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Messages - Vokial

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1
Builds / Re: Returning player. Quick check on sniper\traps build please?
« on: November 19, 2025, 05:46:53 pm »
What a joke. Nobody mentioned psiless and it did said with Traps. You failed to comprehend both.
What you presented here is on the second attempt to despereately wash yourself from the dirt you got on yourself is just a degraded, bootleg version of my build with cutbacks on pretty much all fronts and less abilities, feats and skills, AP waste all around with still no Interloper or Hit and Run after a Snipe and an utter waste of stats for a one-time meaningless Blitz. A one-turn version of a consistently build on stationary turret mode - which is a self-owning approach you would know if you actually played one. No wonder you rely on wating feats slots on Escape Artist and Uncanny Dodge. Then again, I should've stopped wasting time from the start when I saw STR 4.

2
Builds / Re: Returning player. Quick check on sniper\traps build please?
« on: November 16, 2025, 12:02:06 pm »

Horrible build

Another meaningless comment without any reasoning.

The build I made is the most proper one, if you want Traps instead of Thermo-D.
Unlike yours, that inlcudes 8 feats that are UTTERLY USELESS on a sniper and absolutely terrible allocation of stats, spec points and skills. Latter which doesn't even inlcude Traps, despite the title of the thread - which you apparently forgot after 5 seconds. And after about 15, you seeminlgy also forgot that you're supposed to do a sniper build in the first place with missing skills and feats that are absolutely crucial. Instead you produced something that's bad and sometimes short-therm mediocre in everything it does.

Bud, you don't need to address every thread. Sometimes it's best to stay silent. I don't chime in discussions about characters that are pure psi or melee focused. It's not my field, not something I find interesting, I don't care for those. I advise you the same approach. Becuase it's one thing that you're spreading nonsense, but your dumb enough to call on others providing valuable info - which is even more harmful for OP and pretty much everyone else.
Do yourself a favor and follow the example of your profile pic for this one.

3
Builds / Re: Returning player. Quick check on sniper\traps build please?
« on: November 15, 2025, 10:50:26 am »
Here you go:
https://underrail.info/build/?HgUHBwMQAwXCoEAAAAAAwqBcSABab28mL28AAABGVgBEKygBHRk1An7Ch0t_QMKIMD8zJMK14q-8BOKvvQHisaAF374

It has all the feats and skills you need to shoot as frequently as you can, while excelling with traps with ease.

4
General / Re: What does JJK vendor sell?
« on: November 08, 2025, 11:20:39 am »
JKK has some unique stuff to their own that are actually usable to some.

For example the JKK jacket gives +5 Initiative and I wore it for the final fight in the Arena to be able to act first. It also gives you +15 Persuasion, so a nice utility gear to have in certain skill checks.
In addition, it can sell the Hypno Goggles. This is actually a magnificent item, granting you a +20 to 30 Persuasion bonus. In a few rounds you can stuble on a +30 version and that's massive. Since my Mercantile is 80 anyway (that's what you need to pass the check within the Tchortist vendor if you have additional gear), leveling Persuasion to effective 70 doesn't cost that much and adding a whooping +45 of JKK items makes it more than enough for the game.

Regarding the items, it's nothing special. I had my best sniper frame from them though. Also, the JKK quests are acutally really cool.

5
Builds / Re: Best sniper rifle and attachments?
« on: November 04, 2025, 07:52:09 pm »
spearhead + anatomical scope + smart module + rapid reloader

This is the definite answer.

Alternatively - if you're a dedicated sniper, then you go with this and the 12.7mm Corsair equivalent in the offhand so you can one-shot a Dreadnought with an armor piercing bullet. Also, Contaminated Rounds are OP AF and your AP doesn't matter when you're on Shooting Spree anyway. Having a 8.6mm Reaper can also work as a middle ground due to it's critical damage bonus.

6
Builds / Re: Shotgun/Sniper build advice
« on: September 07, 2025, 11:48:51 am »
I think there's no point in mixing the two as a single form of offense in enough + these require completely different approaches.
As a sniper, you're supposed to shoot from afar and maintain distance, using the enviroment and CC. Someone with a shotgun means short range combat. Also valid, but totally diferent and excludes the other. This way, you're not going to use Shooting Spree ever again after you start combat with it, as in order to speed up the cooldowns, you need to keep using your rifle. Same for Aim Shot.
Interloper is missing. Hit and Run is also more suitable due to granting a lot more MP in fights and providing it consistently in a passive manner without being a one-time ability with cooldown. Would save you a lot of stat points and feats as well keeping AGI at 7 (for Interloper), and ditching Sprint, Expert Sprint and Blitz.

So if you're fine only using your rifle to delete two enemies in combat for free (which is not bad), then you don't need to even specialize on Shooting Spree more than 1 point on shots, activate it, take your Snipe and Aim Shot and forget it for the rest of the combat. But a sniper uses his rifle for all the kills to circulate these abilities as fast as possible, backed up with Tranquility-fused Increments. Using Ambush from the dark to ensure crits and boost accuracy (which is easy to set up when weapon range is not limiting you) and keeps distance between his enemies by kiting with Hit and Run, taking cover behind corners and should someone get close, Flashbang and disengage. Stealth, then repeat.

While you're using your shotgun, your sniper abilities are parked - often including Ambush. Yet Kneecap Shot is a good way to halt incoming melee's, but still I see no point in specializing two ways on the cost of not excelling in neither while you can only use one opposed to speccing in a single form of offense better and have more supplemental feats to elevate it's versatility further. You cannot reach 4m height if you have two separate 2m long ladder. The key is to set up something that can be effective and be kept up long-term, against continous onslaught of enemies. Circulating Shooting Spree every round, using Aim Shot and Ambush, finishing rounds in stealth to Snipe the next one behind corners and just generally making every shots count and contribute to lower cooldowns is something that I see as the way to go with the rifle to work best. The more you shoot, the more you can shoot. That's why I think snipers should stick to their rifle exclusively and collect abilities that allow them to use it fluently and to greater effect - especially when the AP cost is very similar due to shotguns not being able to use the Rapid Reloader.

At least that is my opinion, I remember a few people recommending these two weapons together, but I don't think they knew the potential of just how effective and fun a dedicated sniper can be.

7
Bugs / Re: shooting spree/Black Arrow Bug.
« on: August 01, 2025, 06:48:31 pm »
Dude, please don't apologize - you did good to bring this to the surface. It should refund the full 50AP.
By the time the Black Arrow is found, anyone who are using a sniper rifle are most likely 99.99% already has it's own crafted instrument. But Shooting Spree is meant to refund ALL the AP needed for the shot.

With that, it is totally valid to have a Spearhead with Rapid Reloader and Smart Module for casual shots and an off-hand Corsair with Smart Module and NOT Rapid Reloader, but something else, like a Bipod - just for the shots with Shooting Spree. Since AP gets fully refunded anyway, it's pointless to have it reducted. With endgame gear however, I still use it with RR though as accuarcy stopped being an issue a long time ago, the 12.7mm special bullets are OP AF and most importantly: RR can refund an additional 10-20AP per turn, making you better off with AP after the shot than before. With Adrenaline and an Accelerated Temporal Contraction, you can shoot 5 times with a Spearhead per round, so the more chance you get for this to ignite for a potential sixth shot, the better, so you'll have Shooting Spree ready at least once at every single turn if you fully specced into it (especially with Increment).

8
Other Games / Re: Shroom and Gloom
« on: July 28, 2025, 07:20:42 am »
That's the thing - the card part FINALLY makes sense. I think it's mostly a mishmash mess everywhere in other games - but here pretty much every card seems like it's been made with intent and synergy in mind. Even if one doesn't seem too inviting, it will make total sense later when you find something else that it goes well with. Plus you can also upgrade the hell out of them and not just in terms of damage, but a lot of different useful stuff, so no need to fall into the trrap of just going after damage all the time. Experimentation and exploration is rewarded here. What one needs to keep in mind is to get rid of most of the starting deck and have one that's kitted out and not too bloated. It's great fun and the final boss (at least in this demo) is well designed too.

9
Other Games / Shroom and Gloom
« on: July 25, 2025, 02:56:05 pm »
Another game about an underground odyssey with caves and mushrooms, meeting merchants, picking locks and pimping your gear - which can be knives, swords, even sledgehammers. But that's just the "surface".



This pic doesn't do it justice, the game actually has very impresive visuals and runs on any potato.
Currently, there's "just" a demo, but that feels like a full game to be honest in both content and length. You get as much gameplay in this demo as some full runs in other roguelites.
It's said to be hard, but you are really bound to win if you posess the ability to think ahead a little. Very addicting gameplay, highly recommended.

10
Not going to lie you lost me when you said ambush doesn't work with burst and to take trap expert.

Trap Expert is a must if you don't want Lurker or Native Hunters and such circle around and even disarming your contraptions below effective 120-140. It's like Interloper for Stealth. You can dash close to an enemy and deploy traps faster before they notice you, stopping them immedaitely - gaining much better distance advantage. Also able to depoy traps around patrolling enemies as well. It's a night and day difference and I assume you never tried it.

I will give you an example of what pistols are capable of, and you can tell me if they wouldn't completely overshadow the sniper part of a sniper/pistol build.

https://youtu.be/f-GyGQBN8s0

Again, you are trying to reason with a dedicated pistol build when the topic is sidearms for a dedicated sniper build. Since this is the 4-5th occasion in a row now, at this point it's safe to assume that you have either far below average comprehension ability, or intentionally sticking to this for a lack of better option and play dumb, knowing that you are loosing the argument otherwise.
Att this point, I could only repeat myself. Have fun continuing to argue with yourself with made up conversations.

11
You cannot one-shot a Dreadnought with a pistol, even if you tailor the whole build for the handgun and drop the sniper rifle. You need to Snipe/Aim Shot with armor piercing 12.7mm from a Corsair for that. Pistol can one-shot a crawler spawn or a rathound with normal shots. Regular low armor humans can drop too on lower difficulties - in cases when you get it to crit.

Pistol is not that good as you describe when you don't build your entire build around it. Yet you keep sticking to this idea and base your whole narrative and reasoning to that - effectively arguing with yourself and disregarding my points, which hints that you have nothing to say against them. I clearly mention that we only use it for CC. Here we only have 7 DEX, Gunslinger and Kneecap Shot - that's it. Going psiless frees up more feat slots, so we can also take Sharpshooter that benefits both guns - these two firearms are meant to be together. Hammerer can pack a punch if you're lucky and get high base damage on the lottery, but there's no point in wasting AP using that for CC purposes. You can totally just use even a 5mm Neo Luger. The point is the MP reduction of the enemy and to get the Initiative bonus. Also, a Hammerer shot cost almost as much AP with 7 DEX as a Spearhead - at which point you're far better off using your rifle anyway, even if they would do the same damage (which they won't, especially with the Hammerer damage being so random) solely for the mentioned cooldown reductions and the ability to use it from farther away. There's no point in using pistols for damage when you have a sniper rifle.

12
Your Arena burrower fight betrays you. Spending round after round only denting the high DR enemy.
If we want a psi-less build, then using Traps and high initiative cheap Kneecap Shots is the best alternative to employing psionics. You still pretend to not notice that the Pistol is only used here as yet another method of crowd control. Which Traps come in addition. While Increment and Contraction is not necessary in every fight, reducing the cooldown of Aim Shot and Shooting Spree is still the goal, thus using your rifle becomes even more important. While the above abilities can buy you time + you can keep the Ambush going (thus one-shotting enemies) with Molotovs and Incendiary Traps. It's just the better play that actually compliments your sniper approach and maintaining the distance advantage, making you a better sniper. Instead of doing the exact opposite - requiring you to be close and not reducing cooldown.

13
My barrage of questions continues. On sniper builds, considering you max stealth, isn't specing Snipe ability an overkill? Is it for cool nonspoilerboss one-shot?Or geniunely uselful?
Stealth should be maxed even for the sake of sneaking conveniently. And make sure to take Interloper. For a sniper, there are so many benefits as well, like Snipe damage or Ambush crit chance.
Ambush is the easiest to trigger with a sniper due to having the best range, meaning that you are free to choose your vantage point and pick any dark area on the given map as long as you have visual on the target. Ambush also works with single shot weapons, so not with bursts.

I would advise against using SMG's with a sniper as they need you to be close to burst effectively (which you can also use your rifle too anyway) and they won't work with Ambush either. Need high DEX and most importantly - a sidearm should not be used for dealing damage. You already have a rifle and most importantly - WHENEVER you can use your rifle, you SHOULD. It is your best interest to make the kills with your rifle, thus always lower the Aim Shot + Shooting Spree cooldown. That's why using another weapon for damage actually works AGAINST you. A sidearm should provide utility at best and you should aim for cooldown reduction with Tranquility boosted, Future Oriented Temporal Increments and of course maximizing rifle shots.

The PISTOL is the only sidearm that kinda makes sense here. With raising DEX from the necessary 5 (for Strafe) to 7, you can have Gunslinger in exchange for Paranoia that gives +5 Initiative and lowers your AP cost with the handgun. Then by taking Kneecap Shot, you have another cheap and effective CC ability to stop incoming melee enemies and maintain distance. With 7 DEX, you can also grab Quick Tinkering - another handy ability and boost your Traps skill (enemies can circle around your Bear Trap otherwise). Take Trap Expert as well.
For me, it's either this route with a sniper (Traps + Pistol for kneecap shots and initiative) or the very potent psi-sniper (https://stygiansoftware.com/forums/index.php?topic=10837.0).

14
General / Re: Am I Crazy for Thinking Pack Rathound Is Good?
« on: April 05, 2025, 08:36:27 pm »
It is a waste.

Even on Dominating with STR 3, you can get an immense amount of money without trying to loot everything, especially with builds that don't use bursting weapons.
Also, one just doesn't need to buy too much stuff anyway, so most of the money in this game remains unused. You occasionally buy weapon frames and armor components. Could get a 170+ super steel plate with a few rolls even without providing the refining data (which increses your chances a lot). That's pretty much it. Everything else can be looted and money just keeps piling up, as there's only one good weapon frame in the shop anyway.
 
Then you can also get +90 from gear and then some with consumables. You need lightweight expensive stuff. rest you can just break down to repair kits - no point in hauling metal armor or sledgehammers.  Pack Rathound just gives you some more money you won't use anyway.

As for Traps, their purpose is to elevate your offense and defense ability. It's not for dealing damage. It's to root people, trigger Ambush (with fire) and Opportunist. You can carpet an area with whatever Frag/HE Traps you harvest everywhere before group fights to trivialize them, but those meant to be spent as you grab them. You should not hoard these. you pick some up, you deploy them within the next fight and use BT/Incendiary/Blob intentionally.

Pack Rathound deprives you from another feat slot that could provide so much more to your character.

15
Builds / Re: Newb Sniper/Ar build
« on: March 10, 2025, 10:48:18 pm »
SMG's are DEX based, Snipers are governed by PER. Aiming to use them together will make both worse than speccing on one. This is for people who cannot make a decision and get the worst of both worlds. Probably play on a gaming laptop too.

If you're going with the sniper rifle, you aim to refresh that Aim Shot and Shooting Spree by using your rifle as much as possible. Every time you park it in favor of another gun, you weaken it's potential. Same goes for taking different feats instead of ones that buffs your chosen gun. It's a waste.

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