Somehow I don't see that much discussion about tin can/AR builds ever since the expedition (and since smart module/burst interation was removed), so I've decided to make my own. I know that quite a few people consider AR builds boring and the purpose of this build isn't to challenge the imagination, but access most of the game's mechanics and content on hard/dominating, while still providing satisfactory gameplay experience.
So here it is:
http://underrail.info.tm/build/?HggDAwoMAwfCoFkAAAAAAFR0AABucUZwWwAtMjdNAGxjK20aCFUxKjsmFUlLwodKRVPCpMK1d8Kewq1swp3in6IF4qKNA-KnggLip6oD4quuAt-_Starting stats: 8str 10const 5int, rest into perception. Get +1int at lvl4 for premeditation and another +1int when you feel like starting crafting.
Gear: night vision +critchance goggles, galvanic superseel armor, galvanic supersteel boots with a spring, high+medium frequency efficient shield, doctor's pouch.
Weapons: 11ap 7.62mm hornet, 16ap 9mm chimera, all with anatomically-aware scopes and muzzle brakes
Other gear: metal armor with biohazard vest (or CAU suit) - for all kinds of gas abuse and for the expedition, 14ap 8.6mm chimera - for 8.6mm ammo utilization and tryharding (it can be shot twice under combined effect of adrenaline and PtC), black cloth stealth set and cloaking device - for stealing and quests, hearseeker armor and boots, huxkey, a lot of grenaders and meds of all kind, hardcore chips.
Features/pros of this build
- Extremely high damage output
- very good durability with decent mobility
- Support/cc psi powers
- 150 biology outside of the workshop, no jacknife or lemurian engineer suit needed, hypercerebrix is needed only for extremely high end crafts
- 7(9) int and excessive persuasion/hacking for RP checks in expedition and deep caverns.
Cons:
- low resolve, weak to thought control psionics, bilocation is death
- tedious inventory management, high repair kit consumption
- no will for psionic RP checks
Now here is where I would need some feedback and suggestions. I didn't playtest this specific build, but I did go through dominating with a similar one
http://underrail.info.tm/build/?HggDAwoNAwbCoFkAAAAAAFFhAABxfExnWwAtRkZUAE1jK20aCFVPKjsmFUkxSktiRcKkwrV3wp7CrcKcbOKfogXioo0D4qK1AuKnggLip6oD378 , which I then modified.
And here are some doubts/questionable moments I'm concerned about:
- This build isn't especially minmaxed. Crafting is overcapped severely (which might be of help if you want to do DC before expedition, get 160-170+ components from there and actually use them), hacking/lockpicking is overcapped so you don't need to equip additional items, underpie isn't used etc. Utilizing all that I could get a lot of free skill points, but I don't really understand where else would I put them. it isn't enough to get decent stealth in combat gear, isn't enough to get high end pickpocketing (surely it would help in early game, but in early game I don't have skill points for it anyway). The best thing I could think of is putting them into psi, but I've found out that I hardly ever use stasis and and thermal aura is only barely worth it against expedition's spiders.
- Survival instincts. This is basically a crit build, so it would be great, but I just don't find myself under 30% hp in mid-late game.
- Expertise. I'm not entirely sure of how it works, does it add 20 damage after all % modifiers, like special ammo? Then it is kinda worthless.
- 7int. Yngwar/Ferryman dialogues aside, it upgrades philisophy and allows taking Gun nut (+15% to the basic higher damage roll) and potentially Power Management (which I didn't find a place for, but I consider switching time acceleration for it). Plus it gives a bunch of skill points, bringing us back to the first paragraph.
- Specialization points. I'm not exactly sure which of damage modifiers are additive (and don't mean that much) and which are multiplicative. Is opportunist:slowed target really worth it?