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Messages - ringring

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1
Builds / Re: Has anybody tried Explosive Ammo out of a .44 LMG or Minigun?
« on: February 11, 2026, 01:48:23 am »
catty bitch

2
Builds / You think this Build Does Justice to the Shredder?
« on: February 10, 2026, 05:39:13 am »
I tried making a build for Shredder from Teenager Mutant Ninja Turtles.

https://underrail.info/build/?GgoIBgUDCgQAwoIAwoIAAAAAAAAAAAAAGQBLwozCjAAAAAArORhpPUI8TwfClcKUwqzCk1Ehwrffvg

What do you think?

3
Builds / Has anybody tried Explosive Ammo out of a .44 LMG or Minigun?
« on: February 07, 2026, 07:48:01 pm »
Does it work?

4
Builds / Need help with a trapper build on Dominating
« on: January 18, 2026, 09:47:45 pm »
Are crossbow / trap builds viable on dominating?
Seems like you need a million low level feats to make it work and there just aren't enough slots.  Do you think you could help narrow it down a bit?

Off the top of my head

>Aimed Shot
>Marksman
>Strafe
>Sure Step
>Hit and Run
>Sprint
>Trap Expert
>Quick Tinkering
>Opportunist
>Interloper
>Dirty Kick

Some other must haves
>Premeditation
>Snipe
>Special Tactics
>Deadly Snares

Then if you want to go throwing or spear

>Spear Throw
>Impale
>Fatal Throw
>Split Spare
>Pinning

Skill Points are also limited, especially with a psi build

>Spear means taking throwing AND melee
>Unarmed needs Melee
>Throwing knives needs Throwing
>probably minimum 3 Psi Schools if psi
>Probably dodge and evasion
>No points left for crafting

Do you think you could help narrow it down a bit? Had a few ideas but not sure how they work in practice.

>Could just remove strafe and eat the move and shoot penalty, will make early game difficult though
>Sure Step isn't 100% necessary unless your putting caltrops everywhere, maybe use metal boots but the armor penalty and no special booties
>Trap feats and Interloper seem more like Quality of Life, some people swear by them but I never tried them
>Marksman isn't 100% necessary but depends on how you want to go,
>Dirty Kick isn't necessary but is a good accoutrement for any melee build.
>Sprint and Hit and Run are both great, you could maybe do without them or put them off but they are best when taken early. Also everything seems to have kneecap shot now.

I just don't know how to make a crossbow build work, especially on Dominating. Also, I've never done a playthrough on dominating.  Are Traps / Crossbows not a good choice for dominating? Should I try a trapper build on normal or hard before trying it on Dominating? Are there any other good builds that work on Dominating?

5
I've beaten the game on Normal, but I don't really understand how your supposed to play on Hard or Dominating

I wasn't even able to finish the hopper quest on Dominating last time I tried it.

6
Builds / Re: [1.3.0.17] Energy pistol Builds
« on: January 16, 2026, 04:13:06 pm »
this is an old bbs forum, you gotta highlight your links and click on the hyperlink icon for them to work.

7
Builds / Re: Never tried a Trapper Build Before
« on: January 16, 2026, 03:15:26 pm »
What do you think?  Suggestions?  Improvements? Any idea what I should pick for Armor?

8
Builds / Re: [1.3.0.17] Energy pistol Builds
« on: January 16, 2026, 03:14:17 pm »

9
Builds / Re: [1.3.0.17] Energy pistol Builds
« on: January 16, 2026, 03:11:02 pm »
Does aim still work with electroshock pistols?

10
Builds / Never tried a Trapper Build Before
« on: January 13, 2026, 05:11:12 am »
I tried planning my build as best as I could without really knowing how Trapper builds play.  I'm not 100% sure how to use crossbows, they seem really weak.

https://underrail.info/build/?HgMKBwUKBQYAwqDCoAAAAMKgAAAAwqAAAAAAAADCoAA3AAAAKwEiGUAqODU5TFFeWCYwwrXCpOKougXiqLsD374

Stat Boosts
Dex
Dex
Dex
Dex
Con
Will

Psi
Electro-Kinesis
Tele-Kinetic Punch
Psycho-Temporal Contraction

Weapons
X-Bow
Knife w/ Energy Blade or Knife Throwers Glove

Armor
Undecided

Not sure how else I should equip myself, I've never really used leather armor but I thought I might give it a shot.

11
Builds / Re: Please help a newbie choose a build
« on: January 13, 2026, 01:20:19 am »
generally if you go traps you should go with crossbows, and use a trapper build, cause they work well with each other and have special feats for that combination.

12
Builds / Re: Please help a newbie choose a build
« on: January 13, 2026, 01:17:36 am »
If you like SMG / Sniper Builds this one is pretty good, I'm pretty proud of it.

https://stygiansoftware.com/forums/index.php?topic=11625.0

13
Builds / Re: sniper or ar or shotgun / psi (metathermics) suggestions
« on: January 13, 2026, 01:11:49 am »
AR's, Shotguns, and Sniper Rifles all use different feats, and so does any kind of psi.  If you're going to get psi you should generally put just enough into Temporal Manipulation to get the Action Point Boost Power because if you don't its like leaving money on the table.

14
Builds / Re: sniper or ar or shotgun / psi (metathermics) suggestions
« on: January 13, 2026, 01:07:06 am »
yes, should be fine.  there are ways to cheese the game with pretty much any build, so long as you don't spread yourself too thin.  Try to pick feats that stack or compliment each other.  Pick your feats first then build your stats around the minimum requirements for those feats.  Try to scale your feats so they are useful at the level your character recieves them, and try to time your stat boosts at 4,8,12 ect to coincide with feat requirements, and put any excess points into your main combat stat (Str, Dex, or Per) to get higher skill values for the weapons you use most. 

15
Builds / SWAT Team Alpha
« on: January 12, 2026, 06:08:36 pm »
This is a reprint of an old build I optimized a bit better.  It has 4 options for your late game feats depending on what you want to do

Tactical Specialist (Use with Smart Module)
https://underrail.info/build/?HgcHCAQKAwfCoB4AAG4AbgAAAAAeAAAAAAAAAAAAAAABT00WFTd-NUkzQVtZHsK1wqR34p-iBeKktgLip6oC4q-9Ad--

Breach Specialist (Use with Tyranny Shotgun)
https://underrail.info/build/?HgcHCAQKAwfCoB4AAG4AbgAAAAAeAAAAAAAAAAAAAAABT00WFTd-NUkzQcKwwo_CmMK1wqR34p-iBeKktgLip6oC4q-9AeK3sAXfvg

Sniper Specialist
https://underrail.info/build/?HgcHCAQKAwfCoB4AAG4AbgAAAAAeAAAAAAAAAAAAAAABT00WFTd-NUkzQUsCwoXCtcKkd-KfogXipLYC4qeqAuKvvQHfvg

Mobility Specialist
https://underrail.info/build/?HgcHCAQKAwfCoB4AAG4AbgAAAAAeAAAAAAAAAAAAAAABT00WFTd-NUkzQRk5TsK1wqR34p-iBeKktgLip6oC4q-9Ad--

This build is a non psychic Spec Ops build that is so ridiculously overpowered your pretty much done with the game by level 14.  Ever wondered what it felt like to fire 4 bursts in a single turn?  Or to Snipe, use Aimed Shot, then fire off a final round from your sniper rifle, killing 3 heavily armored targets before combat even begins?  To burn through an average of 1 magazine per turn?  Having 500+ Damage Crits at level 12?  To double fist hand grenades and flashbangs every 3rd turn?  To unload 7 rounds of inferno ammo into an incapacitated invictus, almost guaranteed to light him on fire?

Required Equipment:

>8.6mm Steel Cat w/ Rapid Reloader (Inferno / AP Rounds Optional)
>5mm Impala/Jackrabbit/Jaguar w/ Rapid Reloader + Electroshock / AP Ammo
>12.7mm Sniper Rifle
>Ceramic Plate + Tac Vest
>All the Grenades
>Taser

Optimzations
*Late Game feats are better organized, as always mix and match as you choose
*Removed Muzzle Break from SMG's (Used to run out of ammo before you got your 3rd / 4th burst, 9 shots is usually overkill)

Options
*could drop a point of perception and add some Con, or 2 points if you want to drop scrutinous and swap it for something else since expertise is dooing a lot of heavy lifting
*Can swap out sharpshooter and uncanny dodge, both are useful but optional feats that can be taken later in the game if you prefer

Notes
*This build burns through repair kits like crazy
*Not sure how good it is on Dominating but it's probably got a shot

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