Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Kiruha

Pages: [1] 2 3
1
You shouldn’t need any of that. By level 10, you’re pretty much unstoppable.
What are you having trouble with?

Just dying left and right, difficult to deal with big groups of enemies, killing speed is nice but staying alive is difficult).
Traps was real pain before I found motion tracking gooles (must-have for 3 per charactres).
I found melee playstyle much-much more difficult than psi or guns, with ranged attacks it is very easy to win every fight by cheesing bear traps and gas grenades.
I think my problems are more about my playing skill, not build. Now I try to craft end game gear and I see how it will be.

2
Like this build but really difficult to play, especially in the beggining (also 0 experience playing melee builds before)
Can take Versality and use Thumper + Bear Traps for easy exp farming on classic. Maybe even Split Spare to finish off 2 enemies at once (injured by GL). But it will not be knives build this way)
Nice to use Knife Thrower's Glove in offhand (5 AP with 19 dex for throwing knives)
Build is very depended on crafted gear

3
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

4
Builds / Re: Does anyone have a full grenade launcher build?
« on: December 30, 2023, 09:39:00 pm »
Grenade Launchers are very strong if you have high critical chance, they will crit a lot.

5
Builds / Re: The thumper is pretty interesting
« on: December 23, 2023, 11:10:34 pm »
If you have high crit chance  and critical power feat, this weapon will be so strong so it will obliterate most enemis even on Dominating in 1-2 shots, better use it with special belt and Thermobaric grenades (for better range). Also you can use TM + adrenalin to shoot it 2 times per turn (25 for shot then 7 ap with belt to reload - that means each shot will cost 32 ap)

6
Builds / Re: Jin-Roh: Wolf Brigade - Mobile Tin Can LMG Thematic Build
« on: December 19, 2023, 02:35:15 pm »
I tried this build (this was my first Heavy Guns build) and decided that heavy guns works better if you dump dex and agi to 3 and take some Con feats instead, and I understand that this build was about  mobility.

Also no Temporal Manipulation  - 25 ap LMG's really cool  for Contraction + Adrenalin for 3 burst per round, even for 3 rouns only (usually this will be enough) + Contraction will give you MP even in fou have huge armor penalty

Overall thx for  the build, especially gear selection (Missed crafted 9mm ratchet option - another 25 ap LMG)

Gunners High was kinda useless (especially when you have Fast Metabolism and Regenerative vest)

Heavy metal can boost damage too, but need to have more armor penalty for it work better

Ambush is super useful for any shooting build, even if you have 0 effective stealth, ambush will help with accuracy anyway  because of halfed enemies evasion

7
Builds / Re: A blind laser pistol build (aka Stormtrooper)
« on: December 15, 2023, 10:32:32 pm »
Hey, sorry for necro, but with Heavy Duty you can use new weapons - Grenade laucnher Thumper and New laser pistol Stunner - these weapons fit this build like a glove. You can get them right after prologue. You can use Stunner before you craft your high-end laser pistol, and refurbished  Thumper will be excellent support weapon (better to use it with special  belt)

8
Bugs / Re: Can't get Institute reward.
« on: August 10, 2022, 03:57:11 pm »
After speaking with  Eidein you need to return to one specific hall (from that hall you can get to all Departaments) and speak with one NPC, she will give your reward.

9

** If you have Persuasion or have a female character, you can complete Jack Quicksilver's quest in Foundry without slaying the Beast therefore you just need a way to get a jetski and join the pirates, there are many possibilties to do so aside the Beast quest for you to chose.


You can complete it without persuasion too - you can get to the right person by picklocking one door and using ventilation shaft. Just need some lockpicking skill and no stealth at all (but watch for camera).

If you really need that one Hyberbrexis pill early, you can try to get one from Formedicator (you will need some traps and  grenades to deal with crawlers).

10
Builds / Re: Dominating Crossbow Build (Updated)
« on: June 30, 2022, 10:49:40 am »
You can setup Ambush in arena, especially if you have Electrokinetic Imprint. But in many other situations you can't.

11
Builds / Re: Dominating Crossbow Build (Updated)
« on: June 17, 2022, 02:20:53 pm »
Reserved Post

12
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.





13
This build like a hidden gem - the strongest glass cannon build what I have ever played!

I slighltly altered stas and feats (decided to go with 8 int and 3 con,  take 7 base int if you want Philosophy 3). Decided to side with JKK - Hypno Googles + Tactical Jacket give you +45 persuasin, you can have 110 effective persuasion (will 18) with just 12 hard points in it! Persuasion is a gimmick, but with 18 will why not take advantage of it! Also initiative bonus from jacket was useful in Arena fights.

Also took Locus of Control (75 Though Control - Just for that feat) - it saved me some times.

You can get Plasma Beam Mentor and Cyclop googles from Constantine (Effective Mercantile 95 for mentors in stock), right from level 16.

Also leveled up traps a bit - it helped in the begiining of the game, also emp mines mk III helped me to deal with some difficult fights with robots, especially Nagas. Nice to detect all traps without motion tracking googles too.

Never really used Empowered Metathermics, because most difficult  fights were prolonged, not cool to burn all your psi points for 1 turn. Maybe other veteran feat (Mantra) will be more useful.

14
Builds / Re: How do I improve a pistol build for Normal Classic XP
« on: June 10, 2022, 12:12:43 pm »
You can check this build

https://stygiansoftware.com/forums/index.php?topic=7737.0

Fantastic pistol build, you can change some feats for your playstale of course. (Ambush + telekinetic proxy cool combo for example)

15
Builds / Re: One Turn Man | .44' pistol Bullet Time | DOMINATING | OP(aF)
« on: September 24, 2021, 09:24:42 am »
This build is fantastic and I really like it!

I moved to this build from laser pistols build (because Critical Power was nerfed and energy damage vs some type of enemies (Nagas)  is meh).

I was dissapointed by Fatal Throw and Interloper (Interloper IMHO is kinda useless and Fatal Throw was not reliable for me). I decided to drop them and took Grenadier and Three Pointer instead. Silenced Rapid 5mm Neo-Luger pistol is a fantastic secondary weapons in some situations, I recommend to craft it too.

Also I decided to use Infused Pig Striders (-90 to stealth, + speed, +30 carry weight, ) instead of ninja Tabi Boots, so I need to max out stealth to overcome this (not a problem, because of 7 AGI + Black Padded Infused Rathound Armor we will have high stealth anyway).

Why I think that this build is soo good and versalite? Let's see:
We have 7 AGI (We can use cave hopper armor, boots and hopper stake to temporary boost it to 10, or even more if we use All In. We can pass AGI checks, we can use infused pig striders and still be stealthy.
We have 14 dex, so we have high lockpicking and other DEX based skills
We will have 11 PER to spot all secrets
We have 7 intelligence, we can craft with no problems, we have high bonus to mercantile too.

About Min Maxing and Metagaming - If you want, you can use hypercerebrix + All In (to get +5 INT) + Craft Benches, and you can save up some points for crafting skills. I recommend these numbers (hard points, not the effective skill level! For 160 quality components):

Mechanics - 74 (Hypercerebrix + All In + Craft Benches to craft striders and pistols)
Electronics - 87 (Hypercerebrix + All In + Craft Benches to craft Dual Low Efficient energy shield emitter, cloaking device and seeker googles. Hypercerebrix + Craft Benches will be enought to craft MK3 plasma grenades and mines.
Chemistry - 66 (Hypercerebrix + Craft Benches to get 112 effective skill for MKV Greandes)
Biology - 43 (To craft Hypercerebrix with Craft Benches Bonus, Hypercerebrix + Craft Benches to craft bullhead drug)
Tailoring - 80 (Hypercerebrix + All In + Craft Benches to craft Infused Rathound Armor (padded and black cloathed with 160 quality parts) and Infused Pig striders.

You can optimize these numbers even more because of new belts (15 to one crafting skills). So, you end up with some free points even if you decide to max out stealth. You can max out Temporal Manipulation to reduce the chance to be debuffed from haste.
 
Also, you can lower Lockpicking and Hacking skills too to get even more free points. You can drop pickpocket too (fun skill but useless in combat)

Pages: [1] 2 3