Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - feliix42

Pages: [1]
1
Builds / Re: Lvl15 Pistol need help on my build
« on: February 17, 2022, 07:32:33 am »
Looking through your build it seems a bit weird to me that you invested so much points in STR and melee. Are you using melee combat heavily? Because if you don't you should maybe drop putting points into that. Same goes for a few other skills where you invested like 10 points and then left it be.

But it's all salvagable. You should settle on a goal for your character and then dump all your points in the necessary stats.

For instance: You're using guns. New base ability points should go straight into PER, also keep Guns maxed out. Select feats that give you an advantage when fighting or that help covering your weak points.

Also traps/grenades make an excellent addition to a pistol build. Level that Chemical skill asap so you can craft better traps and grenades, a MK IV (chemical 69) or MK V (112) can be a real game changer, not to mention incendiary grenades. A Napalm or Magnesium grenade can torch a lot of stuff you'll be facing in Expedition and will definitely help you to handle any unwanted guests frequenting the expedition base camp.
For the other crafting skills: Mechanics seems like another obvious choice once you got your Chemical up far enough. Crafting your own firearms is definitely superior (though I don't know right now how much Mechanics you'd actually need for decent guns).

Overall: Try to identify how you usually play. What weapons/tactics do you use? Choose feats that add to this.

That's just my two cents, I hope it helps.

2
Builds / Re: Advice on a Stealth Sniper + Temporal Manipulation Build
« on: February 16, 2022, 07:05:34 pm »
I thought a bit more about your feedback and now drained both CON and WIL for more points in PER. In turn I removed a number of nonsense traits for some more offensive ones (how did I not select Shooting Spree before?):

https://underrail.info/build/?GQUHBwMPAwbCh0EAAAAAX25UUDxnGjsAAAAAAEZzAE4rFwEoJx0WMjUCM2zCh37ChSbinJoJ4q-9Ad-_

3
Builds / Re: Advice on a Stealth Sniper + Temporal Manipulation Build
« on: February 16, 2022, 05:13:33 pm »
Wow, thanks for the thorough analysis, that was just the amount of nitpicking I was looking for to advance my build a bit.

Quote
You take a lot of QoL feats before core damaging feats. Lots of QoL feats that really aren’t worth the feat slot in general.
Yeah, as I said, most of the build just evolved over time and I sometimes just picked feats that seemed the most straightforward or convenient pick. I'll reconsider the feats again I think.

Quote
7 will is way too high if all you are using psi for is TM, it can be left at 3. I also don’t understand why your WILL is that high if you just left TM at 60. 70 for stasis or max it for less chance to be hit with the debuff after contraction.
I didn't know that Will basically doesn't matter for TM, then I'll drain that again in favor of more perception. 3 Will will actually reduce the effective TM, though. Maybe 4 is better then? Until now, the synergies between Will and TM gave me enough points for Stasis, but maybe it's a good idea to dump my remaining points into TM anyway.

Electronics actually worked out for me like this because with skill synergies it's just enough to use a Smart Module and I wore a Balaclava for stealth most of the time anyway and I managed to loot a decent pair of night vision goggles last time.
Gunslinger is just a leftover from my original idea to go with a normal as side arm, Cooked Shot will make more sense here then.

Bio for Focus Stim seems like a neat idea, didn't consider using that so far but that could give me certainly an edge in combat. I'll see if I can grab some more points from different sources for that. 32 points schould be enough thanks to skill synergies.

4
Builds / Advice on a Stealth Sniper + Temporal Manipulation Build
« on: February 16, 2022, 02:43:44 pm »
Hi fellow Zoners,

After not touching the game for a few years and realizing that my most recent savegame somewhere mid-Expedition got lost, I want to start over. Since I've never finished the main story with the DLC enabled, I'm not 100% positive how to incorporate the new content into my build. Here's my idea so far:

https://underrail.info/build/?GQUHBwQKBwbCh0EAAAAAWm5UUDxnGjsAAAAAADxaAE4rBBcBNignJR0WMjUCM2zCht-_

It's based on my last export after beating the main game, with a few modifications. My main idea was to have a character relying on heavily on Subterfuge and using a Sniper with a (chemical) pistol as side arm. To use some DLC content I wanted to throw Temporal Manipulation in the mix as well. The build won't have to hold up for a DOMINATING run, I was contemplating either going for Normal or Hard difficulty.

I only crafted grenades, mines and new arms in the last run, hence the skill set there.

Do you think this build is viable? I'm always open for optimization ideas. As I said, I did beat the game before once, but most of the build just grew organically over time, so there may very well be some nonsense in there. I'm mostly worried about the 4 CON though, because I drained a point there for more will and drained Dodge/Evasion for Temporal Manipulation. Not sure what to do with the remaining 40 points. It's not exactly enough to invest into something completely new, but on the other hand there's still 5 levels to come from the point this build starts at.

Pages: [1]