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Messages - Cassidy

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1
Builds / Re: Feat Priority List (Feedback requested)
« on: August 07, 2021, 04:38:27 pm »
Stoicism: Priority 1

Very good feat if you can afford the requirements, this with canned meat/mushroom brew, conditioning, morphine and aegis can make you temporarily invincible to mechanical damage for three turns while below 35% hp.

For a character with Survival Instincts, Conditioning and Stoicism, is it better to just avoid canned meat/brew within this combination to get mechanical immunity after SI or to put 3 spec points* in SI to increase the threshold to 36% health?

*Traded off from more critical chance spec.

2
General / Re: Is it possible to force all random locations to spawn?
« on: August 05, 2021, 06:26:03 pm »
Just play the legacy 1.1.1.6 version which has no random locations beyond early game and has both easier and wider array of available psionics for use at any time as a bonus.

3
That exoskeleton is so limited that "rush for 'power armor'" play style is probably something for meme builds. Completely different from how Power Armor was in Fallout and Fallout 2 where meta rushing for them was worth it, without forgetting this one is not really power armor, only the exoskeleton part. Maybe a 10 STR unarmed juggernaut with max mercantile always carrying hundreds of batteries would do well with it, for that buff to STR when the exoskeleton is on would make quite a difference to fists damage, resulting at 21 STR at level 26 up to 22 with rathound BBQ, a sizable multiplier which is multiplicative with melee skill, yet with a high price to pay from being very power hungry and having a lot of armor penalty for too little protection.

Now, just to be clear: unarmed juggernaut + exoskeleton is a meme build IMO.

Choosing exoskeleton over other armors that either have much better defenses for similar armor penalty, less STR boost and very little defense but movement bonuses and zero penalty or similar defenses at drastically lower penalty looks like choosing shivs over combat knives.

4
Builds / Re: Unprojector 0-crits Unarmed Psi Monk Build
« on: July 31, 2021, 06:03:57 pm »
New revision:

https://underrail.info/build/?Hg4JCAMDAwYANQDCoCjCoHhNPgAdK2cAAG8AwqAASAAAWmFPK2kgEkFOBxMqwqgdwocaw47ChcKpwrZswq4k4p2XBeKsqgXitqAF378

Ok I take a second look, and have a bit more thoughts about it. First, if you have some spare time I made a guide for the similar build and cover some topics there more deeply, also there is a playlist at the end to see build in action.
https://docs.google.com/document/d/1eCkm4_AsozMyXq1Q7TaJXX-3JoePyOzwzuL2lXlB_Zc/edit?usp=sharing Here is the link.
Abbot Rathound regalia it gives you everything you need. Speed, str and a bit sneaky power. You still need tailoring for bio and cold def, and on early game bullet protection and even on the frog suite and tabis.
I play my build a bit differently, I still got high evasion, but i only use sure step and catrops to slow down enemy and abuse los, so I don’t have a nimble and uncanny dodge. I believe you can even skip dodge feats without sure step. Also keep in mind you need a huge boost to your dodge and evasion make enemy miss consistently on dom so it may be not worth it to put a lot of feats into it if you got ff and tm, so your main goal is not let enemy fire at you at all. For that will be abusing los and caltrops, so some misses here and there from 1 or 2 lucky enemy is all you need to win the fights, and just maxing eva skill and frog tabis can give you that. I also higly recommend you stay with the escape artist, if you plan to deal with natives, there are too many nets and acid blob can entangle you in stasis. I also recommend you switching expertise to Taste for blood. Expertise damage don’t scale at all so its flat 20, instead of a +50%. Proc it with nail bombs and fuck shit up.
And good luck!

An interesting guide, but regarding TfB, I'm not a fan of picking up feats that require you to always side with a specific faction because the key item for the feat to work in such context is available only there. Of course this wouldn't be the case for a nimble can with bladed super steel armor and a serrated knife, for example. Furthermore Expertise will work all the time against anything and the base damage of unarmed is small enough even at level 30 that Expertise will be a significant bonus. Only in spec points it loses to Improved Unarmed Combat, so the new build prototype shifts spec points for such reason.

Dirty kick is out for escape artist, Combo feat should get in ASAP with full spec on stun chance to compensate the lack of dirty kick and several points are transferred to evasion ensuring explosions, snipers and crossbows won't result into inevitable furious pressing of F9 whenever they show up to take potshots beyond player character's LoS and stealth is already gone. Throwing won't be as accurate, Contraction will revert more often and what would be as close as possible to a full stealth approach when crossing the Fetid Marshes and other Hive infested areas or other places where it is possible and desirable to avoid combat through stealth will be harder, but other than that it should be good.

In theory it's always possible to move around and avoid letting anything close in to attack in melee range, but in practice that is not always certain even with caltrops, where Uncanny Dodge ensures 2+ dodges and likely one more turn of survival whenever things don't go as theorycrafted.

5
Builds / Re: Shiver me timbers - a Shiv build on Dominating
« on: July 28, 2021, 08:36:53 pm »
Dude, SI for some Agony. Shiv for some Extra Spicy Agony™ - I applaud you for playing this meme build! 😆😁
It might be just me, but it feels like "I'll smack my nuts against the rock, till the rock breaks!" kind of build 😆 Yet, stacking MP, Fancy Footwork + low AP attacks should always get you out of danger... to smack that rock, harder and harder, again and again 😆

P.S.: I think the 200% crit damage comes from HUMILIATION of being shanked by a rusty piece of metal, wrapped in ever dirtier rag 🤣🤣

How about Expertise,  Shiv and the Unprojector? DoomRL has challenge modes called "Angel of" and "Archangel of", thus I suppose daring to play a build with Shivs and goggles that disable critical hits would be the closest thing to Underrail's Archangel of Masochism.

6
Builds / Re: Unprojector 0-crits Unarmed Psi Monk Build
« on: July 28, 2021, 01:40:50 am »
So here is crit-less PK time monk build prototype #3: 9 DEX and 6 INT at the expense of 3 WIL, Expose Weakness instead of Force User*, likely more F9 presses and Premed instead of Escape Artist, Interloper instead of Opportunist for QoL and a reshuffle of Skill distribution with just a bit into traps for better odds of detection.

https://underrail.info/build/?Hg4JCAMDAwYARwDCoCgAwqBWPgAdK2cAAHQAwqAAwqAAAFphTytpICrCqBITQcKHGg0dB8OOwoXCqcK2bMKuJOKdlwTiqKYF4qyqBt-_

The rathound regalia makes all the skills put into tailoring useless because very high quality ninja tabis can be found for sale too. And if it's "insanely good" that is one more reason for me to prefer something else.

*Considering EK and EK imprint aren't boosted by it, not a major loss.

*Edit: Unarmed without Expose Weakness = Quit game and start from scratch upon meeting psi crabs and strongmen.

7
Builds / Re: Unprojector 0-crits Unarmed Psi Monk Build
« on: July 26, 2021, 07:29:37 pm »
The first thought on this build was to use only 6 AGI and 5 CON and I forgot to replace Sprint with Fancy Footwork.

I wouldn't count on only throwing to help against high mechanical DR/DT, having a steady source of ranged damage is always useful even if it doesn't hit as hard as melee unarmed. With some investment in electronics, craftable shields with such low INT while far from the optimal do make sense for this concept because it has the goal of mostly avoiding the act of scrounging shops all over again and again in search for Q 140+ stuff. So here is a better new prototype for this:

https://underrail.info/build/?Hg4ICAMDBwMASwDCoCgAwqBwRAAAJHgAAH0AwqAAawAAdWFPK2kgE8KoFE5BwocaDSYHw47ChcKpwrZswq4k4p2XBOKopgXirKoG378

Dodge only raised enough for escape artist and UD as suggested, remaining points put into electronics but the stats weren't changed.

Bone breaker is useless, first build link is pretty much a draft anyway. Added Opportunist (to be possibly replaced with Interloper for QoL) after Dirty Kick, both and combo now are quite late with PK and flashbangs being the primary source of stuns or incapacitation until then and pushed the PK enhancing feats earlier. Also replaced dubious Guard feat with far more useful PTA and Nimble with Sure Step so acid puddles won't be painful and caltrops will be always of great utility, leaving Nimble as a very late feat in place of BWT instead. (Greater) Siphoner leather with its pretty small armor penalty will be the choice now for most of the game.

8
Builds / Unprojector 0-crits Unarmed Psi Monk Build
« on: July 26, 2021, 04:32:19 am »
Tired of walking all over Underrail in search of that very specific crafting component to update your build's weapon of choice only to find out none of the merchants has it at a decent quality?

Tired of praying for the RNG for a crit and having to plead further with F9 every time it doesn't happen because without crits your build is kaput?

Do you want to have a vastly more predictable damage output?

Critical hits begone!


Current Iteration: https://underrail.info/build/?Hg4JCAMDAwYANQDCoCjCoHhNPgAdK2cAAG8AwqAASAAAWmFPK2kgEkFOBxMqwqgdwocaw47ChcKpwrZswq4k4p2XBeKsqgXitqAF378



Original Prototype: https://underrail.info/build/?Hg4ICAMDBwMASwDCoMKgAMKgcEQAACQAAAB9AMKgAGsAAHUkOU8rIMKoQWlOGhQNB8OOwoVSQ8KpwrZ8bMKu4p2XBOKopgXirKoG378

Second Prototype: https://underrail.info/build/?Hg4ICAMDBwMASwDCoCgAwqBwRAAAJHgAAH0AwqAAawAAdWFPK2kgE8KoFE5BwocaDSYHw47ChcKpwrZswq4k4p2XBOKopgXirKoG378

Third Prototype: https://underrail.info/build/?Hg4JCAMDAwYARwDCoCgAwqBWPgAdK2cAAHQAwqAAwqAAAFphTytpICrCqBITQcKHGg0dB8OOwoXCqcK2bMKuJOKdlwTiqKYF4qyqBt-_

In short this is about getting as much damage from Expertise as possible and a high enough damage that the lack of crits will barely be noticed, as expected from a build that will never, ever have a critical hit outside of psionics once it finds the item it was designed around. After some thought I concluded an unarmed STR psi monk is possibly the best choice for this. Most ranged weapons either have a myriad of special attacks that benefit from smart goggles which make the Unprojector undesirable or are all about the crits, and no weapon can both hit so fast and rack so much damage bonus from STR as unarmed. However, this one makes a big compromise to deliver the high tier, expertise-enhanced damage: 3 WIL, but it still hits hard with psionics thanks to (almost) fully specialized corporeal projection. Add to that being a 3 CON glass TK cannon that is supposed to stunlock or  beat down everything up before being endangered to boot because I took the risk of betting on Uncanny Dodge instead of 5 CON, yet this has the speed to deliver a devastating alpha strike and enough stealth and/or initiative to not be gimped in combat by not having the first moves.

9 DEX for Lightning Punches giving 5 AP punches with tabi, yet going with STR as primary combat stat are the results. Starts with 9 STR, 9 DEX and 5 INT. Raises STR always except at level 16 where it is INT instead for Premeditation. Possibly this has the highest effective carry capacity of any build out there because it will use light armor and not require ammo at all outside of combat utilities. It forsakes chemistry and biology, only raises mechanics enough to use super steel fiber for the infused leathers, a bit into traps to compensate 3 PER and not have to replace the Unprojector with motion seeking goggles just for trap detection. The only gear that will ever be crafted will be energy shields, tabis and eventually infused leather armor. PK and unarmed will win the day and TM will give even more power to expertise 5 AP punches.

Gear

Very simple. The Unprojector, of course the core of this build, all the time as soon as it is found. Armor penalty must remain below 20% for lightning punches. Light tactical vests may be chosen but crafting them is likely impractical with how little SP will be put into mechanics, so in general leather armor will be the first choice, and which leather is better is a good question.

Belt is utility. One more combat utility is handier here than anything else.

For armor infused greater siphoner leather armor is a definite choice. Combined with insulated foam padding it has resistance to a lot of different damage types and a major bonus to dodge and evasion, the latter is mostly pointless but the former improves Uncanny Dodge. Here there won't be any sacrifice of tailoring when distributing skill points until the desired breakpoint that should suffice for some very good leather armors with the bonus of the leatherworking workbench. Infused rathound leather obviously is pointless in here, but either ancient rathound leather or one of those encumbering serpent leathers may actually serve a purpose to make this a bit more resilient in the endgame once the very late choice of Nimble is in to ensure armor penalty will be below 20% with heavier leathers because there is nothing that much better than such feat at that point. One or two batches of 3 super steel plates each should be enough for all crafting needs unless the RNG decides to really hate me.

Tabis will be infused greater siphoner for the dodge bonus too.

Then add nets, a taser or caltrops, flashbangs and damage-dealing grenades. No need to pray there will be x available at the next mechanics or electronics shop because you got fists of steel. You will barely need repair kits too as a bonus.

Possible alternatives

1 ) Go back to 7 WIL, 8 DEX and 3 INT, Escape Artist and Force User instead of Premed and Expose Weakness. Base game is very hard for unarmed without EW while in Expedition, it's like this: I saw a psicrab the other day. Horrible creatures, I avoid them whenever I can. Considering psi crabs are pretty much immune to electricity Electrokinesis won't help either.

2 ) Ditch evasion for more into throwing and temporal manipulation. Does missing slightly a grenade or contraction reverting result in death more often than explosions and long range special attacks by crossbowmen and snipers? Not in my experience.

3 ) Sacrifice AGI for 7 CON to get stoicism + conditioning instead of Uncanny Dodge. I wouldn't do it because while there are some tricks to have decent MP with even a 3 AGI build, I wouldn't gimp a melee-oriented build that way.

4 ) Reduce AGI to 6, forsake Uncanny Dodge, replace Fancy Footwork with Sprint and start with 10 STR. For a nimble can defense setup this would be OK, but without armor sloping only very late it would be possible to have any significant defense without losing Lightning Punches and Nimble can defensive setups are much better with 10 CON. Besides, trading mobility for more damage is a very risky bid for a 3 CON melee build.

5 ) Replace Interloper with Opportunist: At level 20 this build is already very powerful. A QoL feat is preferable to just going all in with minmax at this point.

General Questions and Answers

Q: Where is the Unprojector?

A: It spawns in one and possibly only one of the game stores, randomly it seems. While playing a nimble can AR build it spawned in Foundry's General Store. In another game it spawned in Dirty Tom's store located in former Black Crawler's lair now run by Gorsky. Maybe whenever all trader inventories are refreshed in game, it spawns in only one of the available stores and won't show up again once you buy it as if it were an unique item, or once spawned in one of the stores it will never despawn and stay in the store where it first spawned forever. I'm not sure.

Q: Was this tried in-game?

A: Nope. 100% theorycrafting as of the moment of the OP but it should work. Will try it eventually on Dominating, because it is likely less difficult than an all-schools pure psi (hemo)psychosis Survival Instincts build.

Q: Is this build useless without the Unprojector?

A: Useless is not the correct word to describe a build that is designed to not need critical hits to get things done. Of course the meager crit damage bonus of unarmed makes having the unprojector together with expertise arguably better than having a crit chance at all.

Q: Is the Unprojector a meme item?

A: I'd call it poor man's smart goggles for 4 AP attack expertise melee builds wearing light armor which boosts damage for all attacks and disables crits. I suppose that it also could be of use with an AR build that goes with nothing but a pair of Hornets, full auto, muzzle brake and concentrated firing or for a SMG with <=8 AP bursts and expertise since smart goggles no longer buff bursts. Or with a meme 5mm silenced Neo Luger pistol build that has very predictable damage output as its only strength, but then maybe it automatically becomes one by the nature of such build.

PS: Previous time I checked this one still lacked a wiki article which is why I attached a snippet screenshot of the item in question this build was designed around.

9
General / Re: (SPOILER) Utility tower's end
« on: July 23, 2021, 05:48:21 pm »
I suppose the boss is exclusive for Dominating difficulty. Great place for scavenging high quality crafting components regardless and interesting as a piece of environmental storytelling.

While climbing this particular area that grew ever colder with altitude, I was wondering if the surface world in the setting became long ago a frozen wasteland due to a new ice age or a more permanent situation of a dying, dimming sun, even hoping for a glimpse of it on top through a gap amidst the rubble and permafrost of a collapsed and no longer accessible surface access. I was sort of disappointed that was not the case and this area by itself doesn't really show or tell anything certain about the surface, for the fact it gets colder doesn't necessarily mean the surface is the reason for it, thus the actual reason for the migration to the underground remains a mystery. Perhaps in Infusion there will be somewhere a more solid and clear hint of what apocalyptic event or events happened to the surface.

On the other hand there is nothing that disproves the surface world in Underrail is, among other things, a now centuries-old frozen wasteland from whence the megacorps and those lucky enough to get in with the apex technocrats escaped before it was too late. This area may be circumstantial evidence of that unless the real explanation for its freezing climate is psionics.

10
Interesting build. You could drop int to 8 and put that extra point into con to reach 10 con and get thick skull, which is a great feat for every build, even with LOC. Nimble isn’t really worth it on this build since you don’t care about dodge and evasion. You also could replace pack Rathound with conditioning to get further damage reduction.

9 INT is for two reasons: to have the option to trade a boost on psi abilities damage for one more innervation slot later on and to improve crafting. Besides, won't Thick Skull give your character the Dazed debuff even when LOC is active?

As for nimble, it is a QoL feat and a way to have 15% more MP from tabis with the armor of choice and doable effective stealth (on Dominating this won't apply and this build will shatter most likely anyway). Conditioning is good yet pack rathound prevents that feel when Al Fabet. Guess carrying a spare lifting belt and 10 pentapus BBQ are in order for playing this without such QoL feat. Forsaking loot worth at least or more than 5k is very demotivating. I would consider ditching mania for conditioning but it allows for one guaranteed crit with hemopsychosis before SI is active. Specializations are chosen to have at least 61% crit chance with SI without considering gear, slightly less than 2/3 odds which is pretty good.

This build relies on preparing the right psionic abilities for a given encounter.

However, it has 3 agility, and use psi beetle overcoat. Stealth is going to be very poor, and initiative is horrible. It will be detected and alpha striked with no chance to prepare by the more dangerous enemies. Does this build rely on save/load to progress?

Not at all besides crawlers and other baddies that are always in stealth mode, at least on Hard. With full points put into stealth, high enough tailoring, ninja tabi and balaclava, even with the 15% effective armor penalty from chosen psi carapace enhanced vest, sneaking around and doing all stealth-focused quests is possible.

11
Disclaimer: I'm no expert and I have yet to beat UnderRail in Dominating, but this fast theorycrafted build should, with the exception of areas that have specific agility or strength checks to be accessed, give access to as much content as possible. Note that points put in diplomatic skills in the build link may be more or less than the maximum needed to pass all checks.

*Ninja Edit: Short version - Stealthy high Will psi builds are still the way to be able to do most quests and most lore. Builds that have WIL as secondary stat aren't advised for such purpose.

Psi still is strong and the Nerfs mostly affect multi-school generalist psionics-only builds. Here is a suggested Stealthy mind controller, grenadier and knife thrower glass cannon who yells too just for the sake of it and should be able to pass most dialogue checks in the game. After Depot A or even before if possible, find the recipe for and craft shock shurikens, they will be handy in addition to EMP grenades against robots and their damage scales with throwing skill. Going full specialist in psi means you never have to worry about changing innervated psi abilities except when learning new ones.

https://underrail.info/build/?HgMIBgMDDwgAwqAAAAAAwqBqeAAAO1RBP0jCoAAAAE9SRCQ5K0QWKgU-URohZsK8PyNkwq7CncOHwrdscsK74p2CCuKlvALiqLsD378

Start with 7 DEX, 10 WIL and 8 INT, raise WIL every time except at level 12 where it should be DEX for Fatal Throw. Use psi beetle enhanced biohazard vest as main armor, with a spare galvanic one for some areas where enemies with shock attacks are plentiful. With Nimble, 6 AGI, full points in Stealth and black tabi it should be possible to sneak around wearing it despite the 15% effective armor penalty, at least in lower difficulties than Dominating. You may replace Nimble with Quick Pockets if you prefer one more combat utility to more protection and psi bonuses with the same armor penalty but IMO it's not a good trade. 17 WIL is most certainly enough to pass all psi-related WIL checks that give glimpses of the lore only accessible to psychics, I'm not completely sure but it should suffice.

Maybe going full specialist in another psi school is better, like a 10 CON 10 WIL 8 INT at start methathermics "tank"* that brute forces through high heat and cold DR/DT foes, but I think TC + throwing to deal with robots and CC is the strongest choice.

*Too low STR for metal armor to be a true tank in this example, for most typical high STR psi builds are either unarmed psychokinesis monks or hammer wizards (link is a guide to all hammer builds in general).

12
Is this the worst possible build since the psionics Nerf and addition of the not-Vancian system? A sub-optimal challenge build, or is it?

https://underrail.info/build/?HgMDAwkDEAkAAAAAAADCoEJQAABITgpGR8KgwqDCoEwxAERiDissJCrCvsK9ZhohwoRfZSdQwrfDh8Kdwq5sV8KH4qOJCuKrpQHisLkE378

"Decks":

  • Fragile mob buster: Methathermics and Temporal Manipulation
  • Tough mob buster: Thought Control, MT and TM
  • Luddite Lunatic: Psychokinesis, MT and TM
  • Organic Boss Domination: TC and TM
  • Robotic Boss Domination: PK and TM
  • Ready for anything: All schools

The basic idea is to switch between such "decks" of optimal innervated abilities and take the psi bong according to the situation and even with 4 schools innervated to, for example, handle areas packing simultaneously large mobs, tough foes resistant to methathermics damage sources best defeated through TC and robots, crit often enough through fully specialized Psychosis, Survival Instincts+1 and mid to late game Psionic Mania(preferably with convenient 44% health just before activating it) to hopefully have the same damage per psi point ratio of a more specialist tranquility psi build during most of the game and of course hemopsychosis ASAP, which will be given all spec points too.

No room for situational psi abilities, but 6 slots should be more than enough to make the most of having everything available that is the best option for fighting the threats from each encounter. TM stops at 166 effective because that is where temporal contraction has the lowest odds of reverting to slow and there isn't much of a point to get it farther. Precognition bonus to dodge chances at max TM is kind of useless here and it doesn't look like there are useful enough TM abilities to justify occupying one out of six slots shared with up to 4 schools that gain from more than 166 TM.

I have no idea if the Expedition feats in the build link acquired outside of level ups are doable to be acquired by the same character.

It is very important to switch psi abilities and take inhalant according to the situation, chemistry should go to at least 10 ASAP for the sake of crafting the same to reduce expenses. You can get away even with the penalty from innervating the best from all 4 schools at once if you do it right and the encounter about to be faced justifies doing so, because as long as health is < 30%, this has over 50% critical chance for a very flexible if psi points expensive arsenal, so what could go wrong?

I dipped into this character up to level 5 in early game at Hard and the experience was very fun, not hard at all so far despite all the increases to psi cost from multi-school innervation, it's all about picking the right schools and skills for any given point. I am wondering about starting the game again with this build and dare to try it in Dominating like the writing of a Lunatic poetry. Maybe it could wipe Depot A regardless of being less-than-optimal in the "I'm no quaker about Nerfs" way, at least on Hard.

In general metathermics will be almost always desirable for reliable AOE damage as this is all about being pure psi "challenge", no grenades allowed, and TM is mostly a escape option as PTC gives more movement to get away from danger, because psi points will usually be a greater bottleneck than AP. Sometimes only those two schools, MT and TM, will have innervated skills making for very efficient casting, but other times, when the situation makes it wise, skills from 3 schools or even all of them will be innervated.

Crafted equipment will have three major priorities: increase psi crit chance first, then crit damage and lastly reduce psi points cost. Psi beetle carapace enhanced ballistic overcoat will be choice as armor. No weapons except for the jackknife as a tool. Only combat utilities will be vanishing powder and other stuff that doesn't require any skill at throwing to work and doesn't really deal any direct or significant damage.

Once hemopsychosis is in, then it becomes dead simple: start at full health, use it, then consume health to cast abilities that don't have crits or deal damage directly until health drops below 30%, for example the Nerfed but still strong LOC + enrage, then back off if there is anything not dead, incapacitated or enraged, end turn and finish any stragglers with a very high critical chance next turn.

I considered the Last Stand feat too but ultimately it doesn't look that great because resetting health to 100% again in turn 2 cuts off Survival Instincts and Hemopsychosis CD means it couldn't benefit from it that much. Neurology and PTA are pretty much afterthought feats, the latter isn't so useful as psi points will bottleneck first than AP more often than not, but there was nothing else worth it, advanced psi empathy reduces health by 15%, so unless it also reduces the health cost of hemopsychosis by 20%, it's definitively not worth for this build, and even if it does, 15% is a lot to lose when you play most of the game at less than 30% health, specially late game.

13
An update for the energy pistol and fists 10 AGI 10 INT glass cannon. This is how it is right now in-game, in Junkyard, plus a description of how it was:

https://underrail.info/build/?BwMJCgMDAwoZDwAtLS0VDw0AABogAAQgAAAAIwAAB8KjMSskwpog378

Early game was pretty much at the whim of the RNG, lots of dying and F9 presses just as predicted, fists did most of the damage against rathounds and crafting a taser right before the first quest was essential. Putting down foes in only one turn, trying to stealthily defeat them 1 vs 1 whenever possible with fists and hit with only one punch then run with all remaining AP and MP when outnumbered were necessary. Barely used the starter 5mm pistol at all. The psi beetles near mushroom cove were slowed down with caltrops and mostly defeated through temporal distortion. The experience with this build continued like that until the crafting that changed everything was finally ready and affordable.

One key thing done in this playthrough was trading SGS credits for Stygian coins every time the inventories of Old Jonas and Jack Quicksilver replenished between the first two quests and before the GMS compound one.

While that ensure some decent supply of coins, it was still not enough. Went through the lower passages to hunt stalkers for their highest value loot, repaired when needed, to sell in Junkyard for the sake of having enough to buy components for the first energy pistol and a vest. With >= 7 AGI it is a lot easier and cheaper to get early into the electronics shop there. An energy pistol frame and a reasonable quality laser emitter were already found for free from looting containers. Just a power core and a decent enough CWA left. Furthermore funds were spent on an insulated vest component and only that for a low quality ballistic panel was also already scavenged and it was no big deal at this point in the game to accept using such low quality stuff to save funds for the carrier vest quality is more important.

Once the shopping in Junkyard was done, its costs plus the fee for the boat trip back to SGS and some battery purchases, all cash from the character was spent besides 1 Stygian coin, but it was more than worth it. At level 4 with High Technicalities, seeker goggles with 7% crit chance bonus, an amplified laser pistol and a great ballistic overcoat, all of which had their crafting assisted by the temporary skill buff from an under pie, GMS was a breeze despite stretched skills distribution making lockpicking too low to gain access to all ventilation shafts there. At level 4 bare fists were the "sidearms" because there was not enough cash or mechanical skill to craft decent pneumatic gloves. Those low tier robots in GMS were barely a threat then.

The actual development in-game went very slightly off from the original plan with a few points put into biology for crafting vests with psi beetle carapace. For any character that needs the best armor that will fit in with the Nimble and Lightning Punches feats, there is likely no better armor than any tactical overcoat enhanced with such as long as it's not one of the heavier types like galvanic that will disable LP even with Nimble, being at 20% penalty. Later a galvanic one without carapace will be a situational spare armor worth having regardless. A little armor penalty for a 22% mechanical DR and 9 DT boosted to 27 against gunfire is great and with 10 AGI it won't render dodge and evasion useless even with the additional penalty from goggles.

Current gear is a sturdy psionic overcoat with a +19 stealth bonus, no need for a separate stealthier alternative with lower armor penalty here, at least not on Hard, the same seeker goggles crafted just before GMS, an utility belt because I didn't bother replacing with with something more useful like a doctor bag and cave hopper leather boots because tabis or the crafting recipe for them weren't yet found.

The first laser pistol is still in use because against anything resilient to heat damage it's better than plasma and 3 20% crit chances with 176% crit damage bonus per turn is arguably better than a single 19% one with 217% dmg bonus  even if whenever the latter happens it can deal over 250 damage and one-shot maybe anything at this point. That 19% comes from a more recently crafted, higher quality efficient amplified plasma pistol that costs 35 AP, or 34 per shot with eel sandwich, leaving 16 AP for more 2 punches with pneumatic gloves in one turn. Didn't craft a shock pistol because the RNG has yet to spawn a shock component around quality 60, the best found in Junkyard shops. Will craft motion seeking and seeker NVGs just before Depot A because memorizing mine locations and F9 is less convenient.

14
Skip the next two paragraphs if you just want to read about the builds.

I got a particular habit from the over 7 times I played Arcanum of going in with several different builds simultaneously instead of playing from start to end with only one character before trying another one, and I'm doing it with UnderRail too. That game is a lot more forgiving in comparison, specially if you know the meta of imbalances, with builds like a Dwarf bowman-technomancer narrowly balanced between magick and tech being perfectly doable while the closest equivalent to that here would have a very hard time if not softlocked in Depot A, maybe even on Normal.

So far I have yet to beat this game on Hard but I'm saving it for later, I got an old save at Hard with a pre-nerf max WIL 10 INT 3-school stealthy psychic that already did all Institute side quests, which I stopped playing because such build is optimized to have access to as much lore content and options to achieve different game endings as possible so I want to return to it later. While no longer the powerhouse it was in older versions, it is still good. LOC + enrage, electro, electro imprint and AOE from metathermics etc even with all extra psi point cost is a very flexible arsenal.

Now I'm playing with four characters, two went through Depot A already and the other 2 are mostly theorycrafting for now because the saved games are just at game start. I tried to avoid cookie-cutter optimal builds and try a bit the new weapons and feats in Expedition.


1) Faith, Super Steel and Energy Weapons (no psionics because HERESY!):

https://underrail.info/build/?DwgNBwMDAwYAMwBVHg9CTzAAAEVFAABJAAAAADwAIxnCozENJABOwpkawo7fvw

Short version: DEX-focused melee+shield with energy pistols as sidearms. Surprisingly tanky vs. melee opponents despite 3 CON. Next chosen feat will almost certainly be Critical Power.

I like the concept of a versatile sci-fi Roman legionary or Byzantine techno-tagmata with shield, gladius machete and energy pistols, and it's sort of like something from WH40k. However, all the way to Depot A this was, except for Weaponsmith, quite generalist in weaponry feat-wise. I could even ditch the shield or change from machetes to knives without rendering the build unusable or with useless feats but decided to stick to the original idea. Shotguns were used too before crafting the first riot gear with shield.

All points put in persuasion here are purely optional and only useful for those who want their characters to join Foreman Domai and the Free Drones and achieve the best possible ending for their cause (plus passing a check to convince a certain character to spare another's life). If you will do Foundry quests first than Rail Crossing ones, want a Protectorate ending, or to never pick sides during the playthrough, those points can be safely put into other skills. On the other hand effective Mercantile skill 40 is a very useful goal to reach before going through Depot A to get better stuff for sale from a very useful trader that will be located as part of a quest in Junkyard.

Went with parry+riposte instead of flurry because it's a very hit or miss feat that might do better at later levels when chances to miss become relatively smaller for max melee even vs high dodge foes. Should I still go for flurry later? I'm not even sure it's worth it. I'd rather pick Critical Power first which will benefit both melee and ranged weapons. Expose weakness seems like a waste of a feat as it can handle high mech DR/DT alright. Escape Artist on the other hand proved a lifesaver vs the Rathound King and the less-than-optimal initial points put in dodge were worth it just for that. Evasion was a waste of points though but this ain't Dominating, 15 points ain't worth starting all over again.

The current combat gear is a Galvanic TiChrome Riot shield, utility belt, infused rathound tabi for more Dirty Kicks, motion tracking NVGs because crawlers, a spare Rathound Regalia, balaclava and ninja tabi to switch to for max stealth, and seeker goggles when getting more crit chance with the ranged sidearm as a battle starter is desirable.

Equipped weapons are curved tungsten machete for max critical damage bonus against most threats and a polarizing amplified shock pistol. The high energy usage from CWA and polarizer are acceptable when most combat will be solved with a blade. Additionally the inventory includes an energy super steel machete as backup vs crit immune or high mechanical DR/DT foes and a laser pistol with the same mods as the equipped shock one. Utilities are a taser, nets, flashbangs and whatever grenade is best for the occasion in an utility belt.

Perhaps the energy machete made the laser pistol obsolete for this character and the only ranged sidearm worth keeping is the shock pistol, the only loss would be a measly 13% chance to apply polarized debuff on what the laser pistol hits(higher quality probably won't make that much better) up to 7 times with adrenaline instead of 2-3 times with shock pistol, but the latter has a much better ~53% chance to soften targets for the energy machete and once critical power is in, more skill is put in electronics and a better quality CWA is found, it will be truly great. Most use of the laser pistol before the first encounters against bladelings was to avoid wasting 11 AP leftovers from sword attacks and it's nothing that big anyway unless it crits. Or is it better to keep a laser pistol as backup sidearm despite of how difficult it can be to find high quality Circular Wave Amplifiers?

2) TMNT-C (Terrifying Mobile Ninja Tin-Can) :

https://underrail.info/build/?DAgDAwoJAwdGIgAAAABBMUEAADgsEA8sAAAARgAAICY7K2NTJEUORt-_

Short version: Nimble tin can with TM psionics protected by sloped steel or super steel metal armor, moving quietly with ninja tabi, armed with ARs and a silenced SMG because no true ninja would do anything without a silent weapon.

If a turtle can become a ninja, why can't a tin can do the same? Yet another derivative of the tin can, less tanky, critical chance, burst or precision optimized goggles and gun mods for crafted guns because smart modules no longer work with burst, with better movement speed and the ability to do quests which require stealth using the right crafted gear for it. A bit spread in skill points but can do it. Uses TM because it has the HP to spare and even with 3 WIL extra AP through psionics works (still needs to find and learn the psi ability that does that though). On Thick Skull, it spared a lot of save/load and is truly a tank feat among tank feats, to the point even for a build archetype that isn't usually combined with it, I decided to go for it too, at least before realizing Survival Instincts and Thick Skull don't work together very well for thick skull works better as a buff for survival odds when starting all battles at 100% health.

Current gear for this one is a sturdy steel metal armor, ninja tabi, doctor pouch, seeker NVG and spare galvanic overcoat for either stealth or coil spiders and balaclava for stealth. Utilities change a lot depending on the situation, but a taser is always readied for more damage with Opportunist.

Weaponry is one crafted scoped 9mm Huszar, one 8.6mm Hornet taken from the dead hands of an Ironhead near SGS and, for stealth kills, a silenced 5mm jackrabbit tactical usually loaded with W2C, first crafted for the first of the Scrapper quests that won't burn bridges with the Black Eels and for any other situational cases where despite being a peashooter, it will be choice instead of the loud ARs. Currently saving muzzle brakes for higher quality ARs that won't be found until Core City opens up instead using them to craft meh Marauders or automatic hammerers(except the Huszar normally costs much less AP per shot than a hammerer of course).

Funnily I considered a quest where the Doctor feat is used to save a character's life and forgot the same character will shoot you on sight unless you pass a persuade or intimidate check, not that it's a useless feat, on the contrary, it's handy for high CON characters and makes then more tanky in a less obvious way than direct boosts to HP, specially when combined with fast metabolism.

Next feats will be Commando, and finally at last, Full Auto then Concentrated Fire. Unless PTA is a better choice compared to one of them.


Now onto the mostly theorycrafting ones, with how they are at level 1(in-game) and the planned level where the fundamental capabilities of their builds will be "complete".

3) Near-sighted energy pistols master acrobat with a fistful of pneumatics*:

*or bare fists if pneumatic gloves cost more than 4 AP despite DEX and LP feat and FF + blitz with the former gives better damage/turn.

Start: https://underrail.info/build/?AQMICgMDAwoFCQAPDw8PBgMAAAoKAAAHAAAACgAAAMKjMSvfvw

Planned "Finished" Build: https://underrail.info/build/?DgMLCgMDAwoZHgBQUFAyMyYAACMvAAAbAAAARgAAG8KjMSskwpogE1pHS9-_

Short Version: Punches stuff for movement points then Blitz to either punch more stuff or fire energy pistols. Dodge and Evasion as main defenses.

Another versatility build that uses both energy pistols and melee like the first one, yet very different and likely harder to play with. It will have energy pistols as the main and unarmed as "sidearms", at least during the first half of the 30 character levels. I'm aware dodge and evasion are usually considered inferior options for character defense, which is why I want to try a build focused on it, max AGI, INT then and all points put into dexterity. While there aren't many unarmed feats that could fit in in the "Finished" build, the synergy between Fancy Footwork, Lightning Punches and Blitz for the alpha strike will be essential for this one, supposing it actually will work as well as I hope it will, with, once blitz gets fully specialized into max AP bonus, up to 3 free shots with a laser pistol (or maybe only 2) or one free shock pistol shot after hopefully having beaten the first line of foes with fists. Critical Power doesn't help with fist weapons, but knives cost more AP therefore they wouldn't be so useful to max blitz through FF.

Considering the significant damage bonus from 10 INT and common use of punches with pneumatic gloves to farm movement points for blitz, will laser or plasma pistols be the best options for this one besides a shock pistol?

Main suit of armor will likely be either siphoner leather for even more dodge bonuses or a high quality stealthy ballistic overcoat with only 15% armor penalty so there will be some chance of not getting one-shotted when evasion fails. Infused siphoner tabi will likely be very useful too here for the dodge and evasion boons.

Next feats will be UD, Deflection and Evasive Maneuvers in either order, then maybe ballistics if chosen armor is a vest because relying on nothing but dodge to survive looks like a meme choice. Unless getting unarmed feats for a dual-specialization in energy pistols and fist weapons is a better choice than the previous ones.

Lots of careful balancing of skill points will be required, for despite high INT, it's quite stretched in skill distribution, not as much as the last one though. With psionics for TM, only 3 CON and dodge as the primary defense once stealth is no longer applicable, this will be the glassiest glass cannon I ever tried in UnderRail. I expect the usual battle to involve: either sneak, dodge, evade or die.

Also using pistols but on the opposite side of the tank vs glass spectrum(in theory), is the final one.


4) Hardcore Grammaton Cleric

*Edit: Changed plans for this one. Thick Skull won't help much when the build is all about staying at less than 30% health. Best defense for a gunslinger is to shoot first and one-shot.

Start: https://underrail.info/build/?AQQKAwkGAwUPDwAPAAAPCQcAAAoAAA8EAAAADwAAABdi378

Planned "Finished" Build(Mark II): https://underrail.info/build/?EAUNAwkGAwVGIgBaAAA8RR8AAFpBEg8zAAAAWgAAJRdiKw46AlvDkcOSGsKHwqPivYQB378

(Very) Loosely based upon the Grammaton "Clerics" and their Gun-Kata martial art (or Gun-Fu if you prefer) from the movie Equilibrium, this is a very stretched thin character plan in skill points distribution until all feats that require a minimum in base guns skill are sated. Then melee will carry on improving that with ever increasing DEX. While in theory a tank build, in practice most of the game will be played with health below 30% for Survival Instincts. Ambush is a bonus, even when it won't work, critical chance with a hammerer will always be above 50% and a tungsten serrated knife won't be lagging too much behind.

Doctor is a must-have for QoL with Survival Instincts because it allows far more accurate limited healing with bandages to ensure the character will always stay as close to only slightly less than 30% health as possible, and no cooldowns for healing outside of turn based combat too.

Rapid Fire really improves things and makes the hammerer an authentic .44 Grammaton Cleric handgun with burst capabilities while bullet time is still many further levels away. After it it becomes an one-handed Huszar that can, if luck is favorable, put down a burrower in a single 3-round burst even without W2C bullets. Ditching Thick Skull for more DEX also means that by the end game, with eel sandwich bonus and the improved dexterity veteran feat rising it to 18, Full spec Bullet Time will reduce hammerer single shot AP costs to 8 without rapid reloader, even less with a RR, while also bringing better knifing and pistol AP costs earlier, in addition to more crits with knives.

Gun-Fu would be a lot more useful if it also allowed 0 AP reloads every time something is killed by your character pistols (not a ripped off idea from DoomRL). Still went for it for flavor reasons and once Bullet Time specialization is complete will put all into it as it is more efficient than putting spec points into Versatility. Then either pick more tank feats or more pistol feats that don't need more than 6 PER and are worth picking, or maybe vile weaponry and other knife feats, tungsten serrated knives will be used even without any knife-specific feats. Nimble is always a good choice in any build that benefits from movement to have it without giving up protection and shooting point-blank is the best way to maximize damage in this one. Probably Nimble will be the level 18 feat of choice, quite late because other more important or thematically appropriate feats had to be taken first. By that it will make much more of a difference than before because the quality of black cloth and other components for crafting tabi found in the shops will be much higher and the final movement points will make a 15% change pretty significant. Hoarding points for tailoring at levels 17 and 18 depending on what Blaine, Core City or other traders have available as the highest quality components for sale will be an option if existing skill proves insufficient for it.

Gear will be a tactical overcoat with no more than 35% base armor penalty, tabi, smart goggles and a bullet strap belt.

Weapons will be a crafted rapid reloader smart .44 Hammerer and tungsten serrated knife for its greater critical damage bonus. While fists may be better, it's also for the sake of not being too samey. It would be wasteful to not make use of high DEX and melee skill even if during the first half of character levels there won't be any melee specialized feat. Wasteland Hawk is not better than a high quality hammerer and the other .44 gun belongs to a legend that doesn't deserve to be killed only for the sake of a revolver(plus all the crit boosts for this build makes such revolver high crit chance overkill anyway).

I expect distributing skill points will be somewhat tricky until level 20 or so. Some compromises will be needed, but throwing is way too good to discard in the absence of AoE psionics.

Versatility is picked very late because only at level 16 melee finally starts boosting guns despite the required 70 points put in it. for bullet time.

I expect this particular one to be as !FUN! as the dodge-focused energy pistol + fists glass cannon, and doubt either would endure in Dominating.

Hope this first thread of mine was good and these ideas will be a bit helpful to some newbies to the game. One more thing, I wouldn't recommend the last two builds as references for beginners, they are both very gimmicky in different ways and intentionally sub-optimal although compared to older versions, pistols are much stronger now.

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