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Messages - Eidein

Pages: [1] 2 3 ... 17
1
Bugs / Re: Gorsky quest bugs
« on: December 26, 2025, 07:03:04 pm »
How can you travel to DC without speaking to tanner? I assume you mean by exporting your character, but then a bunch of stuff isnt implemented for exporting.

How do you know where gorsky is if gorsky or tanner dont tell you. Because to them its impossible to travel to corecity (they havent discovered TNT unlike the exported player).

2
Bugs / Some oddities dont show their xp or their 1/3 2/3 etc.
« on: December 24, 2025, 12:37:24 pm »
Old world booze for example.

3
Bugs / zone transition fail leaving cc10
« on: December 24, 2025, 11:37:26 am »
This happened to a couple people during the beta also, still seems to be happening after leaving this specific map.

4
doesheknow

5
Bugs / Re: Cloaking Device animation missing
« on: December 24, 2025, 10:54:03 am »
Same with psp

6
Bugs / Pseudo Spactial projection visual bug
« on: December 23, 2025, 05:13:22 am »
Dont know if its intended because of all the new sprites but pseudo spatial projection just renders the character light blue.

7
Builds / Re: Alpha-strike Psi-less Energy Crit Build for DOM
« on: December 19, 2025, 12:33:22 am »
Your build sucks because I said so!

8
Builds / Re: Returning player. Quick check on sniper\traps build please?
« on: December 08, 2025, 01:47:33 am »
Well Eidein didn't include Traps and Vokial included Psi. OP wanted a psi-less, trapper-Sniper.

I'm not gonna lie, Eiden's builds he posted are good. He just didn't include any traps (traps + sniper isn't too op but, that's still what the thread-poster wanted) and just posted his own best Sniper builds. His second build he posted also uses both Psi and no traps...  :P LOL

And I must also say sorry in advance Vokial, because Paranoia on a full-Stealth, CON-3, trapper-sniper is just not good. You enter combat without an initiative check and are too squishy for dodging low-chance criticals to be relevant for you. The extra Detection is decent, but you're 10-18+ PER and can definitely use Detection goggles... Even though traps alleviate the need for Sprint, it's a bit awkward to not take it on AGI-7 glass-cannon when your Sniper alerts the entire map. There's also infused cave hopper tabis that can halve the Sprint cooldown too. Your trap detection difficulty is a bit mediocre even with trap expert, it's not a huge issue but you can typically only place like a few traps instead of reenacting Armageddon. You also want Strafe as soon as you can make use of a solid Sniper Rifle, I wouldn't take it too late personally. You can use a basic scope or Spearhead type to hit close to 95% hit while moving w/ Strafe pretty darn quickly.

The OP's build is not that bad for his concept. I would probably slam Sprint on there somewhere, like instead of Hit and Run, if I'm going to be 100% honest with you. Allocating a tiny bit of skillpoints for a throwing effective skill of like 50 or so by level ~20-ish is probably also worth it. You have DEX-7 so it won't take too many points and you can use combat utilities to help you make a get-away too. And earlier Strafe is probably a good idea, I'd probably swap it with Interloper since Sprint fills a similar re-stealth role, but is more flexible.

Yeah I just posted the best sniper build I ironmanned with

https://underrail.info/build/?HgUHCgMPAwPCoABTAAAAAMKgaTw8PH19VjJpAAAAAAAAZQE5fzA1An5HSyYzwoUxJMK1wqR44qOwAuKjsQXipKID4q-8BOKvvQHfvA

A build like this is probably what OP is asking for. He could shave off some per for some int if he feels like he will struggle with crafting but 3 int is pretty optimal.
You could probably swap reck or opportunist for trigger happy if you are scared of rolling real bad in arena and the island sisters but thats really the only 2 places you need ini. With root soda and jkk jacket its usually fine. Unless you are full dex its always gonna be a coin toss on the later arena fights like surgeon and carnifex. Also you could make fit trap expert later if you want to role play but you could also just pump traps higher and keep your feat slot.

Strafe is good with all snipers its not like its move and shoot penalty only exists on spearheads lol.

All in all traps dont make any sense on sniper but I include them in this build made for OP.

9
Suggestions / Lower Expose weakness's requirements.
« on: November 23, 2025, 02:40:58 am »
Since its getting nerfed, maybe it should be a lv4 feat instead of a lv6 one, melee already has way too much to take at lv6.

10
Builds / Re: Returning player. Quick check on sniper\traps build please?
« on: November 20, 2025, 04:36:45 am »
Nobody is copying your builds brother, and certainly not me.

11
Suggestions / Nexus of tech naga
« on: November 18, 2025, 02:41:16 am »
On DOM make the naga next to the entrance activate aswell.

12
Bugs / Re: Minister Percival minor bug
« on: November 17, 2025, 08:51:51 am »
Reported this a while ago, seems like a hard bug to solve.

13
Builds / Re: Question about unique armors and how good they really are
« on: November 17, 2025, 08:47:31 am »
Normal or hard playthrough using only found armors are viable.

Gray Spec Ops Armor
Resistances:
Mechanical: 20% / 8
Bio: 20% / 8
Mechanical damage threshold increased by 250% against bullets and shotgun shells.
Armor penalty: 10%
Equip: Chance to get critically hit by weapon and unarmed attacks reduced by 1.00%
Equip: Damage taken from explosions reduced by 20%
Equip: Stealth increased by 25

It's a decent low armor penalty armor w/ main strength being 28 mechanical threshold. Regular crafted tactical vest has 200% mech threshold increase so this is roughly equal to 110Q Laminated Fabric Ballistic Panel. So yeah crafted tactical vest easily outclass it by mid game.

Basically there are lot of utilities that are only available to crafted armor - +crit chance from infused rathound, +MP and movement speed from infused cave copper (which outclass regalia), 100% bio immunity from infused heathbreaker set, melee immunity from Infused Sea Wyrm set, etc. Unique armor can't match that.

The reason no one talk about unique armors is because they are generally outclass by crafted armor for day-to-day fighting and are currently being use as skill check items.

Everything is viable, even on DOM.

14
Builds / Re: Returning player. Quick check on sniper\traps build please?
« on: November 17, 2025, 08:43:17 am »
Imagine calling a build that beat psiless ironman terrible and pretending a build with TM, expert traps, and useless shit like 5 int and paranoia is the pinnacle of sniper builds.

Funny guy.

Its a sniper/smg build if that wasn't obvious brother, go ahead and name a useless feat in my build. Nothing about the stat allocation is "random", its fine to not understand the build. The only thing that isnt tied to a feat or damage is constitution which as you should know gives you health points, rather important on an ironman run without the cheat codes of temporal manipulation.  ;)

You want a pure sniper build, I present my magnum opus, 8 shots in a single turn!

https://underrail.info/build/?HgQFDQMNAwPCoHMAAAAAwqDChB5GAH19D0EAAC0jRgAeWgE5K38_NQJ-R0vChzPCiMKFMcKlwrXCpOKnlwPip74H4q-8BOKvvQHfvg


15
Builds / Re: Returning player. Quick check on sniper\traps build please?
« on: November 15, 2025, 08:43:43 pm »
Here you go:
https://underrail.info/build/?HgUHBwMQAwXCoEAAAAAAwqBcSABab28mL28AAABGVgBEKygBHRk1An7Ch0t_QMKIMD8zJMK14q-8BOKvvQHisaAF374

It has all the feats and skills you need to shoot as frequently as you can, while excelling with traps with ease.

Horrible build

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