http://underrail.info.tm/build/?HgMHCgMOAwbCoEAAAB5OwqBlW3EyeHgfKngAAAAAAAAAJwEZHRY1Ajd-RzNJwoU7wrXCpE7ipKIK4qWfBd-_After completing the base game as a pure psi user with low initiative and stealth but high speech abilities, I wanted to try something completely different for my first Expedition character; a stealthy, anti-social crit-commando.
Thought about adding in some Temporal Manipulation so I could experience that for the first time, but I feel I need to dump will and I want to craft all my equipment.
Didn't invest much into chemistry since the only grenade I want to have in abundance are flash bangs; they are crucial for crowd control now since I don't have any other way to stun/incapacitate. I feel I can buy all the other grenades I need.
Concerning attributes, I'm torn about whether perception or agility should be higher. Perception basically increases my gun damage but agility governs movement points, stealth, and initiative. I think 10 is enough for the latter but let me know. Hopefully its enough to spot crawlers either way...
Regarding equipment, I wanted to go for a sniper rifle with high crit chance and a silenced SMG for silent takedowns. I'd love if I could use throwing knives instead so I can have a beefier SMG, but I don't want to invest anymore into throw than I already do.
I'm not so sure about traps. I though there was a perk that lets you deploy them in combat more easily but I can't seem to find it. How useful are they in the player's hands with limited investment in chemistry?
All in all really excited for this build, its truly going to be something completely different to what I'm used to. And I get to experience the whole game all over again with the expansion!
EDIT:
New build with Temporal skills
http://underrail.info.tm/build/?HgMHCgMOAwbCoB4AAABMwqBlW3EyeHgbKngAAABGAAAAJwEZHRY1Ajd-M0nChTsrwrVHMOKkogripZ8F378