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Topics - ringring

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1
Builds / You think this Build Does Justice to the Shredder?
« on: February 10, 2026, 05:39:13 am »
I tried making a build for Shredder from Teenager Mutant Ninja Turtles.

https://underrail.info/build/?GgoIBgUDCgQAwoIAwoIAAAAAAAAAAAAAGQBLwozCjAAAAAArORhpPUI8TwfClcKUwqzCk1Ehwrffvg

What do you think?

2
Builds / Has anybody tried Explosive Ammo out of a .44 LMG or Minigun?
« on: February 07, 2026, 07:48:01 pm »
Does it work?

3
Builds / Need help with a trapper build on Dominating
« on: January 18, 2026, 09:47:45 pm »
Are crossbow / trap builds viable on dominating?
Seems like you need a million low level feats to make it work and there just aren't enough slots.  Do you think you could help narrow it down a bit?

Off the top of my head

>Aimed Shot
>Marksman
>Strafe
>Sure Step
>Hit and Run
>Sprint
>Trap Expert
>Quick Tinkering
>Opportunist
>Interloper
>Dirty Kick

Some other must haves
>Premeditation
>Snipe
>Special Tactics
>Deadly Snares

Then if you want to go throwing or spear

>Spear Throw
>Impale
>Fatal Throw
>Split Spare
>Pinning

Skill Points are also limited, especially with a psi build

>Spear means taking throwing AND melee
>Unarmed needs Melee
>Throwing knives needs Throwing
>probably minimum 3 Psi Schools if psi
>Probably dodge and evasion
>No points left for crafting

Do you think you could help narrow it down a bit? Had a few ideas but not sure how they work in practice.

>Could just remove strafe and eat the move and shoot penalty, will make early game difficult though
>Sure Step isn't 100% necessary unless your putting caltrops everywhere, maybe use metal boots but the armor penalty and no special booties
>Trap feats and Interloper seem more like Quality of Life, some people swear by them but I never tried them
>Marksman isn't 100% necessary but depends on how you want to go,
>Dirty Kick isn't necessary but is a good accoutrement for any melee build.
>Sprint and Hit and Run are both great, you could maybe do without them or put them off but they are best when taken early. Also everything seems to have kneecap shot now.

I just don't know how to make a crossbow build work, especially on Dominating. Also, I've never done a playthrough on dominating.  Are Traps / Crossbows not a good choice for dominating? Should I try a trapper build on normal or hard before trying it on Dominating? Are there any other good builds that work on Dominating?

4
I've beaten the game on Normal, but I don't really understand how your supposed to play on Hard or Dominating

I wasn't even able to finish the hopper quest on Dominating last time I tried it.

5
Builds / Never tried a Trapper Build Before
« on: January 13, 2026, 05:11:12 am »
I tried planning my build as best as I could without really knowing how Trapper builds play.  I'm not 100% sure how to use crossbows, they seem really weak.

https://underrail.info/build/?HgMKBwUKBQYAwqDCoAAAAMKgAAAAwqAAAAAAAADCoAA3AAAAKwEiGUAqODU5TFFeWCYwwrXCpOKougXiqLsD374

Stat Boosts
Dex
Dex
Dex
Dex
Con
Will

Psi
Electro-Kinesis
Tele-Kinetic Punch
Psycho-Temporal Contraction

Weapons
X-Bow
Knife w/ Energy Blade or Knife Throwers Glove

Armor
Undecided

Not sure how else I should equip myself, I've never really used leather armor but I thought I might give it a shot.

6
Builds / SWAT Team Alpha
« on: January 12, 2026, 06:08:36 pm »
This is a reprint of an old build I optimized a bit better.  It has 4 options for your late game feats depending on what you want to do

Tactical Specialist (Use with Smart Module)
https://underrail.info/build/?HgcHCAQKAwfCoB4AAG4AbgAAAAAeAAAAAAAAAAAAAAABT00WFTd-NUkzQVtZHsK1wqR34p-iBeKktgLip6oC4q-9Ad--

Breach Specialist (Use with Tyranny Shotgun)
https://underrail.info/build/?HgcHCAQKAwfCoB4AAG4AbgAAAAAeAAAAAAAAAAAAAAABT00WFTd-NUkzQcKwwo_CmMK1wqR34p-iBeKktgLip6oC4q-9AeK3sAXfvg

Sniper Specialist
https://underrail.info/build/?HgcHCAQKAwfCoB4AAG4AbgAAAAAeAAAAAAAAAAAAAAABT00WFTd-NUkzQUsCwoXCtcKkd-KfogXipLYC4qeqAuKvvQHfvg

Mobility Specialist
https://underrail.info/build/?HgcHCAQKAwfCoB4AAG4AbgAAAAAeAAAAAAAAAAAAAAABT00WFTd-NUkzQRk5TsK1wqR34p-iBeKktgLip6oC4q-9Ad--

This build is a non psychic Spec Ops build that is so ridiculously overpowered your pretty much done with the game by level 14.  Ever wondered what it felt like to fire 4 bursts in a single turn?  Or to Snipe, use Aimed Shot, then fire off a final round from your sniper rifle, killing 3 heavily armored targets before combat even begins?  To burn through an average of 1 magazine per turn?  Having 500+ Damage Crits at level 12?  To double fist hand grenades and flashbangs every 3rd turn?  To unload 7 rounds of inferno ammo into an incapacitated invictus, almost guaranteed to light him on fire?

Required Equipment:

>8.6mm Steel Cat w/ Rapid Reloader (Inferno / AP Rounds Optional)
>5mm Impala/Jackrabbit/Jaguar w/ Rapid Reloader + Electroshock / AP Ammo
>12.7mm Sniper Rifle
>Ceramic Plate + Tac Vest
>All the Grenades
>Taser

Optimzations
*Late Game feats are better organized, as always mix and match as you choose
*Removed Muzzle Break from SMG's (Used to run out of ammo before you got your 3rd / 4th burst, 9 shots is usually overkill)

Options
*could drop a point of perception and add some Con, or 2 points if you want to drop scrutinous and swap it for something else since expertise is dooing a lot of heavy lifting
*Can swap out sharpshooter and uncanny dodge, both are useful but optional feats that can be taken later in the game if you prefer

Notes
*This build burns through repair kits like crazy
*Not sure how good it is on Dominating but it's probably got a shot

7
Builds / Full Metal Jacket
« on: January 12, 2026, 05:20:04 pm »
There are many Tin Can builds, but this one is mine!  Without my assault rifle, I am useless, without me, my assault rifle is useless!

https://underrail.info/build/?HgoGAwoJAwXCoMKgHgDCoAAAAAAAAAAAAAAAAAAAAAAAAAABVcKwFhVbWcOfScOhYA0fY8K2w5144qeqA-K3sAXiv5oC37w

This is a versatile, non-psychic tin can build, good with shotguns, assault rifles, grenade launchers and sledgehammers and LMG's / Miniguns during late game.

You can spread your stats how you like, as long as you meet the minimum requirements for the feats at the appropriate level. 

Equipment
Metal Armor + Boots + Helmet, possibly with sturdy vest for increased Super Slam damage
Early Game: Short Barrel Tyranny + 9mm Huzar with Rapid Reloader + Smart Module
Late Game: Sledgehammer w/ Electroshock + LMG / Minigun

Features
With adrenaline, full auto, and commando, can burst twice, use rapid fire and point shot.
With vitality powder and full auto, can fire 5 shots + 1 to trigger 6th shot
Can stagger shotgun burst 1st turn, use adrenaline, 2 AR Bursts and 6th shot next turn
Massive Damage Boost on Super Slam with large Health Pool
Full Auto, Mag Dump, Heavy Metal, and Brute Aim for Good LMG / Minigun Damage / Rate of Fire
Plenty of Skill Points to play with for Crafting since non psychic, Maxed Out Combat Stats to meet reqs but you can do what you like.

Options
*Thick Skull, Last Stand, Super Slam & Dirty Kick come online kind of late but still early enough to be useful, can easily be substituted for something else
*Thought about concentrated fire, but as written it has to be used on the turn you trigger it, which means you have to trigger commando or snort some vitality powder to use it.  (unless I'm mistaken) A 7 round burst is usually overkill, but it could still be useful against Tchort / Bosses, maybe with a muzzle break instead of a smart module so you get up to 9 stacks at a time
*Monster Slayer gives a little extra help against T'Chort but can easily be swapped for other lategame feats
*Specced into 6th shot, Commando and Mag Dump for Specialization Points, left 5 points to play with, mix and match
*Can Decrease Int by 1 and swap increased strength for increased perception to qualify for Brute Aim, might take Brute Aim a little earlier at level 24

Overall, a flexible, powerful build that stands a fair chance at surviving dominating without resorting to cheesy gimmicks.

8
General / Pneumatic Hammer
« on: August 31, 2022, 07:25:19 pm »
I'm having some trouble keeping track of when the hammer activates.

1) If I exit combat and come back, does the hit count reset?
2) If I miss an attack with the glove, does the hit count reset?
3) If I hit an enemy with another glove, then switch back, does it still count towards the hit count?
4) If I use a special melee attack like dirty kick or expose weakness, does the hit count reset?
5) If I use a special melee attack like dirty kick or expose weakness, does it count towards the hit count?
6) If I miss a special melee attack like dirty kick or expose weakness, does the hit count reset?
7) Is there anyway of keeping track of your hit count outside of counting them yourself?
8) Do attacks with other non-fist weapons count towards the hit count?
9) Do attack with other non-fist weapons reset the hit count?
10) Does attacking a different target with your glove reset your hit count?
11) Does attacking a different target with your glove count towards the original targets hit count?
12) Does attacking a different target with your glove create a new hit count? 
13) If so, does it replace the old hit count, or does it track them separately?
14) If you hit someone four times with another glove, does the count reset?

Also, all the same questions, but for Combo.

9
Builds / Tin Man
« on: July 30, 2022, 10:54:39 pm »
"This is My Tin Can AR Build!  There Are Many Tin Can AR Builds But This One Is Mine!"
-Gomer Pyle

-Equipment
-NV Smart Goggles
-Reinforced Tungston Metal Armor
-Reinforeced Tungston Metal Boots
-9mm AR with Smart Module, Rapid Reloader
-SS Electroshock Sledge (High Crit + 15% Stun)

https://underrail.info/build/?HgsGAwcKBAXCoB4AwqAAAAAAAAAAAAAAAAAAwozCjEYAAAArAVUtWRVbShZJYAZUEsKHwrXCpAjfvw

>I tried to make a Tin Can build that is as newb friendly as possible. 
>If you feel like Grenadier is a crutch, you can swap it for Yell
>Point Shot and Rapid Fire work with Smart Goggles / Smart Module & Limited Temporal Increment
>Can use Commando, Rapid fire, Fire Point Shot Twice a turn and Throw Nades two turns in a row

If you are having trouble with getting stunned, here is a variant with Thick Skull for fighting Crawlers and the like.

https://underrail.info/build/?HgsGAwoKAwPCoB4AwqAAAAAAAAAAAAAAAAAAwpvCm0YAAAArAWMtWRVbShZJYFVUCMKHwrXCpB_fvw

10
Builds / Old Man Logan
« on: July 30, 2022, 02:27:46 pm »
This build is more of a challenge than it is overpowered.
Most people would have trouble getting past depot A with this build on Normal.

No Psi
No Guns
No Melee

All Traps
All Crossbow

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

>I stopped at level 16 to let you customize your build
>The crafting skills are left blank
>If you hate yourself you can take Concussive Shots instead of Grenadier

11
I don't know how much.

12
I have a character I'm using and I haven't played in ages, I thought I could load the .char file into the character builder website, but no such luck.  I can probably dig up my build on this forum but it would be easier just to use a utility to convert the .char file to a .json file.

13
Suggestions / Metabolic Psi School
« on: November 04, 2021, 01:07:24 am »
I think a metabolic school would be cool, something with stuff like regen, healing, stat buffs, bone claws or blades, acid spit, webbing, hardened epidermus (skin), and perhaps resistances, (which might also be appropriate for metathermics or psychokinesis)

14
I would pay 5 bucks just to have a keyring or wallet so all my access cards and keys aren't cluttering up my inventory.

Also I would really like to be able to sort my Inventory according to what type of items I'm looking for, it can be a real pain in the ass finding one component in a sea of stuff.

15
General / Where the hell is the Tatoo Guy
« on: November 03, 2021, 11:39:31 pm »
I watched a lets play and went to the area where the tattoo guy is supposed to be, but the area is sealed off behind a wall.  Does he only appear randomly, like some of the dungeons?  Or is he locked behind a certain difficulty level?  Do you have to do something first to unlock him?

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