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Messages - LeftHandManGary

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Builds / Sniper/SMG build; Thoughts?
« on: August 23, 2020, 02:47:53 am »
Trying my hand at making a hybrid build, and was curious what you guys think. This character would be for Normal difficulty and Oddity XP. Playable, or hot garbage?

https://underrail.info/build/?HgUIBwUOAwTCoDIAAADCoMKgZGQAwqBkZGQAWgAAAAAAAAABOR0WNTczfktJwoUnDyTCtcKkd-Knvgrir7wE4q-9Ad-_

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Same video I watched when I was looking up crossbow builds, lol.

I do wish someone on youtube would make some more current build guides. Nerd Commando is always the first one to show up, and some of his builds look a little wonky, to be honest. The fact that he often skips lockpicking and hacking makes me think he must be playing on classic difficulty.

Anyway, I followed a variant of the Arbalist build, and one thing I didn't do was grab Temporal Manipulation. If I was going to change one thing, that'd probably be it. Well, that and the fact that I left my Will at 4. It was there as penalty avoidance, but I never took a single social skill, so it was a total waste of a stat point. So in terms of advice, Temporal Manipulation is a good thing to pick up, and if you're not going to put any points in social, might as well set will to 3.

Not sure how the Will of 3 would effect TM, to be honest. Fairly new, myself.

@Gortsby

Now picture his voice reading tax law to you. That would be the true meaning of hell, lol.

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General / Re: Ambush vs. Snipe
« on: March 28, 2020, 06:36:03 pm »
Ah, fire. Is there any problem you can't solve?

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General / Ambush vs. Snipe
« on: March 26, 2020, 04:47:15 am »
Like it says on the tin, I'm curious as to what the actual differences, strengths, and weaknesses between the two are. At first glance I had thought Snipe was the better choice. However, when people began to modify my example build, Ambush always seemed to replace it. I intend to stick with Ambush for this playthrough, but it does make me curious.

What are the key differences between these two skills? I can see that Snipe does double and a quarter damage plus stealth bonus, with no crit chance, whereas Ambush seems to really ramp up the crit chance. One guy on reddit was flat out stating Ambush was useless, saying it was too situational and inconsistent. Are there builds that would benefit more from one or the other, or is one just generally better?

For frame of reference, I was putting together a crossbow/traps build, and it was a toss up between that and a sniper/smg build for this run, with crossbow winning out by a coin toss.

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Builds / Re: Relative noob looking for a crossbow/traps build
« on: March 10, 2020, 07:05:28 pm »

@Bruno

I had trap expert on the list more for the extra protection from detection then the speed buff. Given my general trend of moving in stealth, laying down a killing ground, and luring enemies into it as much as possible, I can see where Strafe and Sprint could both be very useful.

And Pack Rathound is one I know is probably going to be essential, but one thing I noticed about this build is that it needs a lot of feats all at the same time, so my focus was maxing out combat first. The line of thinking being, I'd rather struggle with bag space and what have you, instead of hitting a wall because I was lacking in killing power or stealth.



@Sat

Oh, I'm sure it will be fine.

*many deaths later

"Are you okay?"

"It's just a flesh wound."

"Flesh wound!? You've got your bloody arm off!"

"I've had worse."

"You lie!"

"No. Sadly, I'm not."

In all seriousness, I imagine it won't be, but it's a learning experience. Worst comes to worst, should I get repeatedly slaughtered at Depot A, I'll rethink my approach for the next playthrough. It was a bit of a race between this and a sniper build. As odd as it is to think about, this struck me as the sneakier option, given once you fire a dragunov, everyone and their dog knows about it.

I will definitely be checking out the Kiruha post once I'm off work.

Edit: I do have Critical Power on my list, but it does come along fairly late in the build. As I said above, I found myself in a scenario where I needed a whole heaping pile of feats all at once, and it's one of the ones that got back burnered.


Thank you both very much for your input.

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Builds / Re: Relative noob looking for a crossbow/traps build
« on: March 09, 2020, 04:53:48 am »
This is all very useful stuff. Thank you very much for the help.


Edit: And let's see if this works: http://underrail.info.tm/build/?HgMHBwMPBAcAMsKgAAAAwqBpUABkZGQyZFAAAAAAZABfAWEiMAI4QMKAG0xLajkzwoUnwqTinJoC4qCeCuKrmgPfvw

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Builds / Relative noob looking for a crossbow/traps build
« on: March 08, 2020, 04:40:53 pm »
I was hoping to post a copy of my build in the tool, but I have yet to figure out how to do that, so hopefully I can explain it well enough.

Starting stats were 3/7/7/3/10/4/6. All my stat increases go into perception except for one point in intelligence, leaving my final stats at 3/7/7/3/15/4/7.

Final skills at lvl. 30 are as follows:

Throwing 80
Crossbows 160
Stealth 160
Hacking 130
Lockpicking 130
Traps 160
Mechanics 160
Electronics 160
Biology 140

Feats are as follows:

1. Aimed shot
1. Sure Step
2. Marksman
4. Quick Tinkering
6. Snipe (would Ambush be better?)
8. Special Tactics
10. Trap Expert
12. Bowyer
14. Hypertoxicity
16. Deadly Snares
18. Critical Power
20. Elemental Bolts
22. Pack Rathound (would Sprint be better?)
24. Sharpshooter
26. Blindsiding
28. Sprint (Honestly couldn't think of what else to take by this point)
30. Scrutinous

Obviously this build isn't totally combat optimized, but my plan for the playthrough is Normal/Oddity XP, and I think it should be more then fair for that. The rough outline came from a NerdCommando build on youtube, though I surrendered the psi parts of the build, and some of the crafting, for hacking and lockpicking.

I debated quite a bit between biology and chemistry. I saw the two skills often overlapped in bolt construction, and I went with bio when I saw I could poison my caltrops and bear traps. Making healing items and extracting components from the critters I'm hunting also struck me as very useful. That said, I saw that chemistry would unlock the mines and the acid traps. Which of the two does the community consider more useful? Is bio a viable build, or will this kneecap me in the long run?

I wasn't sure if throwing was important for caltrops or not. The wiki referred to it as a thrown utility item, but didn't say if it was a necessary skill. It does free up a lot of points if I don't need to take it. Likewise, if I did wind up going chemical over bio, it would give me some grenade utility.

The final question I have is regarding armor crafting. In his video, NerdCommando invested into Tailoring to make his own armor. My original plan involved purchasing low level armor, and relying on an energy shield I manufactured once I had the necessary skills and components. Again, would this be viable, or would I be setting myself up to die horribly?

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