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Messages - infamousraziel

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1
General / Re: a few questions about perks
« on: June 24, 2019, 05:44:40 am »
i am going to be playing on normal difficulty just because of the fact that pistols is not as "strong" as an assualt or smg build. i know logically you are correct that QT would be a better choice but for some reason i dont like the idea of placing traps whil in combat...just feels wrong. idk im conflicted on that.

about recklessness, given that im taking paranoia is it really THAT bad? since the physical dmg cancels out? afaik it'd only be a 3% extra dmg from psi crits. not horrible considering i get 7% crit from that.

about tailoring, looks like im gonna switch from bio to tailoring. i guess  i could always buy my drugs/buffs. whereas a good suit would take alot of luck to get with the right stats and such.

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General / a few questions about perks
« on: June 24, 2019, 03:14:25 am »
1] is expertise a good perk at max level, for a pistol build? is the 20 dmg per shot really that great? would it be better or worse than getting, say.. quick tinkering?

2] is recklessness worth it? [i plan on taking paranoia later on, so all of the crit would be mitigated minus the psi]---- i am correct on that, right? has anybody ever tested that?

3] as a light armor pistol build [plan on taking nimble], should i choose 130 bio or tailoring. dont know if the SS drug outweighs a good outfit.

3
Builds / Re: is this a good pistol/smg build?
« on: January 02, 2019, 02:04:22 pm »
yeah the only CC i have is the throwing skill/taser

main weapon will be pistol usually, unless theres an smg thats better. but chances are ill usually have one smg and one pistol equipped. my crafting levels are JUST ENOUGH by the time i hit the end of the game i can craft everything i need.

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Builds / Re: is this a good pistol/smg build?
« on: January 02, 2019, 05:00:39 am »
SS drug requires 130 effective biology, and you won't have the crafting benches for that.

With 10 Per, like paul says, you'll only have 203 which will often be lower (on top of distance/darkness penalties if any).  With 15 dex, you may as well dump per to 3 and boost dex to 16 and melee to 135 skill and take versatility, which would give you 170 effective guns.  You'd still need however much guns skill for feats prerequisites.  You could use stuff like dirty kick/taser/flashbang/nets (with throwing)/bear traps (quick tinkering) or even incapacitation with cheap shots or pneumatic gloves, in order to bring your enemies dodge/evasion to 0 and giving you 95% chance to hit virtually regardless of your actual skill. 

I'm playing a no-crafting gunslinger on dominating in the new update and I'm level 16 and doing very good, a lot better than I expected.  I barely have any gun feats (gunslinger, expertise, execute).  I have 10 dex and started with 8 per which will end up at 14.  I use a 5mm at 10 AP and a .44 at 24 AP. 

Anyway, I think leaving dex at 10 and maxing per is generally the better option, then focus on crit chance (goggles, infused rathound leather, focus stim).

thanks for telling me that, didnt know you needed 130 flat bio. thought you could use the crafting benches. never got that far yet.

5
Builds / Re: is this a good pistol/smg build?
« on: January 02, 2019, 04:05:03 am »
IMO, first of all, I'm not suggesting you to use pistol as SMG backup. Pistols are highly rely on special attacks (you can use them as Sniper Rifle backup), with SMG you only need point blank burst, charge to another enemy, rinse & repeat.

For combat:
You have uber DEX, and I assume (1)you're not going to play ironman (2)you're not going to use throwing knife or Three-Pointer, so 30 point in Throwing (around 60 effective at Lv24) for Grenadier is fine.
Pick Grenadier/Spec Ops later than Lv4/Lv8 is very unwise. With Grenadier at Lv4 and Spec Ops at Lv8 you can make 20s cooldown for flashbang, 10s cooldown for damage dealing 'nades (You need Molly for potential crowd control) at very early game. Also Quick Tinkering at Lv4 have proven its value. Crowd controlling is the first priority, please enhance your damage output later than that. Otherwise you'd find that despite you can take 1~2 enemy out in the first turn, other enemy can take you out in the next turn, remember you have only 3 CON pal.
10 PER is not enough for pistol, and too much for SMG. I don't know you are going to play experimental version or not, that new feat Versatility is a good feat for SMG/melee builds. You can exchange PER for AGI or other stats, invest 50 or 80 in guns for important feat.
I thought nimble is enough for passive defense, when you have trouble dealing crawlers, Uncanny Dodge is also good. You don't need three feat to enhance your passive defense, it's better to max out crowd controlling because you don't evase Electromagnetic Burst or Neural Overload.

For subterfuge & crafting:
50 stealth is good in early game, and a joke in Lv25. Max it out and get bonus from overcoat fabric, balaclava, cloaking device... You have decent crafting score, so make it function. 135 effective lockpicking is a little too much, you can make it 100 to save some point. Quick Tinkering is good for traps, most enemy won't spot a little beartrap in one turn. Uber DEX, decent Mechanics score, synergy with Lockpicking... all good reason to invest 25 Traps for a AP free immbilizing effect.
Consider that energy shields have various addons, 135 effective Electronics is okay, but max out Mechanics & Tailoring don't make sense. Components' quality was capped at 160 max, you need 128 crafting score to deal best components, albeit best components are very rare and you have basement workbench crafting bonus.
As a gunner (to be honest, a bullet spamming triggerhappy) you need 50 Mechanics & 15 Chemistry in early game keeping healthy AMRK (Advanced Mechanical Repair Kit) and bullet supply. Later 20 Chemistry, for handmade W2C bullets.

For Social:
Have 25 effective Merchantile to unlock Blaine's special if you don't want to searching all Underrail for god darned JHP/W2C blueprint...

Hint:
There's a rewarding device provides 20 lockpicking bonus after you complete a special side questline.

P.S. This is my SMG/melee char at Lv20 (with some ideal tweak), I hope you can find something useful for your own build.

-Base-
STR 3
DEX 15
AGI 10
CON 3
PER 6
WIL 3
INT 5

-Skills-
Guns 80 (127 from Versatility)
Throwing 30 (58)
Melee 110 (212)
Dodge, Evasion & Stealth 110 (166)
Lockpicking 45 (101)
Traps 31 (74)
Mechanics 110 (119)
Electronics 37 (40)
Chemistry 15 (20)
Biology 45 (50, I love Focus Stim)
Merchantile 47 (50)

-Feats-
1. Suppresive Fire & Sprint (maybe change it for Hit and Run)
2. Opportunist
4. Quick Tinkering ('nades are expensive in early game)
6. Expose Weakness (very important)
8. Spec Ops
10. Blitz
12. Grenadier
14. Commando (invested 80, effective 93)
16. Versatility (I can receive its bonus when effective Melee beyond 155)
18. Expertise
20. Dirty Kick

how much perception is needed for handguns?

6
Builds / Re: is this a good pistol/smg build?
« on: January 02, 2019, 03:55:14 am »
I typed up a big reply on steam and the thread was gone when I hit reply.

sorry, i ended up changing a bunch of things and figured id just take it down.

7
Builds / is this a good pistol/smg build?
« on: January 02, 2019, 01:58:05 am »
BASE STATS:

STR- 3
DEX-15 [will use eel food for 16]
AGL- 8
CON- 3
PER- 10
WILL- 3
INT- 4


SKILLS:

MAX guns, dodge, evasion, mechanics, tailoring, electronics, 115 biology [for SS drug], 50 throwing, 50 stealth, and 55 lockpicking [between all the synergies and lockpick mk2 bonus w/ jacknife it ends up being 135 in the end.]

FEATS:
aimed shot
rapid fire
point shot
kneecap shot
sprint
gunslinger
grenadier
expertise
sharpshooter
uncanny dodge
nimble
paranoia
spec ops
commando

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