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Messages - Niko

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1
Builds / Re: Temporal Sniper build
« on: February 05, 2023, 02:43:48 am »
I saw gunslinger in your sniper build, and I was intrigued enough to comment and take a look at it a bit more carefully and make some adjustments. I feel this can be easily tweaked into something very fun and powerful.

Valor is kinda right. Strafe late won't do you too much good late; so do not take Strafe at all instead, as you can just go with pistols when you need to move around - sniper becomes the sidearm in these scenarios. Snipe however is a guaranteed one-shot, and not a bait as it is put in the other comment. Snipe is the best combat opener in the game and always a good fit in sniper builds, as is ambush - you want them both early!

https://underrail.info/build/?HgUJBwMNAwbCoFcAAAAAwqAyMgAAc3gUKGQANwDCoAAARRcBGRY1An7DkitLwofChTcqM8KkwrXipLYC4q-8BOKvvQHivYQF378
For clarity: 5/7/7/3/9/3/6 (4 Per, 8 Dex, 12 Dex, 16-24 Per)

*edit: of course, if your desire is to try out the goggles, the levels 16-24 can very well be used for taking Will instead of Per. It is just extra damage anyway, and it does not matter if you overkill by 400 dmg or 300 dmg, honestly. Even extra +2 stat boost could very well be Int for one extra innervation slot. Also the Dex breakpoint might just as well be fine-tuned at these levels for whatever base AP pistol you prefer to use.

Here I put together something of a pistol-sniper hybrid with faster flashbangs (Grenadier and Spec Ops +2) for extra flavor. With LTI you can overlap incapacitation, which is absolutely gross.
I did not want to change your original build too much, but instead dropped some of the early feats to streamline the power curve a little. Some feats that were postponed in the draft were dropped altogether, as they would not make sense to be picked in the twenties / late game. Stats were also adjusted as I feel Int and Will, while very nice to have in excess, could not be justified in favor of not reaching both Bullet Time and Snipe asap.

Perception is not the problem on Dominating, darkness(!) and weapon skill vs enemy evasion is. Night-vision is definitely a must have, as is having multiple ways to drop enemy evasion to 0, with root/stun/incapacitation. Flashbangs, ambush, nets, pistols up-close, also grab Telekinetic Proxy (55 psychokinesis) psi skill to light up your hard-to-hit targets without flares, without triggering combat, or even Telekinetic Grounding (30 psychokinesis) for 100% root.

2
Builds / Re: Mobile Steel Commando w/ Disassembly + guide
« on: November 08, 2022, 01:56:35 am »
Well the thing with disassemble 5/5 is that you do not have to combine your end-game super armor all at once. And if you would rather have a bio vest for some fights with your best metal plates instead of regenerative, you can just rebuild your armor on the spot (given you go high base mechanics to have this option, ofc). Using the high quality material does not make it unavailable for you ever again. That is why it might be appealing.

3
Builds / Re: Mobile Steel Commando w/ Disassembly + guide
« on: November 05, 2022, 08:08:04 am »
Disassemble is so much fun. I never really took advantage of it before in the early game, like picking it at 2, but now I must think of having it in most builds as well, because it changes the whole way you perceive the loot littered around. Charons everywhere!

Out of curiosity, I took the ideas here and modified it for shotguns to try out. It feels very smooth as well.

Also, I fantasized about a very low quality modulator to be used in energy shield with metal armors. Disassembly before putting in the spec points allows to rank component quality down to 1, it seems. Yay! :D

4
Builds / Re: Warhammer Inquisitor
« on: July 06, 2022, 04:17:53 pm »
Hi,

Very nice energy. Does not make sense, unless you actually listen to someone wanting to butcher a lamb, basically.

You combine sword with shield, which is a huge no-no if you really want to run anything having any type of avoidance.
Combining dex with chem is kinda cool, also it really does not match with many ideas that....oh man....

Why don't you try a pure swordsman with agility that Harper actually was kind enough to once give us:

https://underrail.info/build/?HgUNDQMDAwYAQADCoMKgwqAAADEsAE1ZEVFUAAAAwqBwAAA5JCs_wowSThPCh8KNBkdLPMKIwqUqwrPDjm0abMKewp_CoMKhwp3CreKnlgXisaAD4rKIBeKyiQLfvw

5
I like the funny screen shots. Well played, sir.
Knives are knives.

 8)

6
Builds / Re: Dominating Crossbow Build (Updated)
« on: July 06, 2022, 04:05:57 pm »
The thing with critical crossbows are that the elemental bolts actually inherit your crit dmg bonus as well. So...
Somewhat weird not to go 9 con and drop basically everything else for alpha strike sweep.
Everything else looks normal.
But is it 14 Crit Power, or is it 14 Ele Bolts....

Tough shait...

-N

7
Builds / Re: Is tin can AR still a decent build
« on: July 06, 2022, 03:39:06 pm »
Takes three feats and two optional ones, everything else is just whatever you feel you want.
Concentrated Fire > Commando > Full Auto > Opportunist > Suppressive Fire

You can easily finish the game on normal with 80 quality _rapid_muzzled_ hornet crafted for 7.62. Or five.
All you need is the carry weight to have 1500 rounds around. Or 3000.... and a lot of mechanical repair kits.

Pack Rat is a very fun optional feat to have.

Also against bullets you might opt for tactical vest instead of metal. Just combine it with metal helmet and metal boots for threshold and resistance if a sniper breaches.

For energy go for quadruple TiChrome chest, plus TiChrome helmet and boots, so you actually resist energy damage.

That is pretty much the advice you need to get going. Nothing really beats AR.

-N

8
Builds / Re: Returning player looking for a good build/advice
« on: March 25, 2022, 05:21:47 am »
The game is not that difficult when you get some key feats and ideas to help you out on the way and keep them in synergy with some logic.

Assault Rifles: Commando > Concentrated Fire > Full-Auto > Opportunist+Suppressive Fire (Rapid Reloader + Muzzle Break + Hornet 7.62 frame) - It does not even matter if your stat spread is not perfect. You can finish the game on dominating without too many problems with whatever feats you pick in addition to the above mentioned list. Seriously. Just bring bullets and mechanical repair kits for this one. A lot of them.

SMG "bullet hell":  Spec-Ops > Commando > Opportunist+Suppressive Fire and 14 dex at level 16 to hit 10 ap bursts with a crafted Jaguar SMG (Rapid Reloader + Muzzle Break + 5mm frame)

Snipers: Aimed Shot > Snipe > Shooting Spree > 'All of the crit chance and crit dmg mod feats'

Pistols: A lot of ideas to build - either versa and full dex, or dex/per variations, with Bullet Time > Any special abilities (Rapid Fire, Point Shot,...)

9
Builds / Re: Blitz Temporal Shotgunner
« on: March 04, 2022, 02:50:25 pm »
Hmm, this build looks comfortable enough :)
Sorry to hop in, anyway,... instead of running a shotty I did something brutal and combined the versa shotty with a versa AR. Holy hell she is op: https://underrail.info/build/?HhAHAwMIAwZQOADCoB7CoEYyIxgAZG4AAEYAAADCkQAAXyQmKzsNAhVKwodJwqMWL04qwrbCiDHip6oD4qe0AuK1rgrfvw

10
Builds / Re: Can anyone rec a hard viable stealth+knife/melee build?
« on: March 04, 2022, 02:40:58 pm »
You ought to check this guy out!
https://www.youtube.com/watch?v=xXVuF2Ybip4&ab_channel=sheepherder
He is one of the pillars of community with really wicked builds.

11
Sharing is caring. I do not own the builds I make, they are just a mix of ideas borrowed from people around the forums/steamforums during the years with my own mix of my experience and the way I like to play them on dominating/classic.
That was a draft and could be pretty hard cored to play, if you don't have the clear idea why stuff is picked and when and for what purpose.
But gear is meant to add damage and utility, so I carry around a pair of metal boots and stealth tabis. Balaclava / crit-nightsight goggles as headwear.
Dirty kick can carry you in unexpected situations, and is downright lethal early, so it is a fun alternative/addition to taser. Also it carries quite a ...punch... as well.
I was using way more single shotties for their reliability instead of combat shotties, but you can find your own way with either choice I'm sure.
Welcome to the forums :)

12
Builds / Re: sniper psion buiild request
« on: January 22, 2022, 09:32:25 am »
GaF has valid points there.
You could basically try out AR/Meta/Temporal build too. It plays like a sniper when you go 'single' shot Chimera with crit-scope, but you could back out to be burst AR later when it does not cut it. AR+ThermoD is solid, and meta gives the extra CC. Against solo opponents, cryostasis forces the opponent out of combat and you can pop inhalator even in combat so the psi intensiveness is not a huge problem.
Just some ideas.

It is just a draft, and I played it with some variation to around level 16-17 on dominating. Metathermics damage is a bit underwhelming, but it is a nice alternative for 'always grenades' play style :)
https://underrail.info/build/?HgYDAwkQAwbCoAAAAAAAwqAAAAAAAAAAAAAAAMKgwqAAAMKgMWIrJCYqLgLCh0vChSgvJ9-_

13
Well I mean it is a build simulator basically :)
I spend some time around in it here and there and finish maybe at max 10% of my runs. Sometimes I just want to see how something fares up until some point. Personally, I am not even near of playing through it Ironman, but I think it is doable. The early rathound alphas and random stuns are some that finish the run hitting 1/20 crits. But yeah... It is not a competition. I just love the feel of the game and that I know my way around everywhere at the moment. It is enjoyable to never have enough control in the game really. I guess that is why I keep coming back.

14
Flares are nice, also if you have 20 pts in intimidation, you can pick Yell. Some Stalker encounters are straight up F5-F9 to pin point the locations though through the use of flare and laying traps beforehand. 3 per and 3 con is completely okay on dominating, you get used to it :)

15
Builds / Re: Mobile shotgun build
« on: December 30, 2021, 02:49:30 pm »
I got stuck with these ideas here...and sorry for kinda hijacking or adding to the post when it does not really answer any question, except what is a quirky way to build a mobile shotty.
I had something of yours Richter and wanted to combine it with STR and Versa,
so I ended up with a girl who kicks people in the junk and wears Rathound Regalia for most of the game, and prefers boot springs under those metal striders.
She is fast af, and can relocate midfight very, very decently. She has evasion too. Plus she can carry ALL those shells, so that is covered.
So there you go, extremely mobile Dirty Kick / Burst Shotty - Strong-woman style :)
https://underrail.info/build/?HgwHDQMDAwUyUADCoB7CoFAyIwAAZG4AAEYAAADCoAAAXzkkKyYNwrDCo8KWwofCkDFHwo_CiE7CpcKmwrbita4K4rewBd-_

Dirty Kick is stupidly fun  :P

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