1
Builds / Re: One Turn Man | .44' pistol Bullet Time | DOMINATING | OP(aF)
« on: September 01, 2021, 09:10:56 am »
So after 75 hours with the build (I had the week free, don't judge me), I thought I'd leave a review or something.
I'm playing on Normal Oddity exp and made very few adjustments. Those might not be viable on higher difficulties, of course. Took Pack Rathound at level 1 and Premeditation at level 16. Didn't use Mercantile or Pickpocketing but had maxed out crafting by level 20, which is the time I was done with most things in the base game. I'm now in DC.
https://underrail.info/build/?FQMOBwMIAwdzRgAAAAA0U0AAAFpnPSloAAAARkMAACsnFxkdAVFbWcOSKlMx4qCKAeK9hAXfvw
The build is very powerful. Everything works precisely as advertised. I actually AM starting to get bored with killing everything in one Bullet Time Stasis combo. Haven't used grenades or traps in ages. However, it takes quite a few levels before you get to this point, so it's fine, and it's an amazing feeling when it all first comes together. That downside is mostly about how the game works, not anything wrong with the build.
I'm very glad I picked Pack Rathound at level 1 instead of level 20 and can't see myself doing it any other way. Early on the build isn't particularly strong and I think it helps a lot with getting your money going and carrying a bunch of consumables for different situations. Not to mention you need to hoard different ammo types, since .44 is unusable at the beginning, as Turbodevil says (I tried).
Speaking of different ammo types, I don't believe it's mentioned in the guide, but I made sure to have my backup pistol cost less AP than the main gun before I crafted two endgame rapid 134 and 135 Hammerer frames. What this means is once I got my hands on a Rapid 9mm, my backup was a 5mm Neo Luger (for highest minimum damage) which actually turned out fairly helpful. It barely costs any AP to finish off enemies that survived with a sliver of health. I would advise going with this setup. I also silenced it (since I had a slot free) and had used it to lurk on more than one occasion. Surprisingly satisfied with it's performance.
Lastly, regarding finishing off low HP enemies. I'm somewhat dissatisfied with the how Fatal Throw worked out for me. I did use it a bunch in the mid levels, but now I'm constantly getting 50% and 70% hit chance when aiming at most enemies and I ended up abandoning it. Now, sure, my Throwing is 45 lower than my Guns, but it's only 10 lower than the level 20 build Turbodevil presented. Moreover, had my Throwing been maxed, according to Underrail Precision tool, it would've only bumped my hit chance against enemies that now have 50% to a 70%. Last but not least, Fatal Throw doesn't restore movements points with Hit and Run and you need to be adjacent to enemies to proc the pistol's ignore evasion ability, so you may end up gaining less AP than you would've just by shooting them.
All in all, as far as "Value per 1 feat" goes, Fatal Throw does it's job pretty well. But if you're looking to free up a feat slot for something you wanna do, it might be a candidate.
Thank you, Turbodevil, this build was a great time.
I'm playing on Normal Oddity exp and made very few adjustments. Those might not be viable on higher difficulties, of course. Took Pack Rathound at level 1 and Premeditation at level 16. Didn't use Mercantile or Pickpocketing but had maxed out crafting by level 20, which is the time I was done with most things in the base game. I'm now in DC.
https://underrail.info/build/?FQMOBwMIAwdzRgAAAAA0U0AAAFpnPSloAAAARkMAACsnFxkdAVFbWcOSKlMx4qCKAeK9hAXfvw
The build is very powerful. Everything works precisely as advertised. I actually AM starting to get bored with killing everything in one Bullet Time Stasis combo. Haven't used grenades or traps in ages. However, it takes quite a few levels before you get to this point, so it's fine, and it's an amazing feeling when it all first comes together. That downside is mostly about how the game works, not anything wrong with the build.
I'm very glad I picked Pack Rathound at level 1 instead of level 20 and can't see myself doing it any other way. Early on the build isn't particularly strong and I think it helps a lot with getting your money going and carrying a bunch of consumables for different situations. Not to mention you need to hoard different ammo types, since .44 is unusable at the beginning, as Turbodevil says (I tried).
Speaking of different ammo types, I don't believe it's mentioned in the guide, but I made sure to have my backup pistol cost less AP than the main gun before I crafted two endgame rapid 134 and 135 Hammerer frames. What this means is once I got my hands on a Rapid 9mm, my backup was a 5mm Neo Luger (for highest minimum damage) which actually turned out fairly helpful. It barely costs any AP to finish off enemies that survived with a sliver of health. I would advise going with this setup. I also silenced it (since I had a slot free) and had used it to lurk on more than one occasion. Surprisingly satisfied with it's performance.
Lastly, regarding finishing off low HP enemies. I'm somewhat dissatisfied with the how Fatal Throw worked out for me. I did use it a bunch in the mid levels, but now I'm constantly getting 50% and 70% hit chance when aiming at most enemies and I ended up abandoning it. Now, sure, my Throwing is 45 lower than my Guns, but it's only 10 lower than the level 20 build Turbodevil presented. Moreover, had my Throwing been maxed, according to Underrail Precision tool, it would've only bumped my hit chance against enemies that now have 50% to a 70%. Last but not least, Fatal Throw doesn't restore movements points with Hit and Run and you need to be adjacent to enemies to proc the pistol's ignore evasion ability, so you may end up gaining less AP than you would've just by shooting them.
All in all, as far as "Value per 1 feat" goes, Fatal Throw does it's job pretty well. But if you're looking to free up a feat slot for something you wanna do, it might be a candidate.
Thank you, Turbodevil, this build was a great time.