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Messages - dddmemaybe

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1
Builds / Re: Throwing build looking for feedback
« on: December 05, 2025, 06:27:13 am »
It looks pretty good.

I think swapping out Power Management for Grenadier at level 4 is the right call. Your throwing accuracy is so high, and your lategame crit-chance potential on Three Pointer is so high, that it's weird to not include those feats honestly. You can take Power Management at high level like 24 or 30 and reserve the feat for lategame super energy shields instead I'd recommend.

Spear Throw and Thumper have slight anti-synergy since it only allows you 1 spear-hand for throwing from instead of two. But it's not bad enough that I'd recommend against taking both.

Escape Artist isn't too bad of a choice on a build with high DEX. But a lot of the other feats are also pretty competitive for their slot so I'm not sure if it's worth it somehow, I'm not sure either way.

I think Future Orientation is also probably worth it even if it gives LTI an ap cost. Possibly even over the P.T.Acceleration feat, as you can still get a sprint and mini-adrenaline on a non-feat-boosted P.T.Contraction, base-line.

An angle to consider might be taking out Str 6 and Spear Throw for Cooked Shot and Mad Chemist, since you already have Versatility, you'll only need 35 raw guns skill and you already have the exact INT requirement of 7. Although I admit the early game is probably harder with that angle as you don't get early spear tosses. But the early game for DEX-stealth builds aren't that bad. You can just take Sprint or Sure Step instead. You can also let TM cap out at 70 raw to save points. And one of either the Acid or Ice chem-pistol will always screw over high DT targets, adding a throwing net or taser can chain immobilize cheese too.

I also think putting on Sprint at some point, since you're already at exactly AGI 6, is a great idea.

2
Builds / Re: Returning player. Quick check on sniper\traps build please?
« on: December 03, 2025, 01:30:19 am »
Well Eidein didn't include Traps and Vokial included Psi. OP wanted a psi-less, trapper-Sniper.

I'm not gonna lie, Eiden's builds he posted are good. He just didn't include any traps (traps + sniper isn't too op but, that's still what the thread-poster wanted) and just posted his own best Sniper builds. His second build he posted also uses both Psi and no traps...  :P LOL

And I must also say sorry in advance Vokial, because Paranoia on a full-Stealth, CON-3, trapper-sniper is just not good. You enter combat without an initiative check and are too squishy for dodging low-chance criticals to be relevant for you. The extra Detection is decent, but you're 10-18+ PER and can definitely use Detection goggles... Even though traps alleviate the need for Sprint, it's a bit awkward to not take it on AGI-7 glass-cannon when your Sniper alerts the entire map. There's also infused cave hopper tabis that can halve the Sprint cooldown too. Your trap detection difficulty is a bit mediocre even with trap expert, it's not a huge issue but you can typically only place like a few traps instead of reenacting Armageddon. You also want Strafe as soon as you can make use of a solid Sniper Rifle, I wouldn't take it too late personally. You can use a basic scope or Spearhead type to hit close to 95% hit while moving w/ Strafe pretty darn quickly.

The OP's build is not that bad for his concept. I would probably slam Sprint on there somewhere, like instead of Hit and Run, if I'm going to be 100% honest with you. Allocating a tiny bit of skillpoints for a throwing effective skill of like 50 or so by level ~20-ish is probably also worth it. You have DEX-7 so it won't take too many points and you can use combat utilities to help you make a get-away too. And earlier Strafe is probably a good idea, I'd probably swap it with Interloper since Sprint fills a similar re-stealth role, but is more flexible.

3
Builds / Re: Melee & Gun hybrids?
« on: December 02, 2025, 05:55:30 am »
I think Sledge + LMG is better than Sledge + Minigun.

  • Minguns reduce their ap cost per-burst, and due to how buff-timers work (-1 at the end of the turn you get the buff), you need to burst attack every turn or you lose all wind-up value.
  • The base-ap cost of the LMGs are already very convenient at 25 ap. Miniguns start out pretty high at ~40+ ap cost and need to wind-up for as high number of shots-per-burst.
  • The number of burst-shots fired on a Ratchet LMG is a ginormous 13, unconditionally. (5+4 weapon, +2 full auto, +2 mag dump)
  • LMG's have no guns skill requirement, whereas Miniguns have a high guns skill requirement.
  • You can use Suppressive Fire to control enemies for less ap, especially on turn 1 and with caltrops.

I think fist-weapons + Shotguns is OK. (somewhat similar thing for Knives + shotguns)
  • You can use the Fists weapons' bonus movespeed on Fancy Footwork to kite, and then build sixth shell stacks and use Leading Shot easier. Kneecap shot also plays into this, especially with caltrops and boot-spring metal boots.
  • Leading Shot and natural pellet spread/range means that either high or low Guns skill doesn't make as much of a difference compared to other weapon types. Especially since it uses enemy evasion formula, instead of dodge, on top of those things.
  • Heavy Punch and Vindicator both want exactly Strength 5. Leading Shot requires Dex 5 on a non-light weapon with no other shotgun-related dexterity feats.
  • Easy to interchange weapon types as 4ap melee and 20 ap shotgun shots are both divisible by 20. Neither weapon really needs a specific belt-slot item, so you can fit doctor's pouch medicines or utility belt actions in there easily too.
  • Expose Weakness can be combo'd with sixth shell stacks to completely obliterate a tank enemy.

Starting the character like this and maxing Dexterity should work. https://underrail.info/build/?AQUKBwMHAwUPAAAPAAAAAAAAAA8AAAAPAAAAAAAAADE5374
Agi 7: fancy footwork, Per 7: kneecap shot, Int 5: Expose Weakness
Do note that you can use The Juice + Bioluminous Marsh Honey to gain 3 extra PER, in the lategame, on top of your food buff to jump to PER 10 or 11 on top of maxed out DEX.  :P
Your feat slots are pretty tight here so I wouldn't bother with the Versatility feat as you'll barely gain any Guns skill at all, and the 2 optional buffs aren't removed by any other buff items.

4
The painful thing is that I use Riot Gear on a gunslinger pistol build, but even then I drop the shield for the movespeed, being way better to move good.

If you could use a shield on a super steel regen vest build, it could do wonders with a psionic grenadier tank. But since it's tied to riot gear (lighter character types), and it weighs a shit ton... it just makes you scratch your head.

The worst part is that the shields have a max block of ~55%, whereas the spear has a max block of 100% (2 spec points only into spear guardian, although I'll be fair and say I haven't tested if it's additive or multiplicative in game IIRC at the moment, probably is 100% though). And the spear is still, generally pretty low on the tier list for weapons overall.

5
Well, here's some pointers for the build, although non-min-max can still win and weird builds can still win. It might just be too hard to be worth it if you're not a giga expert. (because super hard mode)

Dodge/Evasion is generally low value on Dominating as the enemies have very good hit-rate. Especially requires very high Agility (and other dodge/evasion buff effects), not as low as 3.
Will 3 for PSI if trying to hurt enemies with psi, won't do good damage. It'll be really hard on the max difficulty, maybe impossible. There's good psi feats that need Will stat too.
Armor Sloping is bottom 5% of feats in the game, it's a lot weaker than it seems. Regen Supersteel later has exactly 50% penalty for Juggernaut and armor sloping just makes that gear worse. It's mostly only good on glass cannon sledgehammer builds (like con 3 or so) that don't take juggernaut, trying to get any durability and/or movespeed where they can.
You got dexterity 6 but not a single feat or weapon is using it all, so it's not doing as much. You'd save a huge number of skill points just dumping it all into intelligence, for this set up specifically.

In any case I'd give myself a big pat on the back if I made it all the way to level 12 on this guy on Dominating. It sucks that the character sucks but you played really well to win that much.

I tried to make a similar character for you at level 12 as an example but trying to be tanky, use a sledgehammer well, and psi attacks well, but it is just too spread thin. It's a bit too tight on the feats you have and the attributes slightly. It's probably better to drop either the tankiness, the sledgehammer, or the psi attacks.
https://underrail.info/build/?DA0DBgcDBwQAHABGAAAoISUAAENGFBQ3AABGAAAAMjkIK18tJlUkUN--
I couldn't fit in pyromaniac or premed or thermodynamacity. It's spread too much.

A good middle-ground might be the Sledgehammer + Psychokinesis build because it can scale the damage of psi ability off of Strength with corporeal projection, and stun a whole lot at mid-range to make up for bad movespeed. Maybe looks similar to this:
https://underrail.info/build/?EA4DAwgDBwYAQgBaAAAAAAAAAFpaKSZaAFoAIwAAWghfK2kULSpVJFBg4qOTAd--

6
Builds / Re: Help Crafting a Comprehensive Sword Guide
« on: August 24, 2025, 03:58:32 pm »
Am I wrong for thinking the Swords should be considered good against armored enemies since you can use the electroshock generator and crit against their very low dodge, of which, dodge is actually the very worst weakness for sword builds? Crafted, a Tichrome shock machete actually has way higher electric damage than mechanical, it's not even close. I think it's likely better to min-max around options that remove enemy dodge to 0 like an extra utility slot for taser + throwing net + flashbang, ect. If you have a lot of combat utilities and/or psi powers to overcome enemy dodge, then limited temporal increment (probably without future orientation) could help to sustain lock-down availability for extended fights, although not strictly a priority.

Also, I played a dedicated tank temporal distortion build that was solo TM. I think continuum ripple is not good here as its best advantages would be lost if you're not doing 90% of your damage on the build from temporal distortion explosions alone. Distortion will never be good aoe as a back-up weapon, even with continuum ripple, just use it to help snipe one enemy (or build pre-damage and run about in annoying boss encounters) in addition to grenades and whatnot.

If you have a rough time versus robots and metal armor foes, I think Grenadier + base LTI is the strongest idea (especially since you're typically already DEX 6+) as the emp grenade goes from 6 turns to 3 turns without LTI, and 2 turns with LTI. If you have any other effective stalling tools on that robot, you can dance around them and chip away at them (EMP stuns are long and can go to 3 turns at MK III). The metal armor enemies can be left there with flash bang which helps a lot if you can out-maneuver and re-flashbang later too, effectively ignoring them until fully isolated.

Also, if you're taking INT 10, DEX 16, and versatility, you should probably take High Technicalities for laser pistol as it would deal 40% more damage for just 1 perk slot and works good as bonus 5% accuracy ranged back-up compared to other options in general. The electroshock pistol only stuns the primary target, at optimal range: 5, so you'll often be better off just using something else as the second-hand slot is really expensive to eat up for just 1 turn ranged cc that will have way worse accuracy and ap cost than throwing net, taser or flashbang :-\. For example you could equip both the Chainsword to ramp up your Onslaught and Taste for Blood, then slam enemies with an option that ignores mechanic threshold while still being fully ramped like an energy or shock sword (probably carry all 3 at once with you in general). In any case though, I would always dodge INT above ~6 unless it's a crossbow (bowyer), full PSI, or dedicated laser pistol min-max build. If you put those 4 points into Agility you could have Blitz, Fancy Footwork, +12 MP, and easier stealth. +4 in CON, you'd have like 60% more health. +4 STR would be like 21% more sword damage.

This demo build I made should be reasonably easy to deal with Depo A acid dogs and scale to deal 219% damage from strength alone (23 with vitality powder + strength food) even though it sucks at crits. I think dropping all of the crit perks is a good idea if your dex isn't high as you'll be missing like ~13 raw crit chance as well as Ripper access. Cheap Shots also the incapacitation will be interrupted by flurry re-hitting a lot. As well as Flurry just killing without a crit with high strength.
https://underrail.info/build/?HhAHCgMDAwQAeADCoCgAbhkyUADCh8KHKSZkAEYARgAAajlhKxnCjBNOLxY8RybCh8KNwovCtiR84qeXA-KxvwXisogF4rKJAt--

7
Builds / Re: SMG stealth build with Temporal Manipulation
« on: February 16, 2025, 03:51:36 pm »
I'm late but I would actually recommend Perception over Dexterity on SMGs myself.
  • Mechanical damage threshold value: increased Rate of Fire or increased Damage per Shot can legitimately be the difference of as much as 3x effective damage or more.
  • This massively increases the consistency of the super light, Rapid (reloader) Muzzled (break) 5mm Jaguar. Base ap cost is 8ap, 16ap burst on 3 dexterity. Just using this is a RoF boost itself.
  • Accuracy isn't an issue but the effective DPR (damage per round) increase to go from ~50% to ~70% hit-chance like is an extra like 1.4x multiplier on top of the damage per shot.
  • The carry weight of MORE repair kits and MORE ammo gets crazy. You also have better WTC round ammo efficiency on Perception SMG.
  • You can get the drop on Stealth enemies easier and access Hidden interactables.
  • There is not a single SMG related Dexterity Feat in the entire game. Firearm Pistols get Gunslinger and Bullet Time as a minimum for grabbing dex, and have an extra evasion bypass mechanic.
  • You can also spend the Attribute points to be a mobile tank instead, trust me it's amazing. You already want Str 7 for Full Auto, 1 more for metal armor is easy, and there are a lot of open attribute points you are free to dump into high Con. You won't ever see 10% melee hitrate like a low Strength melee build, you floor at 40% with high RoF, so you can steadily chip away at anything as a tank build.

8
I am baffled you got past the psi beetles with a sword but, maybe I just got annoyed by them too fast on a Sledgehammer run I did way back.

If mechanical damage stuns are an issue, you might be able to eek the flat damage with a "low-type" energy shield emitter, maybe even the low capacitance, better flat value version instead of total shield "hp" upgrade. I'm pretty sure the energy shield works stupidly and allows for your damage reduction sources to apply to the damage the shield takes before you do, but it could be only armor-based reductions and not medication, yet as much it's still worth testing it out and seeing if it solves it.

I'm guessing if you want to cycle cooldowns, you can push for stasis with 70 Temporal Manipulation to stall for cds again. Also I could be wrong but, I think you can use a 3-turn cd ability and then Limited Temporal Increment (LTI) after on the same turn and get the LTI on your third turn (1+[3-1=] 2 cd will be turn 3) because of Future Orientation to get the cd reset after on the same turn again. Future Orientation also will allow empower cycling Infused Cave Hopper Tabi's 5-turn sprint cd, Psycho-temporal Contraction and Adrenaline Shot(debuff cancel) a lot better. It also gives you 2-turn cd grenades here. Stasis can also cheat an additional turn of all buffs for you while also stalling cds.

Your Melee skill is very low so I'd definitely make sure to use Energy Edge (no shock aoe) and Flash Bang (emp vs robot instead) at every available opportunity. If there's one reason you'll get fucked, it's going to be Strength ~9(buffed ~10) until you hit level 26, which will force you to face hitrates of ~20% at times. Energy Damage + robots have shit Dodge if any, means this build is one of the best vs robots in the game almost, so I'd focus on tagging more anti-fleshbags options, plausibly even Dirty Kick (*shudders) in this situation.

Dex might also be better on this build over Strength potentially (sorry) as you have insane crit potential with a Will stat at 5 or above. With Dex 10/11 instead of Strength, you can take Ripper and basically oneshot if you crit two melee hits onto basically anything in the game barring weirdly energy resistant enemies. You could also have an easier time landing some throwing nets with dex, and then ignore the hitchance when it really hurts badly to have to roll (probably well below 40% chances on some glass cannon enemies).

9
Builds / Re: DOMINATING Crit Energy Pistols with Ambush
« on: August 26, 2023, 07:36:19 pm »
I prefer generic ROF dex-versatility on Energy Pistols. You have to use melee knives for the first 6~ levels (wouldn't have an energy pistol yet anyways) but your scaling effective skill and ROF are really massive. It also S.A.D.(single ability dependent)'s so hard that you can just brainlessly grab INT-10 High technicalities and Con-5, with a super-massive available total skill point pool. This build I have for it has max hack/lock and crafting and throwing and melee(versatility) and reaches up to 90% skill(+10% commando belt and +20% spec points) for 320 effective guns skill by max level. It can easily mix-n-match out points of throwing for traps and grab trap-expert instead (huge dex means need less investment for same effective skill) too.

Aimed shot and Ambush are also somewhat at odds if you don't also have other pistol perks to proc more "conditional attacks" modifier bonuses on the energy pistol(off-hand?). You also hit max crit anyways so aimed shot mid-ish. Early game you can typically just use a melee weapon to save your sanity on dominating imo(money).

If you're going for both high-ish per/dex, I think taking advantage of the powerful pistol perks is a good idea(often they need both attributes). You can layer 1-2x bonus multipliers on Energy Pistols for conditional attack modifiers with those. A real ball-buster is the Future Orientation-LTI -> 1 turn cd Point Shot with the accuracy bonus of the Laser Pistols. You can still fuddle a good crit-rate to like 50%~+ with a Focus Stim even with the conditional attacks goggles on and deal a surprisingly potent oneshot on the Point Shot half of the time.

https://underrail.info/build/?HgMQBgUDAwpGwqAAwqAAAGRQRgAAV3sjVGUARgBGAABGYSY5wqPCmhYrwodaS8KIKlERPsKzdnfip74C4qi7A-K1rgrfvw <- PER 3 EP

^There enough skillpoints to grab Escape Artist instead of something and has a lot of filler that can be switched out for Ambush and any other optionals.

TL;DR: I think if you are peeking at nabbing those generic power perks instead of doubling-down to some heavy pistoleering perks, you can min-max for Per 3 and go full hog-wild with it.
^It reaches 8ap shots with an Eel Sandwich. (Up to 12 shots per turn)

10
Builds / Shitty fat-ass uses pistols as a club to finally hit anything
« on: August 26, 2023, 06:35:27 pm »
https://underrail.info/build/?HgoDBw8DAwVGfQDCoADCoAAAAAAAwpHCoHBqwpEAAAAAAABhDghVwqPDkTlQJBkfYCYRG8Kyc27inrsC4qGHBOKpognfvw

  • Strength 10-capped melee trying to (consistently) hit through enemies dodge skill  :'( <- PAIN
  • Targets evasion instead  :-\
  • Ignores 40% evasion  :P
  • Laser Sight  :o
  • Min-Maxed for Dex 3 even though it's a light weapon  :-* <- Ironic poop-eater build
  • Actually has sprint and hit-and-run with nimble  8) 8) 8) 8)
  • 100% versatility conversion due to Gun-Fu ;D
  • Is fatter than your mom and also is not not cringe  :o :o
  • Reaches nearly 1900 max hp at full level  :-* ahhh
  • Also didn't forget Super Slam in the back with the hp pool  :-[ :-[ :-[ Oooh mama mia

This is a build for the real ones who just wanted to equip a riot shield for once in all its glory. <- Memes we still don't do that. once we get super slam

11
Well be careful about "single target ranged weapon" feats because shotguns count as "aoe pellet" machines pretty much. The most extreme pellet type is accounting for 20 projectiles for 1 attack.

Here is a pretty legit level 10 filled-out build that you can finish the rest as you please. I put in the most mandatory feats for that build you want to be very legit.
https://underrail.info/build/?CgUGBgYMAwQ8KwAAAAAoAAAAPDw5MgA8AAAAAAAAMmE5wrAWwpZAHt-_

The starting Perception is 10.

Final tip is you have to "use" the blueprints you buy before you can make stuff with them. They're in the crafting tab of items.

12
Builds / Re: Ultimate hammer guide
« on: August 07, 2023, 04:26:43 pm »
I haven't played on Dominating but, for Normal mode, I think I have the best Nimble Can Hammer using a priority to take advantage of a min-max for str/con/agi and prioritizing generic damage via Rate of Fire and allowing mixed electro/energy/mech to output a baseline with less damage feats. The base stats are 10 Str/Con, 4 intelligence, and 7 agility. We use both an energy spear(offhand) and shock tchrome sledge, the spear mostly/early to just mix-and-match better Hit and Run pliability- and target zig-zag. Later game we have future orientation LTIncrement on a huge array of cds including: 5-turn cd sprint via infused hopper tabis, 5 turn psycho-temp-contr, 3 3-turn cds: 0 ap Pummel, Super Slam and Impale(lvl ~22), as well as eventually a 6 turn cd, "4 turn duration", Last Stand. Obviously can also help abuse medications cds too. 9 Turn CD stasis exists but, probably only cd relevant when we do a full Last Stand Loop after Stasis. We also only take Psi Empathy at level 14/15 to stall until we really want/ skill-point want, 55 TM for LTIncrement, Dilation/Contraction and Acceleration all around level 14-16 in a burst.

Now I want to touch on the INT 4. Well basically, regen vest super steel armor is exactly 50% armor penalty. Armor Sloping requires additional plates to still proc juggernaut and also will add a little bulk but typically will force us over 50%- and take a small hit to armor penalty %, and cost an entire perk slot for it. Since we have agi 7(8 with tabis), tabis mp boost and psi-contraction giving mp ratios effected by armor penalty, every 4% difference is nearly about 3 full movepoints lost on every turn. The more important difference is that it takes both an expensive perk slot and 2 points into intelligence. The only relevant psi abilities we typically cast that cost ap are LTIncrement and Stasis, 10 and 20 ap respectively after future orientation, making Premeditation nearly also not worth a slot as well. We wouldn't hate these options but we'd have to lose agi, str or con by 2 which breaks the min-max and also kills/swaps some of our best perks. I'd rather go positive mp to either psi-ap or just a little extra bulk with the tank/melee build, especially if it would cost another perk slot to do so. There is also Expose Weakness, but since almost exactly ~60% of our damage is electric(or 75% energy sometimes), and killing a single target in-range is not an issue. I ignore it for perk-trade-off reasons as well as, again, we can keep hold of the stat min-max. I'd rather do damage from other perks than Expose Weakness since even with 5.5~ attacks per turn, we rarely take a different number of hits-to-kill due to any Expose Weakness proc(at least on NORMAL). Also, high threshold enemies aren't a problem for sure, only high resistance; of which both tend to be weak to electricity, or at least energy (Impale value of 3-turn cd vs 5-turns) anyways.

https://underrail.info/build/?HhADBwoDAwQAegDCoCgAAAAAAADCoMKgeHHCoABGAEYAAGkIDjlQLVUkGWArwofCiB_ClBPCtnx74qGGBOKhhwTio5MF4quQAt-_

We don't learn any psi schools other than TM until very lategame, skillpoint-wise. Specs are prio to 0-ap Pummel, then Last Stand Duration, then CD, then the damage on Super Slam.

Our go-to combat utilities are Taser Flashbang. Taser(10ap) enables hit-rates, and the flashbang(10ap) enables cheese(use energy spear for proper abuse) and both slot nearly perfectly into our ap processes. At level 20(0ap pummel) our ap is 90 in a burst round, melee is 16ap(tichrome w/ tabis) x 5 = 80 for a 10ap utility and a pummel. Many medications are also 10 ap which is nice. Because 2 (non-spear) melee attacks are 32 ap, we can also use 3 10-ap options instead of 1; with 3 generic attacks instead of 5- without forgoing any large ap chunk. If one is a flashbang we can cd/ap abuse with the extra turns. A tichrome spear perfectly enables this for 2/3 attacks as we save 2 ap; need 2 ap to make full spear ROF (costs 1 more ap than the sledge).

Armor is Regen Super Steel(no add-ons).
Hat is swap between extra slot/psi cost down TM headband(no armor penalty and standard equip option) and a electro-protection shaded tichrome metal helmet.
Boots are a swap between 3 of: Infused cave hopper tabis(5 turn cd sprint, +3/2 extra AGI mp and our standard-equip option), Infused siphoner tabis(slow immunity) and electro-protection tichrome striders.
We also carry around blast-electro riot armor to fully armor up and fully invalidate coil spiders entirely (they disable regen-energy so always bring an electro vest one). Bringing a super-heavy tac-vest with blast/regen is what a tend to do and not use too often. I also lob-around the chem-assault armor with gas mask and biohazard boots to hit 100% bio/acid which is a weirdly insane existing defensive option.

The fried siphoner tongue can be a good food option in really long combats to stack up with Doctor and Fast metabolism too. It makes Regen Mixture w/ Vest even better.

13
Your build is actually pretty good right now already. One thing is that you want some stealth to place traps more effectively before combat starts. Tailoring helps stealth about the same as (not super high Agility) stealth skill points invested since the components are very common and only use Tailoring skill (if placed on simple leather at least; Cave Hopper Leather boots and armor is good, you can get the cave hopper component from SGS's Agronomy level Quinton. "black cloth, soft foam and cave hopper leather", also boots need the really cheap boot frame(2x) from most merchant stock.

Strength 5 is sweet spot for pistol, shotgun, sniper in most cases. The shotguns that need Str-6 just eat a food-vendor's str-boost food and 20 mins of free-to-go.

I would try to have a stealth armor (for trap placement), and then consider switching to boots with a Boot-Spring(crafted with mechanics; tailoring too if leather instead of metal boot) to get shmoving in combats.

Your electronics is high so making use of making a cloaking device is a good idea to help trapping it up.

One final thing is that since you're going full-dex I think, make sure to put laser sight or scope(normal scope) on any of your guns(shotgun can't and won't need too badly iirc) since moderate PER(7) might make accuracy annoying against some kinds of enemies.

14
Builds / Easy mode build for new and young players
« on: January 08, 2022, 07:54:03 pm »
Here's an easy mode build that is made to make the game as painless and as simple as possible. (You're something of a hard-to-kill Swordmaster)

First off, your skills merely invest the same maxed amount to the same skills every level up, which makes it easy to level up (Parenthesis number is a boosted amount from any bonuses, other number is the raw points invested). Feats are just 1 per 2 levels, keep the list(second link below) available if possible? Don't think about the feats too much if you are new, these ones just work without any intent to make them work. Only 3 of them require input (show and move their icons to hotbarkeys with "f" on keyboard once taken), Sprint (move faster), Yell (enemy temporary weak all around you), and Decapitate (kill enemy). Everything else is non-input reliant; automatic benefits.

You get a Base Ability point at every 4th level up to level 24 (4,8,ect.), just put all of them into strength to get that super strength.

Level 1: https://underrail.info/build/?AQgGBwoDAwMAAAAPDw8PDw8PAAAAAAAAAAAAAAAPAFA5378  (Max the same stuff skills shown here every level up from here on and you're good.)

Max Level (look at the link below this here to see the feats to take, they are at the Bottom Left and in order; hacking, lock-picking and throwing being not as expected doesn't matter too much, if you ignore Throwing and max the ones from level 1 instead it's OK anyways.):

https://underrail.info/build/?Hg4GBwoDAwMANQDCoMKgwqDCoMKXdMKgAAAAAAAAAAAAAADCoABQOUQkYVVjGRPCjcKBS8KZwovCtnzCheKhuALiprgD4qiwCt-_

Pros (for experienced players to see):

  • Player is tanky regardless of armor type equipped (Dodge/Evade/Juggernaut/Healingboosts).
  • Mashing attack boosts damage and grants movement to keep mashing.
  • Our Healing boosts and HP boosts stack well with easy mode.
  • No crafting and low maintenance makes buying/selling/inventory very forgiving for new players.
  • Thick Skull means disabler enemies like Brain-Psi doesn't bring heavy troubles. Evasion also helps against nets/phys lockdown a bit.
  • Swords are cool and kill fast.
  • Sure Step + Bulky Melee + Fast Metabolism makes Junkyard's acid-based(no ground damage) mutants a cakewalk.

Final Note: if you don't know what the specializations are, you get them starting at level 16, roughly half-way to the level max you can reach. You just get 1 free point for those per level up, starting then. They are pretty simple.

15
General / Re: How do Gunslinger and Bullet time ap reductions interact?
« on: September 27, 2021, 06:58:30 am »
Oh I see. Thanks for all the info.  :D ;)

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