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Builds / Re: Commando Build
« on: May 07, 2020, 03:46:35 am »
Would anti-rifle coats be good armor despite the 60% armor penalty?
The nanocomposite vest seems really lame.
The nanocomposite vest seems really lame.
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The reason of me having relatively low on Machanics, Electronics and Tailoring is to save points and put it to somehere else. While using a bench or a Hypercerebrix that we can craft independently with 70 Biology, we can have these 3 skills on an effective 135. That should be enough for us to produce level 3 emp and plasma explosives and to use components of 160 quality.
Still, since top quality components will make our end-game gear, we don't need to have our skills raised to a level where whe can mass produce those items anytime and anywhere - we will only craft equipment of this kind once or maybe twice. If upon being ready to craft our final instruments, we can even pop a Hypercerebrix AND use our bench too, raising the 3 crafting skills to 155.
If thanks to that allocation of points I can have a Mercantile skill that I can raise to 105 (with Hypercerebrix + UnderPie) and get all the access of secret stashes from all merchants. in hope that they will grant me access to those elusive items of 160+ quality we want to work with.
As for pistols, it just makes the build more wholesome in my opinion. With those, everything connects better, the stats have more purpose, strength for feats and weapon requirment too - it will also make crits frequent and more devastating benefitting both weapons, initiation will be boosted... everything just fits.
SMG's are have good damage with bursts, so that's allright I guess - don't intend to change your mind, just provide a different view which I thought will be better for you to know about upon making the choice you prefer the most.
Crit Power means better additional damage when a critical hit happens. If you use for example an anatomically aware scope on your rifle, then you get 50% boost to your crit damage - now it being 150%. And with a basic Crit Power feat, that becomes a total of 225%, which is awesome for single shots with high chance and of course guaranteed crits with Aimed Shots alike (which you should use sometimes every round with Shooting Spree). It worths to specialize on Crit Power a lot more than Snipe - which is good on it's own with high enough Stealth.
As for your build, I think you're overinvested in Hacking and Lockpicking. For example an effective 100 with Jackknife should be enough for the latter to reach 130 with Engineer's Suit, Haxxor and Eel Sandwitch. Temporal is enough for 55 (56 for an effective 50 for a better Entropic Recurrence) if you're not planning to use Stasis, however I heard it has it's uses. Do pick up and specialize in Psycho-Temporal Acceleration for that sweet MP, AP buff, so you can shoot your Rapid Spearhead 3 times for an additional round too.
Also, exactly to have better even better Initiation aside from the Paranoia boost + to make the most out of the Sharpshooter feat, I went for pistols as a sidearm. Better crits, and more chance too upon picking up Steadfast Aim as well, especially since a sniper rifle need 5 STR, so I really had no excuse. Biggest bonus is granted while using a 44 Hammerer, whih means that we get to use explosive rounds too (a true wonder that happens to be pistol exclusive only) although Falchions are great too for additional crit chance. And unlike the bursts from SMG's, pistols actually make good use of smart modules.
I went for a hitman kind-of character (just some firearm assassin, no relation to agent47) that has Mercantile instead of pickpocket after I pictured him gearing up from a secret stash of weapon storage before a mission (enable Jackknife and Trapper's Belt pls).
http://underrail.info.tm/build/?HgUICAMNAwbCoDgAAADCncKdTToAPmVlNz5lAAAAOAAATRcBMToeRn41K8KHM0tbKAIwwqTCteKnjAPip74I4rGWBN-_
Alternate take with lower agility but higher intelligence and perception, now with 100 on pickpocket too, enough to serve you well (steal oddities even the one from the Faceless boss and the symbol from Mordre for the appropriate quest). And while still able to craft the best Incendiary grenades and Hypercerebrix, explosives of mkIV and Bullheads are now also restricted to a bench in addition to top tier plasma and emp:
http://underrail.info.tm/build/?HgUIBQMOAwjCoDgAAADCoMKgRDtLO1paKjBaAAAANwAARBcBMToeRn41K8KHM0tbKAIwwqTCteKnjAPip74I4rGWBN-_
(with 8 INT, it becomes debatable not to switch out something for Power Management too)
Temporal manipulation doesn't require any will to be useful. You can invest just 70 points and be good. You can find/buy plenty of traps/grenades up to mk3, but in in lategame these are pretty weak, especially on dominating. Perception should be higher; no need for more than 10 agility. If you take ambush (not to mention aimed shot/snipe), you dont need to worry about crit chance with snipers. You can use a silenced smg if you care about silent takedowns. You dont have to have chemistry for traps, you can find/buy regular traps, then later you can craft plasma mines with electronics. The feat you're thinking of is Quick Tinkering. Traps are very useful, basically broken.
''Made'' this one last night to fit the player model (unarmored), I hope you guys like it.
I wonder how difficult it would be to have dynamic portraits that changed whenever you wore different armor.
I think it's fine. I understand where the request comes from though. You probably found a nice portrait that you see as a possible manifestation of your character, but on the picture, the armor looks different than what you plan to wear through the whole game.
I'm happy that the background and lighting conditions change - thats a very much needed touch as the portraits would stand out too much otherwise. Great feature. What I don't really like is that far too many portraits are wearing respirators while not many models have them. Still, you can find some good ones in the packs online or make your own if you find a nice picture somewhere and crop it, even with MsPaint (for the background to be non-filled).
I just don't seem to find good ones for various character archetypes on the base game.
Where's the older, battle hardened sniper visibly having his glory days behind him? A hobo with a shotgun? Or the rogueish swaschbuckler trickster guy? Maybe the Judge Dredd kinda enforcer? Or the Riddick close combat specialist? Oh maybe the afro guy in tank-top qualifies for that I guess - if we could choose the skin of the model. Right now it's a total white guy with an afro portrait.
But tha main problem is that most of the male portraits are about total zoners that would easily fit as random burned-out Foundry mineworkers or zombie-like junkies from the slums of Core City. They look like crack-addicts not soldiers.
I reall look forward to see a new pack posted here by some generous person, or even a 1$ extra portrait DLC by the original artist so it'll fit with the rest.