Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - deanisi

Pages: [1]
1
Here's a build I made: https://underrail.info/build/?HgsDAwoIBwQAwqAAAAAAAABpZAAAwqDCoChzwqAAAAAAAMKgeF8IRDvDnRXDnybDoR_DnmNVYsKyccKn4p-iA-KrhgXiv4cF4r-aAt-8

At 20% (236 without armor/juggernaut) hp it will have resists:
Mechanical: 62% (15 from heavy metal, 17 from conditioning, 30 from stoicism)
Heat: 47% (17 from conditioning, 30 from stoicism)
Cold: 47% (17 from conditioning, 30 from stoicism)
Electricity: 60% (30 from tempered and 30 from stoicism)
Everything else is 30% from stoicism

With Aegis, Morphine and Nervosomnifer:
Mechanical: 187%
Heat: 172%
Cold: 172%
Electricity: 185%
Everything else is 155%

Also food can give from 5% to 35% resistance to 1 element, and Parafibrotic Regenerative Injection gives 15% to mechanical and heat.

I don't know what is max resist but I assume it's 95% like armor penalty. So at 20% (236) hp without armor you can survive up to 4720 damage with meds.
Without meds:
621 of mechanial damage
445 of cold and heat damage
590 of electrical damage
337 of every other damage

With heavy armor and juggernaut these numbers will be even higher.

2
Builds / Dozer builds
« on: January 02, 2026, 12:19:33 pm »
Initially I wanted to make a cloacker build but there's no batons or  fitting feats. So I had chose a next best thing - a bulldozer.

I did 2 variants, LMG and combat shotgun.
Here's 1st: https://underrail.info/build/?HgsDAwoIBwQAwqAAAAAAAABkAAAAwoLCgiNubgAAAAAAwqBuXwhEOxXDnSbDn8OeH8OhY1ViwrJxwqffvA
Here's 2nd: https://underrail.info/build/?HggFAwoJBwTCoAAAAAAAAABuAAAAwqDCoA94wqAAAAAAAMKgeAhfRMKwwpbCkBXCmDsmwo8fY1XCsnHCp-KfogXin6MF4rewBd-8

I'm not used to making CON builds and usually run stealth sniper/crossbow, so I will be happy to receive some tips and pointers.

3
Builds / I need input on my TC + PK blood wizard
« on: December 22, 2025, 05:51:02 pm »
Chonky blood wizard (TC + PK)

Basically I've made this: https://underrail.info/build/?HgMDBgsDDAgAAAAAAMKgwqBaTAAAAFpaBlomwqDCoAAARgBaX2IrJFAqLMK9OSHChB8UBWZywrJz4quGBeKrpAXisLgF37w

And I want your input.

Starting stats are: 3 STR, 3 DEX, 3 AGI, 10 CON, 3 PER, 10 WIL, 8 INT.

Pros:

1) Very high survivability.

Despite having a -35% debuff to max hp because of advanced psi emphaty it's still has a quite huge hp (and hp loss is mitigated by bodybuilding, last stand and stoicism).

It has lots of dodge and evasion, and with nimble's help you will only have 15% armor penalty.

And it has 8 INT which not only allow to craft the best equipment and drugs but also will allow you to have high mercantile, and if you want even more skill points you can take a polymath instead of nimble or survival instinct.

And don't forget about barriers and LoC + control psionics. With latest patch and force user feat barriere became super strong. If you don't want to fight you can just pop a barrier and cast enrage/dopelganger

2) High crit chance and damage.

This build has survival instincts + stoicism combo, which is further increased by psychosis. It's 35% bonus crit chance. And bonus 30% crit damage from neural overclocking. But it comes with a price - you spend psi points quite fast, but it doesn't matter because...

3) Casting is only limited by your AP. This build have good crafting, high INT, fast metabolism, premeditation and last stand + hemopsychosis combo. if you ever find yourself without any psi and boosters on a cooldown, then you use your own blood to fuel your spells, and when you're done or don't have enough blood you will use the last stand.

Looks amazing isn't it? it has high damage, very high survivability, almost limitless resources. But if you somehow can't get through some especially tough encounter you can always depend on...

4) Reliable ways to solve conflicts non violently. 6 AGI provide not only sprint and decent movement speed, but also couple with good stealth equipment and 90 points in stealth. So you can sneak through some troublesome places. And when you can't sneak past something you can always try to use your very high diplomatic skills.

On paper this build should be able to get through any situation and every enemy type (TC for organics and PK for everything). Of course it has limitations in low initiative and everything that comes with playing a full psi character, but I had tried to mitigate it as much as I could.

This build isn't optimal and I'm only about to try it out so there can be some very suboptimal decisions made. And I will be glad to hear your opinion on it.

4
Builds / Need help with a heavy brawler build.
« on: December 21, 2025, 08:59:48 am »
Anniversary updaye had buffed heavy punch and metal gloves.
Now heavy punch deals 300% damage, has 150% AP cost, but has a 3 turn cooldown.
Metal gloves on other hand now deal +10% damage for every point in STR above 5, so +50% damage at 10 str.

I want to make a build which uses this, and also makes use of bladed/spiked gloves/boots/armor.
I don't want a full dodge/evade nor a full juggernaut build. I want to make something which is fast and tanky.
Main feats to achieve that are lightning punches, armor sloping, nimble and body weight training.

I have 2 buillds so far:
PK 7 CON: https://underrail.info/build/?HggJBgcDBwYAAAAAwqAewqAAQQA8AGRkHkFaAMKgAAAAwqBkJBgrXzkqIE4HwoM8REJFacK2fMKn4qGQBeKmuAPip4IC37w
TM 5 CON: https://underrail.info/build/?HgoNBgUDAwYAADIAwqAewqAAPDI3AGRkHkFaAAAARgDCoGQkGCs5IE7CgxIHRTxCRAbCgXzCs0vioZAF4qa4A-KnggLfvA
 
Are there any metal armor brawler builds you can reccomend?

5
Builds / Cut-throat build after an anniversary update.
« on: December 20, 2025, 03:09:57 pm »
Sorry in advance because I can't use underrail.info right now so will be writitng everything manuall, and it doesn't have new changes in it anyway.

Basically now:
lowest AP for a weapon is 5 (was 4)
light weapons damage increase is now 0.5 per skill (was 0.7)
Hit and run will give hald of MP each time it's used in one turn
Fancy footwork will give 1 MP less each time it's used in 1 turn
Cheap shots will incapacitate with an 8% chance (insted of 15%)
Expose weakness now has 30% base reduction + 2% per INT. Also it's halved for non organic targers.
Some debuffs to stasis and rewind.
Also crafting requirment are higher.

But there are buffs too:
Cut-throat now is 15 AP (was 25 AP)
High-Technicalities now also increases damage from energy edge and electroshock modules. So +8% dmg per INT above 5.
Heartbreak poison duration will no longer be refreshed with stacking.
High INT characters will level up faster.

Basically it means that shanking people at FTL speed isn't as strong as it's used to be, but it also opens an alley or strenghtens certain knife builds.
Now there's an alternative to EW - High-Technicalities, and combined with new Polymath feat which gives 15 skill points intitally and 5 at each level up, having an 8 INT knife build sounds very viable.
Second moment is a buff to Heartbreak poison which makes poison builds even stronger, and considering that knives can be coated in poison and swing very fast it's true to say that they're the bast at applying stacks of poison + bleed.
And final moment which I want to primarily build around is a Cut-throat now being 10 AP faster, which isn't super great because of a cooldown of 6 turns, but now it can be used in a higher amount of situations and will leave 35AP to use if you start combat with it.

I'm going to make a skeleton of a build and write how these empty spaces in skills and feats can be filled. And I would like to hear your opinions and recommendations.

While theory crafting I had found this combo (it's probably well known). If you spend 3 specialization points into Cut-throat cooldown then it will 3 turns, Limited Temporal Increment can reduce it to 2.
Which means at 1st turn you can use Cut-throat for 15 AP, then LTI for 5 AP, for a total of 20 AP. These leftover 30 AP can be used to escape/hide, deal more damage or setup a stun/incapacitation with Cheap Shots/Dirty Kick/Psi ability.
And after all that Cut-throat will be recharged at 3rd turn while target (if it's still alive) will be still stunned which will allows to use Cut-throat again.
But this trick doesn't work on 5,7,9 and so on turns because of LTI cooldown of 3, to fix it you can just take a Future Orientation feat to decrese it by 1. This way you'll be able to use Cut-throat every second turn but for 25 AP.
I doubt that most of fight will last more than 3-4 turns so taking  Future Orientation isn't thay usegul.

Now build itself:
Starting stats:
STR 3
DEX 10
AGI 8
CON 3
PER 3
WIL 5
INT 8
At 30th level:
STR 3
DEX 16 (17 with Eel sandwich or other buff)
AGI 8
CON 3
PER 3
WIL 5
INT 8

Skills:
There are 1445 total skillpoints if you take Polymath feat. Here I will only spend necessary points or minimum which allow to unlock feats.
Melee - 160
Stealth - 80 for any feat up to blindsiding
Dodge - 40 for an escape artists and uncanny dodge if you want
Evasion - 160
Mechanics - 25 for weaponsmith
Electronics - 35 for practical physicst
Chemistry - 0 because only perks tied to it are chem pistol ones.
Biology - 35 for hypertoxicity
Tailoring - 15 for skinner and clothier
Temporal manipulation - 35 for LTI, 55 for Psycho-temporal Contraction, 70 for stasis

If we take stasis, we'll have 825 left
After increasing up to 100 each crafting skill, which is quite wasteful but I did it just to prove a point, it will be 270 points left.
These points can be used for lockpicking/hacking/pickpocketing, or to learn new/different psi school, or to spec into traps/throwing.

Now feats:
1. Pack rathound to compensate 3 STR
1. Nimble for protection
2. Sprint/Interloper/Reckless depending on if yo want stealth mobility/post stealth mobility/crit chance. I reccomend Interloper because it allow to approach some targets from behind.
4. Escape artist/dirty kick/weaponsmith/parry/cripling strike/High-Technicalities. I reccomend to take an Escape artist or High-Technicalities depending on how often you meet robots or get stuck.
6. Cheap shots/Expose weakness/Fancy footwork/Uncanny dodge/Premeditation. I can't reccomend only one of them, just take what you need more at that point in the game.
8. Ripper/Taste for blood. Ripper is straight up better and doesn't require any setup, we had took 5 WIL not only for psi after all.
10. Cut-throat.

After that it doesn't matter much what feats to take, we've got essentials. From this point you can steer this build in any point you want from poison+bleed to something more psi oriented.

How would you build a Cut-throat build after all the new changes?

6
Builds / Need some pointers for an assault rifle build.
« on: December 19, 2025, 04:01:30 pm »
Haven't played in a while so I can forget some things. I had tried tons of different builds but never had finished any of my playthroughs because mid game I really want to try a new build.

So I want to finish this game at least once with the most vanilla build, and my idea of vanilla build is AR focused build. I have all DLCs so my levelcap is 30.

I've started with these stats:
STR 7
DEX 3
AGI 5
CON 5
PER 8
WIL 3
INT 5
And 4 points to spare.

I had put points into these skills:
  • Guns
  • Hacking
  • Lockpicking
  • Mechanics
  • Electronics
  • Chemistry
  • Tailoring
  • Temporal manipulation

Don't know what starting feats I'll take because not all stats are alocated, but these feats are must have:
  • Full auto
  • Concentrated fire
  • Commando
Which leaves me with 2 starting perks and 12 level up ones.

My problem lies in where to lead my build. I have 4 options:
  • Put rest of the points into CON and do a tin can build. Maybe add 1 AGI and take sprint, or forget about AGI alltogether and spend 2 points between PER and/or CON.
  • Do the same but switch AGI and CON to make a dodge/evasion high mobility build.
  • Put 1 point in agility for sprint, and 3 point into INT for a gun nut and new polymath perk to get higher crafting and put some points into intimidation or persuasion/mercantile.
  • Put 2 points in PER and 2 in INT or AGI. Basically a full perception with H&R or Gun nut.

I would have done some theory crafting on Underrail.info but my region is banned there and I don't feel like messing with VPN right now. So I'l ask you guys where should I take my build?

Main questions are:
  • What's better for an AR build, CON or AGI?
  • Is stealth any good for an AR build?
  • Should I go for low AP rifles and do 2 bursts per turn or use higher caliber with 1 burst per turn?
  • How integral INT to AR builds if I only will craft armor and ammo?

7
Builds / Do I need sprint and strafe for TM trap sniper build
« on: November 03, 2024, 12:03:54 pm »
Here's a 6 AGI sprint + strafe  build
https://underrail.info/build/?HgUGBgMQAwfCoAA8AAAAAMKgS1AAemRaNhpkAAAARgAAQSsBOX8nAlN-M8KFSzUqwocWwrXCpDHfvA

5 STR for all sniper rifles except black arrow
6 DEX for trap expert to lay traps faster. Mostly QoL but it helps against patroling enemies
6 AGI for sprint and strafe, also gives bonus to stealth
3 CON because I will be stealthed 90% of the time
18 PER because it's a main stat
3 WIL because it's a TM build and 70 points in it is more than enough for me
7 INT for crafting and gun nut feat

Main idea is to lay lots of traps, including bear and incendiary ones to proc opportunist and ambush, then shoot someone to get attention (if they're not in a bright tile then I'll use snipe of aimed shot). Then run behind cover and waith for enemies to get trapped, then walk in thei line of sight and start shooting. Repeat untill everything is dead. Also I'll use snipe for enemies who can't be critted or recieve lower crit damage.

This build is based around idea that I can reliebly move and shot to abuse line of sight and traps, but I don't want to spend hours to find out that it doesn't work as I wanted.

Also what's better, taking snipe and forget about crit damage feats to have more feats to spare, or taking sharpshooter and ambush?

8
Builds / 5 shotgun builds and questions about leading shot and stealth
« on: November 01, 2024, 06:15:48 pm »
Here are non comnat shotgun builds, so 5 STR is more than enough.

3 DEX Shotgun
https://underrail.info/build/?HgUDCgMPAwfCoAAAAADCoMKgAEtaAABkZAooZAAAAEYAAFArJDnCsFPCkMKPR8KYGV0xKsKHJ8K1wqTCl9-8

5 DEX Shotgun
https://underrail.info/build/?HgUFBwMQAwfCoEsAAMKgwqAAUFoAAGRaCihkAAAARgAAUCs5JMKwU8KWwpAqwphdMRkewocnwrXCpMKX374

6 DEX Stealth Shotgun
https://underrail.info/build/?HgUFBwMQAwfCoEsAAMKgwqAAUFoAAGRaCihkAAAARgAAUCs5JMKwU8KWwpAqwphdMRkewocnwrXCpMKX374

3 INT 3 WILL 10 AGI 6 DEX No Psi Shotgun
https://underrail.info/build/?HgUGCgMQAwPCoABGAADCoMKgAABaWgDCh3MPPMKHAAAAAAAAWiQ5wrAWwpbCkEfCmMKDGTFhJx7CtcKkwpffvA

Weird 10 CON 6 AGI No Psi Shotgun
https://underrail.info/build/?HgUDBgoOAwXCoABfAAA8wqAAVV9GAG5uKG5uAAAAAAAASzliwrAkwpDCj2PCmB4fCDEnUMK1wqTCl9-8

Shotguns require good positioning so they must have enough AGI to move around, agility have good synergy with dodge/evasion and blitz + TM combo. Also shotguns use PER as their stat so to get 10 AGI 10 PER you need to sacrifice DEX among other stats, and only shotgun feat that requires DEX is Leading Shot.

LS is very useful against nimble enemies like frogs for example, but does it really worth lower PER or no Blitz?

Also if you have high AGi it will be a good idea to take stealth as well, but if you start stealthed you can't get enough MP even with sprint to use blitz fully, also with high enough dodge/evade plus initative it isn't needed. Or is it?

Here's a build that sacrifices PER and it's only 14
https://underrail.info/build/?HgUGCgMMAwfCoABaAADCoMKgAFBQAABkWgooZAAAAEYAAFArJDnCsBbClsKQR8KYwoMqXVMZJ8K1wqTfvA

Main idea of this build is high Initiative, Dodge/Evasion and lots of MP an AP. Because of it there's no need for stealth.
I think that this build is the best one but I need your opinion guys.

Here's a 6 DEX 6 AGI 7 INT and MAX PER build:
https://underrail.info/build/?HgUGBgMQAwfCoABaAAAAwqDCjEtQAABkWgooZAAAAEYAAFArJDnCsBbClsKQKsKYwoVdUzEnwofCtcKkwpffvA

Basically it's a build that relies on stealth and evade instead of everything in previous build, but has 18 PER.

9
Builds / Question about crossbow builds
« on: October 28, 2024, 05:54:36 pm »
Usually I played as traps+crossbows but recently I thought about replacing deadly snares and traps with ambush and blitz.

My old build was something like this:
https://underrail.info/build/?HgMHBgMQAwgAAADCoAAAwqDCoEZBAHNaUDdGWgAAAEYAAF8rJiciMDk4woAqTGpLwoXCh03CtcKkMeKjsQXip74K37w

It is heavely relies on traps to proc crits, but negates it with high crafting skills and lockpicking/hacking amd mercantile. Basically a classical traps + crossbow build.

Now I have 2 variants of my new build

First one is 5 DEX strafe variant:
https://underrail.info/build/?HgMFCgMPAwcAACrCoADCoMKgwqBGUAAAX1A8NVoAAABGAAAAK38iOScCOEcqasKFwoBLJDHCtcKkwofip5cD4qe-CuKwkALfvA

Because of slightly lower INT this build is kinda starved for skills, so no mercantille.  Also it has 17 PER instead of 18. This build allows to shoot faster, harder and kite enemies. lack of disable via bear traps can be cowered by shock bolts and crawler poison, plus high dodge/evade helps

Second variant is 3 DEX without strafe
https://underrail.info/build/?HgMDCgMQAwgAAADCoADCoMKgwqBLAAAAWlA3RloAAABGAABuKwEnJDkCOEczasKASyrChTHCtcKkwoffvA

This build isn't as skill hungry as previous one and have even higher damage because strafe was replaced with sharpshooter. But lack of strafe is botering me.

I need your opinion on what variation of this new build will work better on practice. For example is strafe more important than sharpshooter? Or is blitz worth not using traps? Or is it efficent ot have hight MP without strafe?

10
Builds / Made 4 GL builds and in need of opinions
« on: October 28, 2024, 12:12:36 pm »
Here are links
No AR use
https://underrail.info/build/?HgYDCgMOAwfCoAAmAADCoMKgwqBLAAAAWlA-I1oAAABGAABkKyQ5UyfDoypHwofChcOiKDFLXcK1wqQP37w

Low AR use
https://underrail.info/build/?HgYDCgMOAwfCoAAAAADCoMKgwqBLAAAAWlo-I1oAAABGAABkKyQ5OybDoydHU0nDosKFKsKHMcK1wqQC4qeXA-KnqgPisZYE4r-kBd-8

Heavy AR use
https://underrail.info/build/?HgcDCgMNAwfCoAAAAADCoMKgwqBQAAAAWlBGI1oAAABGAAB9KyQ5OyYVJ0dKScOiwoUqwodLwrXCpDHfvA

Low SMG use
https://underrail.info/build/?HgYDCgMOAwfCoAAZAADCoMKgwqBVAAAAWlBGI1oAAABGAABfKyQ5OybDozdHKsKFw6LChydTS8K1wqQx4qWfBeKloAXip5cD4r-kAt-8

All of those builds are dodge/evasion/stealth oriented and use grenade launchers, TM and blitz.

First one is pure GLs and mostly about kiting or blowing everything up in 1 turn.

Second one is pretty much the same but ARs used as support weapon for taking out low hp or targets that are too close.

Third one is just an AR build but sometimes I use grenade launcher instead of just throwing grenades.

Last one is something betwee 1st and 2nd, main idea is to supress using lowest AP smg and then start shooting 40mm grenade launcher.

These builds are purely theoretical and I need your input on how those builds would work in actual game and which one is best.

11
Builds / Grease hammer build | Sledgehammer, nimble tin can, no psi
« on: October 06, 2023, 12:54:41 pm »
Firstly, this build is named "Grease" hammer because you will be:
  • Hard to kill
  • Hard to hit
  • Hard to run away from
  • 400+ dmg from super slam alone

Here's a first iteration of this build: https://underrail.info/build/?HgsDCgoDAwYAPADCoMKgwqAAAAAAAG5aKFpfAAAAAADCoFAIJDlELQ1jVWBBRUcfGcKyfHHip4IC4qmiCOKrkAXfvw

Now explanation:
This is somewhat RP build, in a way that I don't want uncover any secrets or lore and just dominate everything through pure physical might.
Main idea of this build is being an unkillable pain train that makes people shit their pants, no second thought, no remorse, no cunning shit, just unstoppable greased brick wall of death.
Only weaknesses of this build are some immobilization effects, and resolve based effects.
 
Base stats:
  • 3 dex, wil, per - aren't needed. Only useful feats that can be picked from them are escape artist and stoicism, but it's no psi full con build, so no will. I really want to take escape artist but it doesn't justify spending 4 points in dex
  • 6 int for armor sloping to run and dodge more freely in heavy armors, also helps with crafting
  • 12 con for survivabulty, superslam damage and other cool feats
  • 10 agi for dodging, evasion and mobility
  • 11 str for sledges and their feats

Skills:
  • no psi schools because no psi con build
  • full melee and 60 throwing to don't drop grenades on yourself
  • No subtefuge because we're too cool and chonky for that
  • Crafting skills for making best armor, weapons and drugs
  • Intimidation for further survivabilty and RP
  • Mercantily for getting super steel if needed

Feats:
  • Mobilty feats: nimble, sprint, hit and run, armor sloping, body weight training
  • Survivabilty feats: conditioning, yell, juggernaut, last stand, uncanny dodge, increased con, tempered:electrisity
  • Attack feats: pummel, dirty kick, super slam

Equipment:
  • Head: Shaded metal helmet, Praetorian Lawgiver, Tchortist Bioscrubber (preferable),
    Aegis Sec-trooper Helmet
  • Body: Any armor works, but we have feats for metal armor so it's prefferable, just not tungesteen and not untill we get armor sloping feat. Personally prefer full super steel
  • Belt: lifting belt
  • Feet: super steel boots, pig/cavehopper/bison/siphoner leather boots/tabis, personally prefer siphoner tabi boots
  • Weapon: Sledgehammer :o , Use spikes for main sledge and use super slam with it for 4xSuper slam, for secondary use shock hammer for aoe

This build is based on Tytyger's Dominating Dominator

12
    Recently I've discovered Ninja Gaiden and thought that Ryu-like build would be pretty cool, so here we are.
https://underrail.info/build/?FAcPBgMDBQYAPABuQVAeSzIAABkAAAAAAABGRgAAACs5JDHCjGHCiypRXMKNHADisogF378
If someone unfamiliar with Ryu Hayabusa here's what he uses in game:
  • Sword as main weapon
  • Throwables as secondary
  • Ninjutsu as ultimate (usually some flavor of fireball)
  • Ninja speed and acrobatics

Now how to adapt this to Underrail?
Sword and throwing are self-explanatory.
For ninjutsu I use MT, and for speed TM and bio for adrenaline and other drugs, for acrobatics I use dodge/evasion. And some stealth because ninja.
Also we need mandatory underrail crafting and lockpicking/hacking skills

As you see we have our skills spread on too much categories, so how do we balance it out?
As said above our main focus is Swords, then Throwing, then psi, then dodge/evade, then lockpicking/hacking.
After we get enough dodge/evade and lockpicking/hacking only then we can start investing in our crafting skills, except chemistry because we have methathermics so grenades will be used less.

Now time for feats:
  • Sprint - it's a melee build with 6 AGI
  • Nimble - dodge/evasion + more MP
  • Recklessness - we don't use EW and go for crits
  • Flurry - it's a melee SWORD build
  • Sure step -  ninjas don't step on their caltrops
  • Decapitate - because Ryu used this alot, also it's cool
  • Premeditation - to use one of our psi abilties in a pinch
  • Hypothermia -  softening targets up via cryo orb. Can be replaced with Pyro or dirty kick
  • Fatal throw - more AP
  • Ripper - works well with Fatal throw, decapitation and shatter
  • Onlaught - SWORD build
  • Weaponsmith - more crits = good


Now we have our Ninja guy, but ninja is still pretty weak without his tools.
EQUIPMENT:
  • Armor - every stealth armor with less than 15% penalty is good enought untill we find Infused Rathound Leather
  • Boots - Siphoner or black cloth Tabi
  • Head - psi headband with additional slot, or one that increases MT abilities
  • Main weapon - sword (Red dragon for fun)
  • Secondary - thrownig glove
  • Belt - doctor pouch

Psi abilities:
  • Psycho-temporal Contraction - I'm fast as fuck boiiiiii!!
  • Cryostasis - disable, gets replaced by stasis later
  • Stasis - best for long fights or disabling one strong enemy
  • Pyrokinesis - early nuke, gets replaced by Cryo orb
  • Cryokinetic Orb - nuke + softening targets up via hypothermia
  • Exothermic Aura - for molotov or stasis combo, also helps against crawlers.
  • Cryokinesis - loooooong range where throwing knives don't reach, also hypothermia.

That's pretty much it. I won't be showing lvl30 build because every build gets OP after 20th level.

Please share your opinions and suggestions, preferably ones that don't go too far from original idea.[/list]

13
General / Heavy weapons and modular armor
« on: June 03, 2022, 11:52:33 am »
I don't know what Styg's opinion about these things, but personally I love to RP as heavy machine gunners, and seeing new armor and equipment system makes me think about how many new mechanics can be implemented, especially when heavy weapon come in equation.
Most intresting idea is modular parts, like different mods for different armor parts which can enchance weapon capabilities, for example  installing ammo belts in torso part of metal armor, which will remove need for reloading but also will make armor much heavier and less protective because some plates were replaced by ammo belts. Or pretty much the same thing for rpgs and flamthrowers but also if torso armor get damaged enough or when attacked by special skill, fuel will spill out and rockets will explode.

Another examples I have are:

Reactive armors -- armor for meatallic/heavy aromr that can protect the wearer and damage attackers. Reactive tank armor that negates damage that deals quite big % of weares hp and deals heat/mechanical damage to melee attacker but destroys armor by a set amount. Tesla armor which deals damage around user but pretty heavy and flimsy compared to regular one.

Alternative to ractive armor, additional layer for elemental protection -- like hazmat/fireproof suit which defense relative to armor integrity. Or little shields for arms and legs for additional protection (basically adding more metal plates while crafting hand/leg armor).

Exotic upgrades like exo skeleton that makes armor weight less and makes burst fire more accurated when it's powered. Or sytems which can get rid of debuffs like being on fire or acid (aka built in extinguisher/shower). Or system that allows to use 1 drug without using any AP. Drawbacks are increased weight, decreased integrity and need to be powered.
 
I can go on and on about this, but I more interested in your opinion guys. What ideas you have about new armor system and what do you think about adding heavy weapons?

14
Builds / Chemical Warfare Build
« on: June 06, 2021, 12:18:42 pm »
I wanted to break rules of geneva convention as much as I can.
Main idea was to trap all exits  from room with poisoned bear traps or acid chemical traps and gas it + toss some magnesium grenades or flashbangs.  I made this build just for that specific moment, but it came out much better than I thought.
Basicly with that build you can make any place into an absolute death trap and freely walk there while your enemies die painfully. Also works pretty well in frontal confrontation.

Starting stats: https://underrail.info/build/?AQUIBgMIAwcPAAAAAAAPDw8ADwAADw8PAAAAAAAAACdh378
Current stats at level 12: https://underrail.info/build/?DAUKBgMIAwhBHgAAAAAeNzcAKDI3NzcyAAAAAAAAFCcBFkDCkVZhMN-_
Current equipment:
Weapons: All kinds of chemical pistols, sometimes energy pistols.
Armor: Chemical Assault Unit Armor, Ancient rathound leather armor with insulating padding (when I use cryo grenades)
Head: Coretech tactical respirator
Boots: Black tabi boots
Also shitload of ALL kinds of traps and grenades.

Finally after 200h of different builds I found one that fits me and now I can finish the game.
I tried to use a lot of people's builds but I got bored pretty fast, so I made my own build and wanted to share it and get some  pointers.

Pages: [1]