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Topics - Richter

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1
General / Unlocking game areas, store and items quickly
« on: December 13, 2021, 12:30:42 am »
This post contains SPOILERS and is destined for meta gaming aficionados. Don't read it if you haven't finished the game yet and want to discover things by yourself as one should in my opinion.


Early Constantine's : Play as a female character, accomplish Jack Quicksilver's questline as soon as you get the drill parts by convincing Delma to allow you to talk to Todor without going through the Beast quest.

Fraser's shop: Do the Rail Crossing 1st quest (maybe sacrifice Buzzer*...) and get the Train Heist. Side with Protectorate (you don't have to fight, reporting the train to the SRO is enough). You have access to Fraser's now.

Dude's juice: If you've unlocked Fraser's, buy Omnilube  and accomplish Dude's quest. The only enemy you need to take care of / pass by sneaking is a sentry bot for the first quest. For the second, it is solved as usual except the last part I think, because you can just use the Omnilube (didn't verify myself yet, but it's been implemented I think). Incorrect, see below.

Expedition: Through Beast fight or Train Heist (but I think one should resolve the quest by force for it?), you have access to Black Sea by being recruited at Core City docks. Survive the first assault through bear traps and caltrops and hiding yourself courageously.

Hypercerebrix, Plasma Beam, Third Eye, Twitch, Lemurian spear: You need to get Phil's arm, but once you do, you can just pick into the pocket of the technician for the Talkie and denounce him, follow instruction and go take a nap (in the game!). The path to the entrance of the Citadel of Life is now opened to you. You need to cheese the 4 nagas, but it can be done through stealth and luring them in a corner with tnt, I believe. If you don't have pickpocketing, just join the Pirates.

Benches: Coretech questline might be the easiest, especially the warehouse defense that can be done through the use of Gas Grenade and waiting in the exterior of the warehouse by the window (same screen). The warehouse mission after Cornell is easier as well since robot won't attack you and Death Stalker can be dealt with noise and snails. Just don't get ambushed by Tchortists if they are too strong for you by leaving the warehouse by where you've entered it.


What are your tricks and tips on unlocking things faster?


*You can save him by doing Hugo's quest at Foundry first and solving it through money or with poisoned caltrops and noise.

2
Suggestions / Forceful innervation
« on: December 12, 2021, 09:31:30 am »
I searched for this one before asking and saw no thread proposing this at least on this forum.

I really wish there were a non cheesy, lore friendly, rp friendly way to gain Forceful Innervation, like some NPC that would spawn at the beginning or an option to take it (for free, not at the cost of one feat, of course) at character creation, allowing one to RP at least a little... and then Pasquale would propose you the Golden Pill rather than having it on your inventory for no reasons.

Of course, one can always download the old version of the game, make a character, take the pill, save, update the game, export one's character to a fresh new game...It just doesn't feel right, and i'm weary of what will happen in 10 years if one wants to play the game and the Legacy version happens to not be available anymore.

Thank you for reading, now I'll stop disturbing everyone with Psi, I promise...

3
Builds / Pragmatic "psionic" build (as much tedium free as possible)
« on: December 11, 2021, 09:11:11 am »
IMPORTANT DISCLAIMER :

Stoicism does NOT provide invulnerabily anymore as damage reduction has been nerfed (you can't have more than 90% mechanical damage reduction down from 100%), I'd nowadays play this build like this. Therefore, I've deleted the original post and edited it entirely. But in case you are playing with Legacy version, the idea was to have Escape Artist, Stoicism (+5), Locus of Control while equipping Infused Siphoners, to have 3 turns of total immunity to damage and most status. Except for this, the build edited below is pretty similar. However, you'd be better taking a 4 schools psion for Legacy... 


Main build.

8 int version for easier start, hacking and PSF.

Strategy: Psi AoE are strong but do not always kill in one shot the enemies, same for grenades. Both compliment well with each other.

Leveling up: Start with 9 Con. For the first build 6 Int and 6 Dex, the second 8 Int and 5 Dex. Put the rest into Will. Level up Will every other level EXCEPT if you need to pump Dex for Feat (Grenadier at level 4 needs 6 Dex and 30 Throwing, Three pointer/ Quick Tinkering need 7 Dex). Pump Metathermics every level and put enough points into Temporal Manipulation to get Psi abilities (most notable ones: Temporal Increment at level 5 with 35 TM, 55 TM for Psychotemporal Contraction to get BEFORE the feat PTA, 70 TM for Statis). Do as you please for the rest, but pumping chemistry early for grenades is a safe bet, especially with the 8 Int version. Don't bother leveling up Throwing after getting 80 effective skill until level 24 where you'll take Three Pointer then max it out gradually. Spec points go to Psychosis (critical hit chance) first then Survival Instinct (critical hit chance) for 99% critical rate at level 30 with Focus Stim ;

Psi abilities: Cryokinesis, Pyrokinesis, Cryogenetic Orb, Themodynamical Destabilization, Plasma Beam, Limited Temporal Increment, Psycho-Temporal Contraction, Stasis. At the beginning, you'll make use of Cryostatis, Psycho-Temporal Dilatation and Temporal Distortion (for bots in the early game, before having access to supplies in large ammount to craft grenades) ;

Equipment: Metathermics Neuroscopic Amplified Headband, Sturdy Psionic Overcoat (Black Cloth, Sturdy Vest, Laminated Fabric Panel or Super Steel Sheet, Psi Beetle Carapace), Ninja Tabi Boots, Spririt Staff, Doctor's Pouch. You can equip the Høddurform which is more complicated to obtain, provides a tad bit less damage and has a Psi cost penalty (+15% multiplicative... it's starting to stack! Maybe Motion can compensate?). However, it provides +5% to critical rate which would free 4-5 specialization points that could be used elsewhere (Premeditation, Last Stand cooldown, Quick Tinkering cost are all great choices). I'll assume equipping the Spirit Staff from now on ;

Other Gear: Bioinvestigative Belt (choose Biology departement in Tchort Institute, if not reallocate points from stealth accordingly) for +15 bonus in Biology and the ability to craft special Health Hypos, Jacknife for +7 bonus in Lockpicking and +7 traps, always in your other hand ;

Drug addiction:
Focus Stim for 84-99% chance to critically hit, Hypos, Spirit Potion, Psionic Accelerator, Adrenaline Shot, Hypercerebrix for crafting, iron guts for Biology based damage immunity with the Bioinvestigative Belt (If not eat Canned Mushrooms) and Morphine Shot, Trance (for better criticals), Bullhead, Thrid Eye. 150 effective Biology with Bioinvestigative Belt (+15) Boning Knife (+2-7, random), Underpie (+3) and Workbenches (available after Core City part of the main questline, +15% bonus applied after everything else) is only needed for Motion. It is a great help because of low Psi pool and high consumption, but you have Hemopsychosis and I consider it "high maintenance", if you don't want to craft it you can still buy it or live without it. You only need 95 effective (I recommend 80 without bonus and 95 with the belt to craft better Hypos) otherwise ;

Grenades and mines: Frag Nades (MK number depending of what is available at each stage of the game) for most things, HE nades then Plasma nades for damaging bots, EMP nades for bots in general. Concerning mines, bear traps to root enemies and use choke points, EMP mines massively before combat for Nagas or during combat from time to time while confronted to bots. Joining Coretech is good for getting the components required to craft all of this. Consider also picking other people traps and using them.

Food: Not important but Psi Bettle Soup for cheaper Psi costs and Pickles for better criticals are nice. Both are rare. Have underpies on you all (as soon as you find one) the time to help you pass some checks.

Cool stuff: With Psychosis, Advanced Psy Empathy and the forementionned Tactical Psi Vest and the penalty from using 2 schools, you have a modifier of ~95% of the psi cost. Plasma Beam is 70 base psi cost, hence 67 psi cost. With Premeditation, you can cast two of them assuming full psi bar and you have obtained Philosophy II (which you can with Hypercerebrix) and/or In Motion state. With Last Stand and Hemopsychosis, you then cast Psionic Mania, Psycho-Temporal Contraction and use an Adrenaline Shot to throw 3 others Plasma Beams, one being a guaranteed crit.  Assuming 60 quality Sturdy Vest and Spirit Staff, you have 326 HP, some calculations show that you'll have approximately 29% total health before casting the last Plasma Beam, hence enjoying SI bonus.

It means that you can cast 5 PLASMA BEAMS INCLUDIND 3 with 99% critical rate, 1 with 64% critical rate and 1 guaranteed to crit. With a higher quality, one Plasma Beam will have a 64% critical rate instead of 99%.

You can in fact do this combo as soon as level 26/28 assuming higher quality for the Sturdy Vest, your goal value being ~326 HP or even sooner with the Soup and Motion.  If you have remainder AP from the last turn, you can also pop an Hypo and not even use Hemopsychosis at all with the Soup assuming you've already applied PTC when starting your turn.

This combo is ridiculously strong, and I don't see anything in the game competing with it when used against organic targets. If you don't want to use the vest, it will still be possible with Psi Bettle Soup. A specialized Tranquility build with Cyclop's Eye  can cast 6 beams in one turn (with Blitz which mean it's not every turn neither) while depraving itself from any other psi abilities with Higher base damage value but only 40% critical rate (and lowest critical multipler). However the Tranquility version can cast 3 Plasma Beams during two other turns easily, which you really cannot do here.

The pure Psychosis build at the end of this post can do the 5 Plasma Beams combo as well. It's easier to set than with the main build discussed here.


Quick tips:

-Fishing is a good way to obtain most components necessary for your drugs, with 6/7 DEX you have a good catch rate, but getting the Fisherman feat (see Fisherman) is interesting ;

-The main sidequest of Foundry, especially in DOMINATING!, provides a lot of organs for drugs, crushing Borers in mines there too, and the local butcher have a great supply after finishing forementionned quest ;

-Be careful and compliant with Abram in Junkyard to get access to the best store in the game. Finishing the three quests (any way you want to finish them) he proposed you in JY will unlock another branch in Core City (meet Abram in the Hardcore Bar). Be careful with those quests and always choose to handle things without violence this time. It needs 95 Mercantile to enjoy its full potential, hence the 92 effective Mercantile (+3 with Underpie, common enough Food) ;

-I prefer ditching Hacking with low INT, but you can deal with turrets in Depot A with Temporal Distortion (taught by Ethan in SGS)  ;

-Be careful to meet the requirement for Psi Abilities and/or feat and distribute points accordingly, P-T Acceleration needs 45 TM AND either P-T Dilatation or P-T Contraction (Psi abilities, see wiki if needed) learned BEFORE leveling up;

-You have abyssimal Initiative. Pumping Stealth and/or Tailoring (to get Stealth bonus from pieces of armors) is a good idea in order to start fight on your own terms. There is one Initiative check you can't avoid early on at GMS just after leaving the sentry bots floor. Just heal yourself, take a Root Soda and equip a good armor beforehand.

Obtaining Forceful Innervation with Steam:

-Right click on the game, go to Properties then Betas and switch to Legacy Version. Start a game normally, get the pill from Pasquale, ask him where to learn abilities and get a Psi abilitiy, I recommend talking to Ethan in the cantina and get Temporal Distortion. Close the game, change the setting back, load your save. You can now export your character and play again with a fresh start: this allows you to choose among various random element generated in the beginning of a run. Note you'll have to talk to Pasquale again if you decide so, take the pill in order to be able to ask him where to learn abilities again in order to have access to Quinton and Ethan for this purpose. It won't lower your health again.

Avoiding Soothsayer encounter:

-Coral is a random NPC. She's exclusive with Booth who provides the Tatoo feat. If you really want Tatoo, go to the game files and delete gc_gypsy.obj (into fragments/frags in game files) : now every new games have Booth. Don't forget doing so before starting a new game with your exported character.

Note that tatoos are not so important.

Other small remarks and tips:

-Check your computer at the beginning of the game. If you see "Domination" then you have the Ice Tower dungeon, if you see Skull Masters, you have one of the toughest bosses encounter in the game. Both are optionnal ;

-You can ditch Will to get 8 or 10 Int (even 12 but I would not ditch this much Will) to either have earlier high tier grenades (see wiki for crafting requirement), hacking, high quality psionic headband, earlier access to special stores, the tier 3 of the Philosophy feat or to just not do the Forceful Innerversion trick if you find it cheap. I'd say 8 Int is the sweet spot (if you keep FI) for getting Psychoneural Flexibility (ditching QT, see remark below) and having an easier beginning (60 Hacking in Depot A makes everything smoother). Without FI, I would go for 10 Int and sacrifice Thermodynamic Destabilization ;

-Quick Tinkering, Three Pointer are optional, you can take Psychoneural Flexibility if you have 8 Int (see above remark), Escape Artist if you allocate 30 points to Dodge, Pyromaniac or anything you want, really! Note that if you don't take either one, you can take one point from Dex and put it into Will or Int for example ;

-Psionic Mania becomes mostly obsolete in late game. But it's really good to have before that and while your health is greater than SI threshold (after Last Stand for example), or when you don't want to waste a Focus Stim or when you need to lose just enough health to toggle SI, hence I recommend keeping it regardless. It's also very good for an alpha strike from stealth with Last Stand and Hemopsychosis to mow down 'trash' mobs totally for free: it's the only build besides Unarmed that can do that now, but way more effectively ;

-Check out the Bloodpsican build in here (by Drizzle), it's less powerful (because it would not make use of grenades) but way more sturdy, create a character (with correct Basic Abilities points) for this build while doing the Forceful Innervation manipulation while you're at it ;


-If you want a pure Psionic character that does not even use grenades nor Forceful Innervation, here is my favorite one: Pure Psionic character. It has a larger Psi pool, slightly cheaper Psi Abilities, one less Psi Abilities slot (sacrifice Thermodynamic Destabilization). It will use other schools (namely TC for sea snakes or discreet single or mass murders, PK for robots although it will have a hard times with the latter and much more even with Nagas which are dealt with Stasis and Temporal Distortion mostly). Would it be for the hassle of changing the set of psionic abilities so often, I'd prefer this build to the one discussed above.


4
General / Immunity to damage and tanking
« on: December 10, 2021, 12:00:22 am »
In this game, some combinations of equipment or drugs give you either temporary (with hard debuff or no debuff at all) or permanent immunity to some damage.

I'll list the ones I'm aware of:

-Total immunity: Stoicism (requires both 7 Will and 7 Con) fully specced, being at less than 4% health gives you 36% damage reduction to every type. 15% more with Aegis (no debuff) and with the 50% from Morphine Shot it is over 100% damage immunity for 3 turns (4 for Statis). The debuff of Morphine Shot should kill you would you do nothing about it but with either a Super Health Hypo or Last Stand, you're safe; You can skip Aegis with 10 con and Conditioning but you'll still lose Electricity, Energy, Bio and Acid immunity without Aegis. Other combination can be thought  with 12 CON and Tempered feats.

-Permanent bio immunity: It's new, it came with the bioinvestigative belt from Tchort Institute which provides 10% bio damage reduction. With Aegis (15%) and Iron Gut (75%), that's bio immunity 8 turns. Neither Aegis nor Iron Guts have cooldowns or debuff, so it's permanent as long as you have some on you, though the belt requires you to keep 20 AP to use them at some point. With high Mechanical DR it makes Spiders and Locusts from Expedition a joke. It's true too for most snakes except the infamous Wyrm.

-Permanent Mechanical immunity with a very specific set up:

Quote from: Koveras
So, mechanical damage reduction is not capped and can go to 100%, making the character immune. It is easily achievable with morphine shot, but the effect only lasts 2 turns and cannot be refreshed indefinitely. Luckily it is also possible to get to 100% without morphine:
- Lifting belt : 5%
- Ancient Rathound leather armor and tabis : 10%
- Conditioning : 24% (10% base, 9% from 14 CON, 5% from specialization)
- Stoicism : 36% (24% at 4% HP, 12% from specialization)
- Aegis : 15%
- Mushroom Brew : 10%
Permanent invulnerability to mechanical damage since Aegis does not have a cooldown. Yay!

A mechanical immune sledge build (AKA The immortal drunkard)

-Permanent mechanical component of melee immunity: https://rpgcodex.net/forums/threads/underrail-ironman.135885/

Read here for details by Yaz on RPGcodex.

-Permanent Electric damage immunity: Obtained from the Tesla Armor and Galvanic foam in Metal Helmet and Boots.

-Explosion damage immunity: From the Blast Suit and Iron Head (respectively 85% and 16% damage reduction from explosions)

-Bio AND Acid immunity: From the well-known combination of the CAU armor, biohazard boots and either Grey Army Spec Ops helmet / Praetorians' Helmet / Coretech Helmet / Gas mask.

-Temporary immunity to Heat: Through Exothermic Aura (Psi abilities)

- Acid OR bio immunity: for snakes/ mutant dogs leather armor and association with either CAU or mentioned helmets in Bio and Acid Immunity.

-Thought Control immunity: Locus of Control provides it for a few turns. You need 10 Will and 75 points in Thought Control for it.



I wish to have a more exhaustive list though I think I'm not aware of anything else, I believe... If a similar topic already exists, please tell me, I'll just delete this one and post this on it (if relevant).

5
Suggestions / Quality of life in the UI for psionic abilities innervation
« on: December 04, 2021, 10:46:22 am »
I just played a pure psi character limiting myself to psi abilities (no utilities used, only magical solutions to the problem I was facing).

I think quad school psi is still very potent, I don't like it as much as I used too, but I can see the ideas behind the psi rework.

I don't think the psi pool total depletion is a good thing or brings anything interesting, but whatever. I'm here to talk about innervation though.

Pure psions actually have to switch quite often their set of skills in some areas (especially the black sea where you want electrokinesis for average bots ;  recurrence, proxy and TK punch for Nagas ; Metathermics and/or Thought Control for living beings whether you want to kill effectively or subreptitiously...)  while also switching between headbands as well (more often than not at least, even though a Uni Psi can do the job sometimes).

I think the player would benefit greatly from the possibility to build preselected sets of abilities to switch way more smoothly... Well, it's not a critical change at this point and I don't know how much work it would require, but since I've heard the last update included UI reworks, I think the idea is at least worth sharing.

Thank you for reading.

6
Builds / 6 Electrokinesis in 1 turn build : Fast Zapper
« on: November 09, 2021, 05:54:18 pm »
Hi.

I'm back to the game after a long break.

I've never taken tranquillity as a psionic and I was curious of what it could offer. Of course, one could always consider the 4 schools classical build and do very well in any situation, but I wanted something I would have never tried before the psi update.

Firstly, I considered the idea of a single school psi build, and both Temporal Manipulation (TM) and Psychokinetic (PK) seemed interesting to me.

TM only way to deal damage (by itself without the use of any other means such as grenades, traps, weapons, other schools and environment) is through Temporal Distortion (TD for short) and few Crowd Control (CC) abilities though a fantastic one (Stasis) and a situational but fairly good one - exceptionally against melee foes or single enemy - Psychotemporal Dilation (PTD).

As Sheepherder has explained on his thread (search timeless on search tool bar), pure TM presents a few problems even if one can mitigate them through clever use of flashbangs, taser and the two formerly mentioned CC abilities. He also decided to rely on Dodge and Evasion by pumping Agility and those skills, wearing Siphoner leather armors and boots and by further decreasing enemy's to hit chance (THC) with Intimidation (which scales with Will) through Yell and with Precognition (TM ability). It's a great synergy. It must be very fun. But it's a bit luck dependent and even more if you self limit yourself not to use any kind of grenades or tools (past Newton's warehouse mission) as I wanted. Also with the right feature, it can keep you under a permanent AP and MP buff.

On the other hand, pure PK is probably more complete and easy. Sheepherder toyed with the idea of a pure PK build centred around Electrokinesis (EK). I don't know why he's never covered it in a thread, maybe he found it boring? I guess he'll answer if he sees this. Anyway, EK is a really powerful tool if you invest in it. At first, it seemed to costly and deceitful as a source of damage, but with Tranquility (-5 AP per Psi Abilities casting at full health), Psychostatic Electricity (a feat that increases the chance an enemy has to get critically hit) with a good specialized psionic headband (Mufflers to reduce the high psi cost, and Magnifying Neuroscopic Filter: Electrokinesis to further raise the damages) and eventually Tesla Armor (+15% damage for EK), it ends up being more than satisfying in theory. Of course PK also has other tools up its sleeves such as PK punch, Implosion which combined with TK Proxy and provided you've taken Force User for the first one are tremendous source of damage, though costly and submitted to Cooldowns (CD). There is also other cool tools...

Well, I wanted to do something a bit more new (not implying Sheepherder's builds are not, they are, but I wanted to do something I'd figured out myself), so the idea to combine both and a dual school pure psi (no tools, no flashbangs, taser, grenades, traps, nothing... well stealth I guess even though it may not be necessary) :

https://underrail.info/build/?HgMDDQMDDQgAAAAAwqDCoMKgAAAAAGFhCVZ4AMKgAMKgAABHOSgrP8KGKmdkZlfCh0fCvcKIJMKlcsK3wp3Dh-KnlgLip5cD4qyWCeKslwHfvw

Equipment:
-Headgear: Muffled PK and TM headbands specialized in EK and TD respectively;
-Armor: probably Infused Siphoner leather for the armor, perhaps Psionic tactical vest for the 10% psi reduction if I find myself needing it, other armors could be used situationally as always (including Tesla Armor for 100% Electrical Resistance or a bit higher EK average damage);
-Footwear: Probably Infused hopper leather tabis for CD reduction on Sprint. Other situationally (Infused mutant dog leather if there's acid puddle, snakes' leather for other effect, etc.)

Innervation:
As you might have guessed, I won't use PK punch nor Force Field. It might be a mistake though. I'll use the holy trio of TM abilities (PTC, LTI, Stasis), Electrokinesis most of the time. The other two slots could be Proxy, Implosion, Electrokinetic Imprint, Telekinetic Grounding, Entropic Recurrence, Precognition... TD would be mostly use when facing a small crowd when there is a chokepoint or against single isolated and robust target (some Nagas, some bosses), or for slow sturdy, EK immune, Psionic Crabs...

Few comments:
-No use of grenades (of any kind) is a self imposed limitation;
-I know the game enough and don't wish to explore the lore and some hidden content, I also don't plan to play on Oddities levelling system here hence the distribution of skill points and the over-investment in Crafting skills that I'm well aware of.

I have just started playing it, and I'm not sure the build is actually enjoyable (I've just passed Depot A and so far it was enjoyable) and here are what I believe to be good and bad points of this build:

Pros:
-At very high level, it can theoretically cast 6 EK per turn (Psi cost reductions, Tranquility for 25 AP EK, one free AP cast thanks to Premeditation and 125 AP per turn with Blitz : 50(base)+20(PTC)+25(vitality powder)+ 10(Expert Sprint)+20(Blitz) = 125.) While it's wildly unnecessary, I felt it could provide some fun;
-Even after Blitz, it is possible to regain MP with Psychotemporal Contraction (PTC) and Sprint, this build is very mobile;
-Good CC;
-Can deal with almost any enemies very efficiently with one big exception being (Greater) Coil Spiders.

Cons:
-(Greater) Coil Spiders exist;
-Reliant on gear very quickly for good results;
-EK is not the greatest attack for groups, but I believe it will do well despite the randomness of the bouncing.


There are a few QUESTIONS on which I'd like to have your opinion:

-Is passing Force User such a bad thing on this build? I felt like anything EK can't deal with can be dealt with TD and PK Punch is costly and not the one hit killing machine it is on Psychosis builds with Psionic Mania while Force Field seems OK but not enough on its own to require a feat only for its health (still a good way to avoid a sniper ending your life off screen though, Force User or not, I guess?);

-Is Expanded Psi Capacitance a meme? As a Psychosis user only so far, I've never needed it. If it's bad then I'll exchange it with Force User or Uncanny Dodge maybe...

-8 Int is a bit low (6 Psi Abilities at a time), I can decrease Will to raise it to 10 or 12... Would it be worth it? (I refuse to lower allocated points on Agi as it's the meme the build revolves around!)

-What do you think of it in general? I'm curious to get your opinion.

EDIT: Corrected some mistakes and edited the title for marketing reasons.
EDIT 2: Changed spec points allocation, 5 spec for Blitz CD reduction currently.
EDIT 3: Changed the Feat, removed Expanded Psi Capacitance and replaced it by Nimble. Uncanny Dodge, Sure Step or any QoL feat might be a good candidate to replace it as well. 5 Spec Points are unallocated: Tranquillity for risk free adrenaline haste (instead of Vitality Powder) OR Blitz spec (5 points or 4 points putting the spare point in Psychostatic Electricity Duration). Yet antoher possibility would be to put them in Blitz:Maximum Points (3) and the remaining 2 in CD reduction...
EDIT 4: Changed spec points allocation though the precedent comments still hold.

7
Builds / Looking for pointers on my Tank AR/Sniper build
« on: March 28, 2020, 11:06:28 am »
Hi everyone.

Here is the build : http://underrail.info.tm/build/?HggDAwoNAwbCoMKKAAAAAABIAAAAa3ZMS1UALcKfRkwAYwEmKztQFU9KwodJYyozS37CtcKkVcKtwpzipI4B4qe-CuKxlgTfvw

I plan to play it on DOMINATING. It is my very first time with AR or/and sniper.

Playstyle :
Out of combat : Persuasion and mercantile are not negotiable here. Lockpickin does not interest me that much (I will play with classic mode, but I guess it would still be OK with oddities) while hacking has some really interesting checks here and there (in Expedition for example)

In combat : kinda simple, sniper are loud, so I might attract a lot of ennemies and I want to be able to resist them. AR bursts, Grenades and/or Premeditation+TD+aimed shot should be enough for CC. I will be able to kite ennemies from afar with my sniper while still being powerful at close range with my rifle. PTC brings me to a total of 72 AP which is enough for 2 bursts or 3 sniper's shots. Psychokinesis also gives me some options.

Planned gear :

Weapons : Spearhead with RR and AA-scope for high criticals bonuses and 3 shots/turn with PTA specialized / Hornet 9mm with RR and muzzle brake (2 bursts)
Armor : Full tungsten armor with regenerative vest for very high mechanial DR/DT and the first half of the game, Full SS one I've finished EXPEDITION (that I plan to do before DC) thanks to 150 mercantile checks to get filthy rich. OC I may not be able to carry both at the same time...
Headgear : for switch high quality seeker googles but I don't plan to use them a lot...
Belts : bullet strap belt and lifting belt for switch.
Shield : Electronics seems high and I know about the low quality single LOW shield perks for a TIN CAN, but endgame High/High shield  might be useful against some factions I plan to fight

Problems:

I really want to be tanky, so Ambush, Snipe, Blindsiding, etc. are irrelevant here. My problem is I have nothing to compensate the lack of critical chances. and because PER isn't maximized I fear the lack of precision for long range fights on High evasion ennemies (Ambush does halve the ennemy evasion and I don't have it here). I don't think SI would be that great because it would make me far less resilient and I may not find myself naturally under <30% most of the time.

Questions :
1) Is shooting spree enough to get Aimed shot at least once every two turn and OFTEN one every turn?

2) Is my assault rifle powerful enough or should I do everything to get more crit chances ?

3) Is 8 STR 15 PER a good choice instead of 7 STR 16 PER so I can wear tungsten with rathound BBQ or wear SS set without it ?

4) Should I take Pack Rathound or not or will inventory management not be as much as an hassle that I fear.

5) Will I be able to reliably shot ennemies with "low" PER ?

THANKS A LOT.




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