I think, and let you retain 15 movement points when you enter combat from stealth, instead of zero.
This is not mandatory for you, as you have an insanely high initiative and should preferably initiate combat without stealth (so you have all your MPs) when you can. However: if you find that you get really tired of the low walking speed in stealth, it is a great quality of life feat. You can save at a levelup, and try it out for a bit to see if you like it.
-Sharpshooter
You want it, as stated above. With critical power, you will get great aimed shots and ambushes. You can take it rather late.
-Execute
I would skip it. If you can immobilize someone at close range, they are pretty much toast anyway. Use rapid fire instead to deal great damage at close range, and save a feat.
-Grenadier
Awesome for you, good that you have it - as you play you will realize that you need those grenades, a lot. 2 turn cooldown instrad of 4 turns is huge, get it at the first opportunity, lvl 4.
Ability points:
Looking good, but perhaps move a point each from INT and AGI over to PER, to increase perception to 11-12. Accuracy is pretty vital for you, as well as increased damage. You will find out if you are comfortable with 10, but is is a bit on the low side for my taste. Also, perception helps with detection, synergy with Paranoia. And you got no traps skill and 3 CON... you want to spot those traps, even with good evasion they will tear you to shreds if you step on the wrong landmine.
But in general you are looking good. The benefit of pistols is your great initiative, so make sure you use your first turn to your best advantage (= chuck your favourite grenade at your enemies and finish the most dangerous enemy first, then retreat into cover)
I think you could make a case for a Hammerer.
first off pistols effective only in hands of untrained charaters and they cost a lot to be effective, if you really want a good firepower and stealth you should go crossbows or throwing knifes
crafting is vital in every stage of game but crafting takes important role in mid game to achieve better gear than you may find in shops or from bodies
rapid fire is almost useless if you picked spec ops feat
most vital feats for ninja build is nimble (minus 15% armor penalty plus armor class buff) AND uncanny dodge (gives you 100% chance to dodge melee attacks) and evasive maneuvres (converts all MP into evasive skill)
for offensive skill tree you need a smg and a aimed shot (100% crit) kneecap shot (bleed + severe MP penalty) commando (lets you do another burst after kill) and blitz as emergency abillity, about gun pick an steel cat 7.62 or 8.6, install smart module and laser/compesator for best spray and pray gun. Also jaguar is a choice with 5mm, rapid reloader and smart module for best sprayning
OR pick crossbow, marksman (special bolts take no AP) quick pockets AND utility belt (they are vital as good crossbow) take aimed shot feat, kneecap shot and concussive shots for delayning enemy, when you go mid-end game pick elemental bolts and vile weaponry. Keep in mind that crossbows cost a lot in early game and require crafting but in mid game you likey will not have problems with money and ammo
about gear pick NVGS with smart lens (or with adaptive), ninja/hopper tabi boots, tazer as emergency weapon and any stealth tactical vest, they provide good armor against bullets but only one type of resistance, so be prepared to carry a spare vest
I honestly would not recommend pistol without solid investment in crafting. Unfortunately not weapons were created equal, and pistol is much closer to the lower end (and believe me, i'm saying it with bleeding heart, since i love pistols too). And without crafting they are about half as good, which is you can imagine is...not very good at all. So you have to choose between your aversion to crafting and desire to play with pistols.
Well, that's about it. Hope i was of any help. Good luck and enjoy the game, it's not a perfect one but pretty good at scratching that "old school" itch)
I would recommend playing SMG build, it's close enough to your stat distribution (just remember to pump the dex to the max on lvl ups). It's more powerful than pistol or crossbow builds and doesn't rely heavily on crafting - there are decent unique weapons for that type and smart goggles are sold at the shop, which will allow you to be decently good at killing stuff. I goes well with stealth and Ambush feat, since you can find silenced SMGs allowing you to pick enemies in smaller grounds if you need to. And it has relatively simple build - Spec Ops + Commando. If you take Grenadier and Three-Pointer along with decent throwing skill (as was pointed out - around 80 effective skill) you would be golden. I would also suggest Paranoia for additional boost to initiative and detection. Opportunist + Suppressive Fire are also good combo to boost you damage even further along with applying some debuff to the enemy
Attribute points needed - Dex as high as possible since it affects how AP per shot you are using, Per around 10, Agi 7 for feats. Also, if you don't intend to craft anything 7 points in Int is such a waste. Drop it to 3, you will only need to spend couple more points on hacking and since you don't do crafting, you have them.
QuoteI am an RPG-Player of old as stated in my initial post.
Doesn't matter. Higher difficulties require deeper understanding of the system than you possess. That's not a jab at you, it's just a consequences of you not wiling to spend enough time at this game. If you want to make just one run of the game, play at Normal. And believe me, it's not 'normal' from modern games, it can be quite hard, especially first time, so don't worry about challenge.
The last one is a problem - find every hidden passage requires high PER but PER is useless to a melee/psi char. I would say save this for a second run w/ a gunner/xbow char.
Stealthy sniper (pistol\smg sidearm) with mind control and exploration skills:
PS: Interloper is vital.
I can post a perk list if needed.
UnderRail is largely a combat game. So what you're suggesting for your build is a little weak, not because it's nonsensical, but because you don't have as much freedom to avoid encounters in UnderRail as you did in the old Fallouts, for example (well, aside from Tactics, obviously...) Let me syllogize you briefly. that's not really a word btw
Crafting results in greatly superior gear to purchased/found gear.
You want to minimize the effects on your character from a no-crafting build.
Therefore, you need a build that is not gear-reliant.
Yeah, Thailand is great, i agree.I've never been there myself, but I hear great things.
Gotta love autocorrect sometimes.
If you don't have time to play several times and don't want to bother with crafting (kinda stupid, since this crafting system is nothing like fucking Skyrim's crafting system), i would strongly recommend playing on Normal or maybe even Easy. Don't worry, the game will still be sufficiently hard for you, since, again, this is not a fucking Skyrim.