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Messages - saryn228

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Builds / How do I improve a pistol build for Normal Classic XP
« on: June 04, 2022, 05:23:33 am »
https://underrail.info/build/?AQMJBgUIAwYPDwAAAAAAAA8AAA8PDw8PAAAAAAAAABcB378

Has been a while since I have played and I want to do a Pistol build. Grabbed Throwing for grenades and throwing knives (mostly just grenades) and went all in on crafting. I am not good with this games stealth system nor do I have any interest in Psi.

How can I improve this?

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Builds / Re: Looking to make a Spear build need help/tips
« on: July 16, 2020, 04:13:14 pm »
Until you leave depot A you see 0 new psi abilities besides feats. and the acid and rooting was the biggest issue. didn't matter how many barriers I threw up. I was not stopping being rooted and eventually slowly melted to death. also half of the time psi abilities were not doing enough damage to reasonably kill the mutants. I was using a build I got from this forum too so unless there was some magical thing that could change my mind. I don't like psi. Even the doppelganger ability was bad.
All the psi abilities that are available pre-Depot A are more than enough to get you through it. This all just sounds like you entered Depot A too early and without adequate gear. What level were you when you attempted it? I'd be curious to see what build from these forums you were using as well... got a link to it?
actually it was a build from Theaverage dude. I was using his SI Psychosis thing. I wasnt enjoying it.

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Builds / Re: Looking to make a Spear build need help/tips
« on: July 16, 2020, 04:08:27 pm »
Until you leave depot A you see 0 new psi abilities besides feats. and the acid and rooting was the biggest issue. didn't matter how many barriers I threw up. I was not stopping being rooted and eventually slowly melted to death. also half of the time psi abilities were not doing enough damage to reasonably kill the mutants. I was using a build I got from this forum too so unless there was some magical thing that could change my mind. I don't like psi. Even the doppelganger ability was bad.
All the psi abilities that are available pre-Depot A are more than enough to get you through it. This all just sounds like you entered Depot A too early and without adequate gear. What level were you when you attempted it? I'd be curious to see what build from these forums you were using as well... got a link to it?
This was all back in September and I re-installed the game since then and lost all my saves. I don't remember what thread I was looking at when I got the build so I cant show you what I was running at the time I made it to core city or what build I was using. all I can tell you is it was heavy into metathermics and psychokinesis with a little bit sprinkled into thought and temp with the rest of my points being spread into crafting, hacking and lockpicking. I made it to core city but I felt like the build was incredibly weak especially when something could easily one hit me with a single melee or gun hit. Humans were not too much of a problem unless they got in range to just one shot me with a gun.

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Builds / Re: Looking to make a Spear build need help/tips
« on: July 16, 2020, 04:03:54 pm »
This looks interesting though I am not really sure where to get shields.. never really made it much further than depot in any build I have tried out.

Shields are actually part of riot gear. You'll have to craft your own, you can buy the blueprint for it from Len in Junkyard.

Lightest Riot Gear + Tungsten shield (it has most dmg) has 46% armor penalty. More if you want regenrative vests, metal helmets and/or metal boots. Do not get evasion. Spend points on melee, throwing, electronics and other crafting/subterfurge skills. Skip armor penalty feats, get Sprint and Psycho-temporal Acceleration. Craft cave hopper stealth armor for stealth sections.

Regenerative riot gear with supersteel shield is exactly 50% armor penalty if you have Armor Sloping. You don't need tungsten if you take Boarding Up and Shield Arm.

Metal boots aren't an option because you need the AP cost reduction from tabis to attack twice and throw a spear every turn. A metal helmet is probably not as useful as night vision detection goggles, because they can help low Perception characters spot traps. If you wear 50% penalty riot gear, taking Nimble and Body Weight Training will bring you down to 25% penalty. You won't have the highest Evasion ever, but it will be enough to keep grenades and mines from instantly killing you.

Spear/shield blocks melee attacks, Evasion helps you avoid ranged and AOE, and Juggernaut gives you enough health to tank anything that actually hits you.

In the mid-end game most of your attacks (spear throw, shield bash, sweep, impale) will have cooldowns so LTI is great. You can taki psi later in game if you struggle with first section.

Temporal Manipulation is extremely strong on basically every build. I tried this build because I had just done a full psi character and I didn't want psi on this one. If I was optimizing for Dominating I would recommend taking it. It's certainly not necessary on normal though.

Edit: I also don't think Shield Bash is worth taking. One turn of Daze against a single target just isn't that strong, especially when you'll have Throwing and enough Chemistry to craft flashbangs.

Another Edit: For reference, this is what I had at the end of the game.
https://underrail.info/build/?HhAFBgcDAwYAwqAAwqAAwqAAc3MAAHh4XwB4AAAAAAAAcyQ5VcKvEsKVwqzClMKTRcKCAMKrD3zCtnnipYoF4rOOAuKzogPis6QD4reJAt-_

Okay so I have a few more questions for you. If I do change my mind and want Temporal Manipulation in my build How would it look at the start and end?

The build you posted of your psi-less build looks nice but I am not sure where to focus my skill points early game or how to spread them at creation (do I just go with that other starter setup you posted earlier?)

Also what do you recommend I do to farm out money to get the things I need? Because I always get stumped on where to get enough money for these materials/blueprints or where to grind EXP for the points to craft these things. ( I do not plan to play oddity as I did not enjoy that method of leveling up)

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Builds / Re: Looking to make a Spear build need help/tips
« on: July 16, 2020, 03:39:14 pm »
I am very unsure about using psi at all in this build. TD looks nice and so does LTI but I am not really a fan of psi after running a psi build to core city... (depot ruined my opinion of psi) Taking psy emp and losing max HP does not feel very useful if the next roadblock after dealing with the first set of rat hounds in the generators is the beetles... Those beetles very easily caused me a headache in multiple saves I have made. Depot is usually where the builds I have tried out die regardless if I make it through or not. Maybe there is a huge thing I don't know about PSI prior to depot but It was nice for a moment when I was able to easily deal with problems but then got to be annoying when literally anyone could kill me easily or my psi damage felt super low.
Considering that full psi builds are by and large considered the strongest and most versatile builds in the game, you were definitely doing something very wrong with yours. I'm no expert but I've played through the game enough times on Hard/DOMINATING with full Psi builds to know that when built/played correctly it's far easier to be successful with one than most other builds. Furthermore, Psi in Underrail (at least as it stands in the current version, we'll see how badly it gets nerfed in the future) is almost always worth adding into a build if there's room for it because the utility you can get out of it is hugely helpful in almost all situations. The guy to be asking your psi related questions to is TheAverageGortsby - he will definitely have answers for you as there aren't many others around these parts who have as much experience with the ins and outs of Psi in Underrail as he does.

Until you leave depot A you see 0 new psi abilities besides feats. and the acid and rooting was the biggest issue. didn't matter how many barriers I threw up. I was not stopping being rooted and eventually slowly melted to death. also half of the time psi abilities were not doing enough damage to reasonably kill the mutants. I was using a build I got from this forum too so unless there was some magical thing that could change my mind. I don't like psi. Even the doppelganger ability was bad.

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Builds / Re: Looking to make a Spear build need help/tips
« on: July 16, 2020, 05:36:23 am »
Here is what I would start with for a spear/shield build. I had no trouble completing the game on normal with this, but it isn't optimized for higher difficulties.

https://underrail.info/build/?AQoFBgcDAwYADwAPAA8ADw8AAA8PAAAPAAAAAAAAADlV378

Spear/shield builds will naturally have good melee defense so you won't need Dodge. Evasion can help against ranged attacks and grenades, but I would take Nimble and eventually Body Wight Training if you also plan to take Juggernaut. Make sure you craft armor with exactly 50% penalty if you plan to go this route.

This looks interesting though I am not really sure where to get shields.. never really made it much further than depot in any build I have tried out.

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Builds / Re: Looking to make a Spear build need help/tips
« on: July 16, 2020, 04:28:19 am »
That stat profile is causing me anxiety.  Sure, on Normal you can do that, but you can optimize your character a lot more if you drop your Con and Per to 3 (there's never a good reason to have a stat at 4 unless after building your level 1 character you had one stat point left over) and also your Will.  Then you've got four more points to play with so you can top off your Strength for better stabbyness.  Maybe add a point or two to Int since you've got 4 skills already that feed from it, and presumably you'll add one more at least.

Dodge and Evasion are reduced by your armor penalty percentage, so for a heavy weapon no-stealth build, I'm not sure I'd bother with either one very much.  Maybe get bare minimums to qualify for feats, but probably not much beyond that.

Temporal Manipulation is really very helpful even for a 3 Will, minimum-investment character.  If it fits your character concept, you might want to get at least enough TM to get the psi haste and Psychotemporal Acceleration feat.  Even at 0 skill, Temporal Distortion is very helpful for melee builds in the early game, also; and everyone benefits from LTI.
I am very unsure about using psi at all in this build. TD looks nice and so does LTI but I am not really a fan of psi after running a psi build to core city... (depot ruined my opinion of psi) Taking psy emp and losing max HP does not feel very useful if the next roadblock after dealing with the first set of rat hounds in the generators is the beetles... Those beetles very easily caused me a headache in multiple saves I have made. Depot is usually where the builds I have tried out die regardless if I make it through or not. Maybe there is a huge thing I don't know about PSI prior to depot but It was nice for a moment when I was able to easily deal with problems but then got to be annoying when literally anyone could kill me easily or my psi damage felt super low.

As for dropping CON. I am no expert but if I am already running melee wouldn't any hit to CON be terrible? 4 is already pushing it IMO but i was thinking of dropping will to boost it. Also not sure if I need 7 DEX and was going to use those points for either INT or PER. I understand I am not using traps. But wouldn't having 3 PER be a terrible idea when dealing with mines? If I cannot detect them how am I going to deal with them as a melee build.

lastly I kind of took the dodge and evasion for dealing with the beginning when armor is much much too expensive to buy. Is it really worth it to drop that even if its just to get me passed the beginning rat hounds and dude in the bunker (generator quest)

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Builds / Looking to make a Spear build need help/tips
« on: July 16, 2020, 03:00:19 am »
https://underrail.info/build/?AQgHBwQEBQUAAAAPDw8ADw8AAA8PAAAPAAAAAAAAADkm378

That is what I threw together so far. I am going to be playing on Normal with classic XP. I have never used a spear build before and was hoping to use stuff such as Fend and Sweep. Specifically took Opportunist for Sweep but I am thinking that might not be worth it in the end if i might not be able to take advantage of it or end up not using it as much.

I also was not sure if Dex was really needed for this either and would be willing to drop points from it for more into another stat. I do not plan to use traps or sneak at all as I have not really been a fan of how trap/sneak builds have worked in the passed for me.

Any advice or tweaks are accepted!

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Builds / Re: traps,stealth,sniper,shotguns?
« on: September 24, 2019, 04:55:43 pm »
about to start Depot A and im trying to prepare properly. By chance what sniper rifle type should I ideally want because right now I am only finding corsair and harbinger frames. Also as for shotguns I probably can upgrade from a rebel but I am not sure that is as important at the moment. Also what ammo type should I have the new rifle use? Right now I am looking at 12.6 but I currently have a decent amount of 8.6 standard stockpiled as well as quite a bit 7.62 that is not being used. I am also having a bit of a time deciding what armor to use.

Right now I am using a anti rifle overcoat (robots and most smaller guns do 0s as well as most melee hits from rathounds) but my stealth went down due to it being a tac vest. Should i forgo armor for more stealth using a normal leather armor piece?

Go with whatever type you have the most bullets for. You will probably use it to shoot down turrets more than anything.

Tac Vests can also increase Stealth if you craft one with the dark cloth on.

For a shotgun I'd go for any of the non-automatic in tactical variant to decrease AP cost, so you can take cover behind corners more easily. 6p shells are fine for everything, to be honest.

There are two serious combat encounters in Depot A, and for both you'll have Trap/Quick Tinkering, Grenadier, Nets and Escape Artist. The only other important thing is to choose chokepoints with a single open space to pass such as door ways. Making a piece of Leather Armour/Boots from some mutated dogs is not a bad idea, as well. It will make the whole thing more smooth.
I do have a biohazard vest base would this be good with dealing with the mutants if I attached anti rifle plating as well as a black cloth? I am wont be going in there for at least a few more hours because I have to wait for shops to have items I want so i can get rid of these guns I am carrying around and buy supplies. I also need to level i think one more time to even make the biohazard vest anyways.

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Builds / Re: traps,stealth,sniper,shotguns?
« on: September 24, 2019, 04:31:47 pm »
That SMG is not that good as you think. You can use SMGs instead of Shotguns, but those require heavier investment into Dex and different Perks. Shotguns altogether are some of the least Perk-intensive weapons.

Stealth should primarily be used to scout and position appropriately before combat. A stealth takedown always helps, but you will need a plan for what comes after. You can use Stealth to bypass certain areas, avoid combat and complete some quests, but I won't count on that all the time. You can also restealth during combat, after using Flashbangs, for example, and escape a hairy situation. You will get the hang of it soon enough.
about to start Depot A and im trying to prepare properly. By chance what sniper rifle type should I ideally want because right now I am only finding corsair and harbinger frames. Also as for shotguns I probably can upgrade from a rebel but I am not sure that is as important at the moment. Also what ammo type should I have the new rifle use? Right now I am looking at 12.6 but I currently have a decent amount of 8.6 standard stockpiled as well as quite a bit 7.62 that is not being used. I am also having a bit of a time deciding what armor to use.

Right now I am using a anti rifle overcoat (robots and most smaller guns do 0s as well as most melee hits from rathounds) but my stealth went down due to it being a tac vest. Should i forgo armor for more stealth using a normal leather armor piece?

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Builds / Re: traps,stealth,sniper,shotguns?
« on: September 23, 2019, 04:22:49 pm »
Well, the shotgun example was just that - an example. Shotguns cover closer combat much better than either snipers or crossbows, so you can still make stealthy takedowns from range, but there will always be situations when you'll have to fight close quarter. Shotguns will shine then. Think of them as pseudo melee weapons which benefit from your Guns skill.

As for the particular build you've posted - I'd do it like that:

http://underrail.info.tm/build/?AQYHBQQJAwYPDwAAAAAPAA8ACg8ADwAKAAAAAAAACico378

7 Dex is for Quick Tinkering. Any build that says they want to do traps needs this perk.

No need to max Stealth because you'll get Stealth bonuses from equipment. As the game progresses, you will be able to put more points there, but keeping Stealth maxed at all times is a waste of skill points, imho. That is not to say that you don't need it, just that you can spend your points more optimally.

Same goes for the Traps skill. Even though you're a Traps build, allocating too many points into Traps is a waste. You need 25 points to take Quick Tinkering, after that put only as many points as you'd need to use a certain trap - no more. Your high Perception will help with Trap detection, so you have nothing to worry about.

I know that new players love Lockpicking and Hacking, but between the two I'd advice to choose only one and use the points in Crafting. Crafting will produce much better results than either/both Lockpicking/Hacking in the long run. There are benefits to having them, but Crafting is just downright better.

Speaking of crafting - try getting 50 Effective Chemistry as soon as possible. You will love MKIII Frags/Flashbangs for after you've started combat from Stealth. And there are a plethora of other tools available from Crafting that will make your life easier. Your Throwing skill will help you land Hunting Nets, as well, which will help you control choke points and doorways.

Always try to put as many points as you can spare into Mechanics because that skill will give you the best Shotguns and Snipers in the game.

Mercantile will help you with shopping and opening special stores which will have parts for weapons and armour you'll need.

As for perks - take Grenadier, Quick Tinkering and Sure Step as soon as you can. Consider taking Aimed Shot and Leading Shot after that. Sixth Shell is quite decent to have.

PS: you playing Warframe, by any chance?
Thanks Ill try this out and see if i can get better results by the time i run into the mutants (the acid dogs HURT) I was also thinking SMG since there is a really easy rare SMG to get in depot A but i guess if I am doing tons of damage why take a Pea Shooter. Ill post here about how i am doing with it when I get some hours in. Lastly are there any tips for stealth I need to know about?

I do not play warframe anymore (but not where I got the name)

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Builds / Re: Crossbow,traps,stealth,sniper
« on: September 23, 2019, 03:40:31 pm »
http://underrail.info.tm/build/?AQUFCQQKAwQPAAAAAAAPDw8ADw8PAAAPAAAAAAAAAAFh378 changed some things around to use shotguns instead of crossbows but kept stealth and trap.
Is there any way to improve this at all? I am a bit in the dark here.

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Builds / Re: Crossbow,traps,stealth,sniper
« on: September 23, 2019, 02:49:07 pm »
It looks terrible. I don't mean to discourage you.

Get in the habit of choosing which stats will serve you best and increasing those as much as you can, while dumping other stats which will not help your build. 7 Perception is really bad when it comes to either snipers or crossbows. Your accuracy will plummet.

Another advice I can give you is not to use weapons of similar purpose. Sniper Rifles and Crossbows have similar functions, but need different perks to operate well. Mixing those will not give you optimal, but more importantly - fun results. If you mix, for example, shotguns and crossbows, or snipers and shotguns it will be better.
Well I am not exactly sure how I should allocate my stats and if I recall correctly some shotguns do require at least six in strength to use? I am trying to make a build that works with stealth also so wouldn't that be a detriment since they are super loud?  I don't want to discount your advice but i have almost 70 hours in the game already and while mixing sniper rifles and shotguns seems like a good idea I am just not really too keen on how stealth works to know how i should do my points and starting perks.

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Builds / traps,stealth,sniper,shotguns?
« on: September 23, 2019, 01:33:43 pm »
I am looking to complete this game for the first time after several attempts using many different builds (usually quit the previous runs around the drill parts quest). My last run was a Psi run and i did fine with a ton of reloading because of bad combat RNG with the mutants.

Was doing some reading and some people are saying stealth and trap builds are among some of the strongest in the game (and psi but i wasn't having too much fun with it). I wanted to try making a Sniper Rifle, Crossbow, Trap build that uses stealth and would like some help making a proper starter for the build and maybe a few tips for playing through the early game.

http://underrail.info.tm/build/?AQUFCAUHBQUPAA8AAAAPDw8ADw8AAAAPAAAAAAAAAAEi378

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