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Messages - Hinz

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1
Builds / Re: New player here, what are some decent gun/melee builds?
« on: July 14, 2022, 07:54:52 am »
The build is crafted well and has min/maxed crafting. With various drugs and crafting benches you'll be able to make the best gear (although, the best gear won't entirely be necessary for normal/easy). There's also a few unselected feats, I'd consider Pack Rathound, (there is a waistpack that gives +50 carry weight though), Sprint, Future Orientation, or Evasive Maneuvers. Players' choice, really.

To start I would allocate like this https://underrail.info/build/?AQMGBwMKAwgADw8AAA8PDA0ABQ8AAAAPAAAAAAAAAH8i378

Every level up I would +5 Crossbows, Throwing (to a point, 30 points is fine then can slow down a bit), Stealth, Evasion. Allocate points into crafting as needed depending on what quality parts you have picked up; I'd look into crafting a Taser fairly early! Around 10 to 11 or whatever level you are when you have access to Rail Crossing, is when I would pick up Psi Empathy from Pasquale (can be done earlier if you want to utilize TK punch early). Level hacking and lockpicking as needed. Every attribute point you get is spent on Perception. Hope you have a blast!  :)

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Builds / Re: New player here, what are some decent gun/melee builds?
« on: July 13, 2022, 01:10:47 pm »
Howdy, thought I'd drop a couple builds for ya bre.

Dominating viable xbow build by Kiruha (I used this build when I was new, tons of fun.) https://underrail.info/build/?HgMGBwMQAwgAasKgAADCoMKgQjIAIUJRKjNZAC0ARgAARSsifzEWKgI4wodLwoBqwrXCpBptw5zDgsKdwp7Cn8Kt4qe-CuKstAXfvw

https://stygiansoftware.com/forums/index.php?topic=8727.0

Dominating viable SMG build by Sheepherder https://underrail.info/build/?HgcQBgMGAwVQwqAAwqAAAMKgAAAAAFl1Dy1mAAAAwqAAAF8rwqM7JjEVN8KHOUnCg09Rwog_wrNywoXip6oD4qi7A-K1rgnfvw

Probably not Dominating viable but this is what I'm currently having fun with (Machete, high mobility, stealth, grenades, good amount of Flurry per turn if you don't miss. Eats up extra movement points with Blitz to get a Stasis out, or some other action for less than 20 AP.
https://underrail.info/build/?HgYOCgMDAwcAwqAAwqA_P19YNwAAX3QgRXAAAABGAABLJCYxwowTBisSwodLABY-PEfCt1zinY0F4p-EAeKfjgTip74F378

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Builds / Re: Is tin can AR still a decent build
« on: June 30, 2022, 09:54:47 pm »
Maybe I can help you out, I'm no expert but I know rocking metal armor even on a 3 con is fine, can remain relatively mobile (or be an immovable Tower), and there are some nice feats that synergize well with AR's and the Burst ability. I wasn't sure if you had Expedition when I whipped this up, and while Base game Psi utility abilities can be handy, I again wasn't sure if that's something you wanted to utilize.

This is what I believe to be, a generic Tin Can AR Burst build. Intended for normal difficulty. There's still so much meta knowledge I'm unaware of so it won't be perfect.

https://underrail.info/build/?GQgGBwMNAwbCh30AAAAAAF8yAMKHYGBNWWAAAAAAAFYkJjs5FRZKGUlbRU8OKA

Into the later levels I was struggling to find feats to pickup as quite a lot are from Expedition. Temporal Manipulation is also, from Expedition  :P . Definitely would have had 55 TM and/or dumped extra points in there for Psi Haste and taken 1 or 2 synergizing feats. I tried to give you good crafting capabilities (crafting is so OP, for real.), and included what should cover all hacking and lockpicking checks in the base game with corresponding Haxxor/lockpick III's. Mercantile for all the special merchandise. Invest in the workbench for your house.


4
Builds / Re: Looking for advice before I get much further
« on: April 08, 2021, 03:26:59 am »
Howdy, thought I might hand you some suggestions and explain briefly a little bit about how your build will work. I by no means am an expert but had similar struggles during my Underrail indoctrination. During your time playing will you come to learn that knowledge is power, and a little cunning goes a long way.

The first thing I'll go over are attribute distribution, feats, and skill points. While Underrail can seem extremely tight with build customization at first, the more you learn, the more you can get away with more *niche* feats and build complexity, though sometimes requiring different approaches to certain situations. Everything I mention below are suggestions meant to help you progress farther in the story and learn.

STR 3 - Makes sense
DEX 7 - Dex is good, helps some skills, determines Initiative(your roll to act first in combat), and determines light weapon AP cost
AGI 8 - Now, while AGI is great for stealth based builds and utilizing shortcuts, it would appear you didn't invest in evasion or dodge, or pick up Sprint for that matter. This all in my opinion makes    the 8 AGI somewhat of an overdistribution, especially on a 3 CON stealth assassin. The reason being is while 8 AGI can work for many reasons, you could go 6 AGI (the req for sprint) and give 2 to INT, which helps with crafting. You could even go 5 CON or 7 AGI 7 INT. While 6 AGI will reduce your stealth capabilities mildly, you can craft armor that will ease the loss of 2 AGI: Balaclava's and chest armor made with soft foam padding, experiment!

CON 3 - You too, like to live dangerously?
PER 11- Easily your most important stat. You'll be putting points into this whenever you can unless character creation was mucked up and you need a point in something else to grab a desired feat.
WILL 3- Approach Lunatics with caution
INT 6  - A very very desired attribute across many builds. Not only does it unlock pretty nice feats, it can unlock extra dialogue at times and will boost your crafting skills. Nice.

Order of Feats taken in link
1:Aimed Shot
1:Marksman
2:Interloper
4:Quick Tinkering
6: Trap Expert

Ho boy.. okay. We can all agree Aimed Shot is great. It is. Do we need it at the start? Sometimes. Marksman also a great feat, but not necessarily required at the start. I personally have never used interloper on any of my stealth trappers or have felt the need for it during any of my Metal Gear Solid Snakes vent crawls. Yeah, it makes you faster in stealth, and retains /15/ movement points upon entering combat, but overall not very impressive  (to me). Quick Tinkering.. From what i understand this used to be incredibly OP. Fortunately, in it's nerfed state, I still find it to be highly recommended in any trap build, even though you can get away without using it. I don't have much to say about Trap Expert, as I find the ingame speedup and Quick Tinkering is sufficient.

Skills and my suggestions

I will try to keep this brief, as this is getting quite long. After looking at skill distribution I see you are one to pick every lock, hack every computer (cause it's fun and we are sneaky). Pumping lockpicking and hacking every level isn't bad, but not needed at certain points. You risk overcommitted skill points while being in an area that may have been easier with some evasion, or a little extra into tailoring so you could craft nice mutated dog leather shoes. Crafting is op, and you should look to get into it whenever you can. Overcommitting points also goes for crafting skills too, however. Being in Depot A with over 40 Effective skill with 3 crafting skills is a bit overkill as at 34 Chemistry and 10 Mechanics, you could make MARK II HE or Frag grenades with extra skill points being used elsewhere.

Your build and playstyle

Be it as it may, you chose to go with a 3 STR 3 CON stealth marksman trapper build. This means 2 things. You are weak as hell (take Rat Packhound) and have the constitution of a Hopper. Your build thrives off of isolated assassination or intricately planting bear traps (they come poisoned too!) and lines of mines to DOMINATE your pipebrained opponents. Fortunately this type of playstyle was covered by players who helped me in a past thread-> https://stygiansoftware.com/forums/index.php?topic=4715.0 <- Extremely useful information in there.

As for the build, I would reroll, it won't take you long to get back to Depot A. It's hard to tell how viable it will be later in the game as you are only level 6 (i might suggest even level 8 before Depot A). Once you do hit 6 you have a variety of options for feats but here I just went with Sure Step because again, getting you farther in the game to learn is my goal.

Here is my suggestion https://underrail.info/build/?BgMHBgMLAwgAGCgAACgoKCgAIAoAIgoKAAAAAAAAACc5ATBh378




5
Stealth spear with traps sounds like a lot of fun, consider me interested! I've also been thinking about which feats become more useful/mandatory on the harder difficulties, across all build styles.. I'm currently fiddling with a Laser pistol build on normal and have managed to craft one by level 5, think I will get practical physicist and high technicalities. Not sure if Gunslinger is worth it as I get three shots right now, and these sentries stand no chance. Discussion is very welcome here.

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Hi guys, thanks for reading and replying!

All this time I had thought Critical Power only benefited off your weapon crit dmg above 100%. This for sure changes my outlook on the perk and fortunately enough I chose it well the first time around. 1500 spear throw crits blew my mind when I first saw them, I had never seen numbers that big. I had considered spec in Spear Guardian but since I was on Normal and progressing fairly smoothly, I decided to do more damage.

Impale.. while I used it off cooldown during my run and even put spec points in it (feat order blunder on my part), it felt too much like Aimed shot, but melee. I hadn't used aimed shot in Kiruha's build either and felt Recklessness would be better. Maybe Recklessness is more of a later level feat (there's still so much I don't know), but I liked the crit chance which combined with Hardcore chips would bring me up to 30% crit, while still having 404% crit dmg.

When I mention Hypertoxicity it's true, this could do a lot better in a different style build. During the run I had thought about 100% bonus poison damage, 50% from specialization, and another 50% from Cave Ear poison caltrops. Really a theorycrafting moment there. Many levels I hovered over Expose Armor and after hearing your opinion on it I will probably use it in the future. In the improved stats regarding 6 AGI and 5 INT, my reasoning is because you need 6 AGI for sweep, and 5 INT for cheap shots, both the minimum requirements. I suppose here is when I also thought Recklessness was more worth it than Weaponsmith.

Escape Artist sounds like the answer to all my throwing net and acid entanglement problems, would commit 30 dodge for that in a heartbeat. As I was already using different types of caltrops, I could not go with bear traps as It might prevent passing through the caltrops, and the combined weight of both would be way too much. Quick Tinkering is nice :)

7
Taking notice of room for improvement

Ah, where to begin? How much room for improvement? What did you notice? Many things became clear to me while playing the build out. If I told you I didn't think about restarting in Depot A, I'd
be lying. This section will be less structured than before. To start, my very first mistake was stat allocation. We began with S7 D10 A5 C6 P3 W3 Int 6. At first glance,
this doesn't look too bad right? I would improve this by having 6 AGI and 5 INT. My overcommitted point in INT had drastically delayed a key feat that would have been helpful
much earlier on. In my eyes this was the only mistake with attributes.

Moving onto FEAT selection and order

Many Underrail vets may have burned eyes after seeing this, and for that I am sorry. But this is why we're here.

I stand by Fast Metabolism at Level 1. Snooping was an awful, awful choice for me. Word of advice, have more than 3 per if you take this. If I were to replace snooping I may
go with Paranoia or Recklessness. Spear Throw at level 2 looking back, was not needed so early in the run, as I lacked throwing skill I desperately needed. Wouldn't take
this feat out of the build but recommend taking it at a later level, can reach UBER crits with this. Replace with paranoia? Fend at level 4 in general seemed like a clear choice to me, let me know
what you think. As mentioned before, Sure Step is a must for this build, since you are constantly manipulating enemy movement through use of caltrops.

I set my eyes upon Impale, and sadly, the more I look at it, the more I think it doesn't need to be in the build. While the crit if it hits is nice, taking cheap shots this early on
would have made life much much easier. Spear Guardian.. I think this is an S tier feat for any spear build out there. Taking it at level 10 might have been a tad early
as I could have picked up Sweep, another very good feat that does AOE damage, applies a debuff, and can crit. Since we replaced Snooping with Recklessness and took Paranoia
at level 2, picking up spear throw at 12 doesn't sound like a bad idea, given the point we have more Throwing now.

Heading over to level 14 we are looking at Critical Power. I could certainly use an expert's point of view for this right now. It had worked so well with Kiruha's build, but only cause I had a crossbow with 185% crit damage.
Tungsten spears only have 120% crit damage. With these values, you are getting a whopping 127.50% crit damage bonus on top of what you already have, given you are using
a crossbow. At only 20% above 100, crit power only gives 30% crit damage for spear. Because it is a CRIT build I want to leave it in but won't lose sleep over 30% crit
damage, could just take Spear Guardian here. At level 16, you are very strong at this point in the game, and feat selection can be improved or changed past this point
in many different directions. On a harder difficulty I could see Expose Armor being taken here, but you don't have much problems with armor as you are using a spear.
Hypertoxicity was also something I thought about, just because of how many poisoned caltrops I used, 100% bonus poison damage and +5% per spec point is nothing to shake a
stick at. Three-Pointer can also be considered during this time. At 90 throwing, you have 6% increased chance to crit grenade from Three-Pointer on top of the base 10%
it gives. Grenadier is another option. Just for the improved end build we will go Three Pointer.

When I had chosen Cheap Shots at level 18 and killed a couple things, I had one question. Am I a complete debil for not taking this WAY earlier? Yes is the answer. I was
concerned about the 15% incapacitation rate and had only thought about using it on low ap cost knife builds, but I was so, so wrong. Just by picking this feat you instantly
get 50% crit damage bonus. Huge. You'll max out this specialization. Since we have it way earlier on the improved build we will take Grenadier for level 18, immediately
following Three-Pointer since other feats at this level don't make much sense.

At level 19 you'll pick up Psi Empathy, to utilize overpowered haste and slow spells. Make sure you have 55 base TM at this level. Even without the next feat the spells
by themselves are crazy and should not be discarded. I can't think of anything I'd rather take at level 20 other than Psycho-temporal acceleration.

Past this point, you can take Critical Power for a small increase in damage, possibly Hypertoxicity after that. There are really no good feats that stand out after this with
the exception of Increased Dexterity.

Here is the 'improved' build

https://underrail.info.tm/build/?GAcQBgYDAwUAwoIAwoIAAAAAQwAje3sxeHgAAAA3AABYUDEowpJhBsKswpXCkz4WK8KHSxvinY0J378



If you've made it this far, thank you. As you can see, even after improving a build like this, we were left hungry for better feat selection past level 20. This lets me know
that the improvement, while we changed a lot, could be delved into much deeper. Maybe swords would have been better for something like this. I hope this will serve as a sort
of guidance for the newer players out there who want to beat the game with a build they created. Special thanks to TheAverageGortsby, his Psi Thread gave some inspiration
in writing this. Also special thanks to Kiruha, who's DOMINATING crossbow build helped me learn the game.


8
Good afternoon Southgaters, this is something I've been wanting to do for a while now, but wanted to at least beat the game on normal first. Today I will be discussing one of
my own builds created with little outside references, what I did that was terribly wrong but expected, and my thought process on improving it for higher difficulty.
Before I made this, I had been running Kiruha's dominating crossbow build, because I wanted to experience the game and learn its intricacies. The build had offered a path
I knew would not fail, coming from a much more experienced player and being meant for the dominating difficulty.
 Knowing this didn't sit well with me, because for me, it didn't feel like /I/ was beating the game. Getting stuck in a cultist basement with all hostiles and having my last
save be 3 hours ago also encouraged starting over. Surely enough, the high critical damage from that build stuck with me, and made me want to have it in whatever I planned
on doing. After that I picked up a spear and went into the underrail build tool. From the start I was certain I did not want to use a shield, just a spear, and caltrops.
As a final note before we begin, I did not do any Expedition content in this playthrough (even though I'm using a spear, weird right?). I will also summarize my build
and go into how it works before we focus on improvement, which should be much shorter, and more to the point. I hope new players will take something from this thread that
helps them enjoy Underrail like I do.

The Build

https://underrail.info.tm/build/?GwcPBgYDAwYAwpEAwpEAAAAYQwAceHhAaHQAAAA3fAAwNlDClcKSYcKUwpMxS8KsBj4rwocWwrPinY0I4qe-AuKzmALfvw


Gear

Weapon - Shock Tungsten Steel Spear(AOE) & Energy Tungsten Steel Spear(Single) Clear obvious choices, want as much critical bonus dmg as you can get.

Head   - Kevlar Balaclava(200% bullet and shotgun shell resist, does that stack with riot gear?), Gas Mask (for hazardous environments)

Body   - Your personal preference of Riot Gear, in the early to mid game I crafted whatever I needed at the time. In the late game I ended up with Kevlar Regen Overcoat.

Shield - I carry one of each for specific impact speeds. Dual High Efficiency. Snipers and crossbowmen are real pain in the butt for this build.

Belt   - Utility belt. The four combat utility slots are not to be slept on. Carry around a trapper's belt too.

Boots  - Solid-Padding Ancient Rathound Leather Striders. Mech damage taken reduced by 5% is enough to make me wear these. Make striders as soon as you can for sweet movepoints.


Combat Utility

As these will change as you progress through the game, I will generalize each slot.

Caltrops  - My god what an amazing item. The level of abuse you can reach with these pronged pokers is unreal. Big mean Ironhead hammer dude who just got off the forum about
           to clobber you? Caltrops. They will choose the path of least resistance, even if that means going around an entire building, buying you precious time and cooldowns.
           This also means you can force them to step on caltrops if you are in between two piles, maybe three. Standing in a pile will always result in direct movement to you.
           I can't tell you how many times I've used caltrops in this run, when you start crafting your own, with poison, it just gets better (spirit poison caltrops pls styg).
           In the mid to late game you won't rely on these as much, but still has its uses.

Incendiary- Useful for anyone, I would imagine. Any kind of CC that's also AOE, can leave a DoT, and give light? Man, that's a done deal right there. With a mere 40 chemistry
            you can start pumping out magnesium nades pretty early on, a significant step up from molotovs. This doesn't need much explanation.

Frag      - Since we are maxing throwing alongside melee here, using these make group fights trivial (unless they are damned lunatics). Plain and simple, AOE damage.

EMP Nade  - It's not that we have much trouble with robots, but those two Free Drones aren't going to care about your fire much with their low frequency shields.

Honorable Mentions - Gas Nades: You could just as easily swap these out with emp or frag should the situation present itself.
                  Throwing Net: Yes, kind of a meme, but it does help with kiting early game.
                 ChemHaze Nade: Should you decide to work for Praetorian Security, this bad boy acts similar to a gas nade but has no wind up. Incredibly useful against ranged
                                opponents.
                     Flashbang: Maybe there's a group that just keeps zonin' you out, and you're damn tired of it. The flashbang could be for you. A nice, 2 turn or
                                10 sec out of combat CC. Stealth users love using these to restealth, like true ninjas.

Starting Attributes

Strength - 7 We go for 7 str here just so we can wield Tungsten spears. As a nice addition we also get carry weight (no slow walking here).

Dexterity- 10 No brainer, we want crits and to crit often. Spears are not a light weapon, so it hurts a little, but makes up for it in initiative and crit chance. Spills onto skills nicely too.

Agility  - 5 I wanted to use a spear and riot gear but still have some mobility(more on this error later).

Con      - 6 As we are melee with no stealth, dodge, or evasion we will be taking hits. This will help you be more beefy and is also a req for Fast Metabolism.

Per      - 3 Guns, crossbow, detection, creepy crawlies? We don't care about them, we throw flare and spit in their face. Consider higher PER if you want to find secret areas.

Will     - 3 No mystery why this is low, expect every debuff known to man to meet with you.

Int      - 6 A little Int is nice all round, boosting your effective skill levels and granting some dialogue options. Usually you get Int for specific feats too.


Feats (I will try to explain my thought process as I picked the feats up in game)

Level 1 - Snooping/Fast Metabolism: Alright I won't wait till the improvement section to tell you snooping was a terrible choice here, with only 3 PER. Fast Metabolism on
                                    the other hand I hold in very high regard, 25% bonus healing is what we benefit the most from here.

Level 2 - Spear Throw: Huh, well I got a spear, why not? A very powerful ranged attack that isn't so hot early game but dominates mid to late game, only gets better with
                       Throwing, more on this later.

Level 4 - Fend: For the action point cost of a regular attack, gain Spear Guard that can block 150% more damage than normal. In my eyes this was too good to pass up, use it
                preemptively before fights or before Balor smashes you (you'll still die).

Level 6 - Sure Step: Safely navigate caltrops and puddles of acid. Laugh all you want, but this is core for this build, and will be core in the improvement as well.
                     You will be happy you have this in many encounters.

Level 8 - Impale: A melee Aimed shot, had to have it. Guarantees a crit if it lands.

Level 10- Spear Guardian: Brings your spear guard block% from 50 to 80. Unbelievably good feat.

Level 12- Recklessness: Increases your crit chance for unarmed and weapons by 7%. You are more likely to be crit by 3%. Used in a lot of builds.

Level 14- Crit Power: I took this in the xbow build so it only makes sense right? No.. no it didn't. As Tungsten spears only deal 120% bonus crit damage you are only getting
                      30% extra critical damage, when compared to a 185% crit damage xbow, that number would be much higher. More on this later.

Level 16- Sweep: By the time I had reached this level I was noticing the errors I had accumulated during my playthrough, but was determined to beat the game and make this
                 thread. Sweep is an AOE ability that applies the Off-Balance debuff, reducing enemies evasion and dodge to zero. The debuff is nice but the potential AOE
                 crits with Shock spears is what's appealing to me.

Level 18- Cheap Shots: Increases crit damage bonus of melee attacks by 50% and gives you 15% chance to incapacitate a target. More on this in the improvement section.

Level 20- Three-Pointer: I was really torn between this, grenadier, and hypertoxicity. Gives your damge dealing nades 10% chance to crit. This chance is increased by 1.5%
                         for every 10 points in throwing above 50.

Level 21- Psi Empathy: You know where this is going

Level 22- Psycho-temporal Accl: Straight buff to your psi haste and slow spells.

Level 24- Grenadier: Reduces the cooldown of your grenades. Was just trying to fill out the build at this point.

Level 26- Incr Dex: Hey man, 2 dex is 2 dex.

I did not get any higher level than 27 as I had beaten the game.



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Would I do that via the Export character option? Unsure how to locate my save. I will head back to the area and see if I can replicate it.

10
picture

11
When Gorsky sends you to /redacted/ to get energy shields, if you are caught while inside, you will have the loading hourglass and the dialog box up at the same time, unable to end dialog by clicking or hitting 1. Any time this happens you'll have to restart the game. Wish I could provide more details about why this might be happening. Maybe if the enemy that spotted you has more Initiative it will happen, triggering hourglass cursor until your next move but also opens a dialog box due to specific boundaries. Hope this helps  :)

12
Builds / Re: General advice for a stealthy assassin build
« on: September 12, 2019, 11:27:59 am »
Thank you all for investing your time into these replies, they have been incredibly helpful to a new player like me. This build has been difficult to execute, but is very satisfying. I was very unaware I could even go to Foundry at the time, I will check it out. Crawlers and machines will continue to be my bane, as such, I shall pray as suggested. I hope this thread will also answer some questions for others that may have had similar concerns.

13
Builds / Re: General advice for a stealthy assassin build
« on: September 11, 2019, 05:24:59 pm »
Best playstyle for a beginner is full psi character


If at all possible, I'd like to make this assassin build work. I'm looking for strategies or tips to utilize it to the fullest.

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Builds / General advice for a stealthy assassin build
« on: September 11, 2019, 12:27:46 pm »
// possible spoilers //



Hey guys, I'm currently following Nerd Commando's Assassin build. I've faced many hardships on my way to Core City. While certain areas during my journey were easier because of stealth capabilities, there were times where I felt I had hit a rock wall. I am level 9 right now with the Oddity XP system. I like how the build plays in game, but feel as if this was meant for more experienced players that know what's coming in the story. I am a complete beginner. In regards to repairing the tunneler surrounded by gangsters who are all armed, I feel as if I have hit yet another rock wall. This may be due to my lack of knowledge with ingame mechanics, but feel as if other builds would have an easier time dealing with such a scenario. If you have any advice for this type of playstyle that may be more suitable for a beginner please let me know in the comment section. Thank you.

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