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Topics - LeftHandManGary

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Builds / Sniper/SMG build; Thoughts?
« on: August 23, 2020, 02:47:53 am »
Trying my hand at making a hybrid build, and was curious what you guys think. This character would be for Normal difficulty and Oddity XP. Playable, or hot garbage?

https://underrail.info/build/?HgUIBwUOAwTCoDIAAADCoMKgZGQAwqBkZGQAWgAAAAAAAAABOR0WNTczfktJwoUnDyTCtcKkd-Knvgrir7wE4q-9Ad-_

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General / Ambush vs. Snipe
« on: March 26, 2020, 04:47:15 am »
Like it says on the tin, I'm curious as to what the actual differences, strengths, and weaknesses between the two are. At first glance I had thought Snipe was the better choice. However, when people began to modify my example build, Ambush always seemed to replace it. I intend to stick with Ambush for this playthrough, but it does make me curious.

What are the key differences between these two skills? I can see that Snipe does double and a quarter damage plus stealth bonus, with no crit chance, whereas Ambush seems to really ramp up the crit chance. One guy on reddit was flat out stating Ambush was useless, saying it was too situational and inconsistent. Are there builds that would benefit more from one or the other, or is one just generally better?

For frame of reference, I was putting together a crossbow/traps build, and it was a toss up between that and a sniper/smg build for this run, with crossbow winning out by a coin toss.

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Builds / Relative noob looking for a crossbow/traps build
« on: March 08, 2020, 04:40:53 pm »
I was hoping to post a copy of my build in the tool, but I have yet to figure out how to do that, so hopefully I can explain it well enough.

Starting stats were 3/7/7/3/10/4/6. All my stat increases go into perception except for one point in intelligence, leaving my final stats at 3/7/7/3/15/4/7.

Final skills at lvl. 30 are as follows:

Throwing 80
Crossbows 160
Stealth 160
Hacking 130
Lockpicking 130
Traps 160
Mechanics 160
Electronics 160
Biology 140

Feats are as follows:

1. Aimed shot
1. Sure Step
2. Marksman
4. Quick Tinkering
6. Snipe (would Ambush be better?)
8. Special Tactics
10. Trap Expert
12. Bowyer
14. Hypertoxicity
16. Deadly Snares
18. Critical Power
20. Elemental Bolts
22. Pack Rathound (would Sprint be better?)
24. Sharpshooter
26. Blindsiding
28. Sprint (Honestly couldn't think of what else to take by this point)
30. Scrutinous

Obviously this build isn't totally combat optimized, but my plan for the playthrough is Normal/Oddity XP, and I think it should be more then fair for that. The rough outline came from a NerdCommando build on youtube, though I surrendered the psi parts of the build, and some of the crafting, for hacking and lockpicking.

I debated quite a bit between biology and chemistry. I saw the two skills often overlapped in bolt construction, and I went with bio when I saw I could poison my caltrops and bear traps. Making healing items and extracting components from the critters I'm hunting also struck me as very useful. That said, I saw that chemistry would unlock the mines and the acid traps. Which of the two does the community consider more useful? Is bio a viable build, or will this kneecap me in the long run?

I wasn't sure if throwing was important for caltrops or not. The wiki referred to it as a thrown utility item, but didn't say if it was a necessary skill. It does free up a lot of points if I don't need to take it. Likewise, if I did wind up going chemical over bio, it would give me some grenade utility.

The final question I have is regarding armor crafting. In his video, NerdCommando invested into Tailoring to make his own armor. My original plan involved purchasing low level armor, and relying on an energy shield I manufactured once I had the necessary skills and components. Again, would this be viable, or would I be setting myself up to die horribly?

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