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1
Builds / Re: Feat Priority List (Feedback requested)
« on: April 19, 2022, 06:56:51 pm »
Ballistics does not have a lot of love as many think that bullets are usually not the worst danger. With a high Int, you will craft several tac vests that will cover your needs before level 18. And after that, 6 threshold will not change much of the damage you take.
It has its use but it is not a game changer as many other feats could sometimes be.

It was already mentioned but feats really depends on skills, synergies, strategies,... Probably, in your build, it could make sense and has its place.

2
Builds / Re: How can I improve this stealthy knife build?
« on: April 19, 2022, 01:19:51 pm »
You should be fine by investing all stats in Dex for more damage and cuts.

Your first 6 feats are fine. The following ones are fine as well.

Blitz is great as you have 10 agility and fancy footwork. Taste for blood is also worth looking at but you could find better.
You have high agility and high evasion/dodge. Evasive maneuver and uncanny dodge would be good defensive options.

You may think of having psi so you can take premeditation feat with your 6 int. You can invest some points in TM and in PK for more ap and crowd control.
You have traps to help you (with too many skill points by the way if you think of raising dex), you could invest on throwing for using more often grenades for support and backup (you could even take Grenadier and even three pointer if you max it). To have easier time, you should add either psi or grenade or both.

For knives, kukri is a good choice for early/mid game with high crit chance (Before, it is what you find or buy). Due to vile weaponry, you want to craft a serrated with tungsten for crit damage with a high damage module that your electronic skills will allow.

Hope that it will help.


3
Builds / Re: Looking for pointers on my Tank AR/Sniper build
« on: April 04, 2020, 07:57:34 am »
Build is very balanced and not much to add.

If you plan to use seeker, it may be better to side with Coretech. The quality is much higher than at occulus (Quality at 150+ are very often popping granting a +18% crit chance). For frames, other merchants will sell. The equipment that you will not find at the same quality is sturdy vest (difference will be 10-15 health points).

9mm is a very good choice of caliber for free burst as you can load it with acid bullets.

For skills points, you could raise Lockpicking versus other stats like persuasion, throwing or electronics. Methatermics is not a bad investment.You may want to add a couple of points to Biology for SS drug as you are not very far from crafting it.

For traps, 0 point is far enough as you can use simple bear traps and caltrops for CC.

Personal opinion, not being a fan of expertise > You are going to have high crit chance and expertise is adding little damage at early level. I would swap it for recklessness or remove it completely. You can easily reach 70% chance after depot a with focus stim.

For veteran points, you may check the difference between investing in critical power and full auto. I am really not sure that investing in full auto is better than critical power. You have invested for extra action points and, if it gives an extra burst, then very good calculation and choice :)

Have a nice run


4
To build on DerivativeZero answer:

Plasma is not AP efficient versus Energy. They may have a better ratio damage per AP but you cant fire a lot so you will waste AP. With 18 dex, a regular energy shot will do from level 25 around 750+ for 9 AP, a regular plasma shot will do 2000+ for 24 AP. You rarely need to spend 24 AP to kill 1 enemy. Energy pistol is far more efficient. If you count the possibilities not to crit and not to reach, it is better to miss with energy than with plasma. On your build, you will end up with 14 dex, this favors even more Energy over Plasma. Other points for Energy over Plasma, it is that Plasma has half damage on heat that is more widely resisted than energy and it is shorter range.

A pistol that is very useful on energy crit build is Electro pistol. It is very interesting because it may kill 4 enemies with 1 shot.

Regarding the module, amplifier is obvious on a crit build, smart module is interesting as it may replace Plasma when you Aimshoot, energy converter is a must in my opinion as it could reduce consumption from 11 to 3 energy per shot (numbers are estimations with high quality component). You will almost never lose AP for reloading in a fight.

Polarizer is very useful for enemies with energy resistance. You may see particularly nasty enemies with very high energy resistance later. With a polarizer, they will die in 1 round. Very situational.
One last point on Polarizer, a high quality one will have 50% chance to add +3% crit chance so it is very very small. The good point is that it decreases energy threshold in 50% so next shots will be painful for unprotected enemies.

The best set up could be: Amplified Efficient Energy + Amplified Smart Electro (For super high opener that will kill 3-4 enemies).

5
Quick tinkering would be missing for me. It is useful at any level and helps to block enemies on a door.
It is also important to have enough hacking for disrupting plasma turret (55-60 needed?).

IIRC correctly all turrets can be attacked with laser pistol and then moved out of their range. Might be a bit grindy if you have to use Electrokinesis to get some more time for that, but hacking would not be strictly necessary. But I think it is hacking 60 that is needed for the console.

I get the point on Quick Tinkering, but this seems QoL, especially now that it costs AP. Conveniently placed bear traps beforehand go a long way.

You are right about turrets, you can do without hacking them. Plasma are very very long to get down. It is QOL definitely, it will save a lot of resources.

For quick tinkering, it is more than QOL. It helped me to CC Depot A enemies with guns or crossbow. It is one of many solutions to clear peacefully some maps. It depends on your playstyle, you can finish the game without using it. I found it very convenient for early stages as your damage output per round is low.


6
The build as many builds based on critical will shine from level 14 with critical power.
If you have a good smgs, you should use it (more damaging per ap) with a lot of molotovs, flasbangs, and grenades. I used laser only for bots before completing depot a.
Quick tinkering would be missing for me. It is useful at any level and helps to block enemies on a door.
It is also important to have enough hacking for disrupting plasma turret (55-60 needed?).

7
Builds / Re: My best build for no death domination
« on: March 09, 2020, 08:01:23 pm »
No death on Dominating, this is a real challenge. So, congratulations!

I always prefer Psychosis over Tranquility but in that case wouldn't it be less risky to go with Tranquility? Also, I do not understand the point of Survival Instinct with the vest.

In the list of very important feats for a Dominating run, I would go for hemopsychosis which synergise very well with last stand. Psychostatic Electricity is very good if you go crit road and Thermodynamicity to have more actions per round.

I would swap TC skills and TM as well... You may refer to TheAverageGorsby psi guide which will detail more.

Also, for Spe points, there may be better investment than last stand cooldown, you will almost never use it twice in the same fight.

In any case, the build is very vulnerable to stealth enemies with low detection and low initiatives... Industrial bots and plasma sentry are also going to be tricky even with emp grenades... A lot of reasons to die at every corner anyway :)


8
Builds / Re: Relative noob looking for a crossbow/traps build
« on: March 09, 2020, 09:54:44 am »
As suggested by TheAverageGortsby, it is better to use the Will point in another stat. Maybe Per as hit chance are rather low on Xbow.

If you want some optimized build, you can look for Destroyer Guide (Survival Instinct path) or Kiruha post on this forum (Ambush+Deadly Snares path). I have personal preference for the second one.

Regarding your feat, trap expert is not very useful, you are missing Improved perception that you can get at level 26.

You may rethink as well your Spe points spending. Critical Power is the the way to go if you want damage.

Crossbow is not easy for 1st run...


9
Builds / Re: First Playthrough SMG/Grenades build?
« on: March 08, 2020, 03:09:37 pm »
Before getting to your questions, some remarks that may be helpful.
I would slightly change some starting stats.
Decrease Int to 6 so you can raise your Con to 9 to choose Survival Instinct (Otherwise, there is no point to go that high on Con) and raise Agi to 6 for Spec Ops that is a pretty good feat.

With 3 per, it would be wise to take versatility and max melee. It will be more accurate and damaging. There is no point to go higher on Guns than 50 (or other amount depending on other feat you select).

You may go through to a topic called Stormtrooper, it is about energy pistol but it will give you some insights on versatility and max dex for Guns user.

About your questions:
- Expertise may be valid at level 10+ but is not applied on critics. If your critics chance will be above 70%, expertise is not very useful. It is better to choose Critical Power and craft relevant Smgs.
- You would need all crafting skills at good level, 80-90 points shall be enough in Tailoring, Electronics 100+, mechanics at 90-100. Chemistry at 75+, you must be able to craft your grenades, precise amount will depend on your biology skill.
- You can invest 50-70 points in stealth with equipment you will be sneaky.
- Dodge and evasion especially the latter are nice but you could live without if you struggle with points. It is either all or nothing. The best defense is not get shot. for that, you have traps (25 points for quick Tinkering are far enough). Persuasion is not a must amd I would trade it for mercantile that is super useful.




10
Builds / Re: The Riot Executioner
« on: February 28, 2020, 02:28:25 pm »
Your build is conceptual and you are probably not looking for a min/max build. The big lack would be mobility. Temporal Manipulation and its feat could help there. It may not be enough.
You will not face accuracy issues if you use a laser sight on pistol therefore you can use your veteran points in something more useful than versatility (Critical power?).
Cheap shots is a nice investment if you will play melee a lot.
It would be convenient to max dex versus other stats (Lower AP is very very beneficial at any stage).

11
Energy edge emitters partly solve the issue of high mechanical resistance enemies, you can insert it on knife, spear and machete if you have crafting abilities.

If your character is max dex, I tend to prefer versatility over expose weakness especially if you are facing multiple enemies. You can then be deadly with an energy pistol (especially if you craft an amplified one).


12
Builds / Re: AR/Psicommando
« on: February 15, 2020, 09:43:18 am »
About SI > As long as you start the fight on your terms, you can handle many fights without a scratch. You are not naked as well with a metal armor and a low quality shield with large capacity (this is where Power Management could be useful). In the quest of the perfect AR Build, I would include Survival Instinct. Damage really pays off in Underrail.

About Gun Nut > We could consider an increase of +7,5% of your damage. If you dont go high critic chance, Expertise will be more efficient. It is not a very bad feat but the increase is really small...

About Thick Skull > I meant about spec points investment on this part of the text. Invested points on Fortitude could be used differently.

About Stealth > it is more comfortable for Dominating early game especially due to low initiatives. It gives comfort when playing oddities.

In any case, your build is very well done

13
Builds / Re: AR/Psicommando
« on: February 10, 2020, 04:05:56 pm »
Survival Instinct is a must on AR build with high con (Only checking the first). You have CON requirements and it does not require a change in the build, you do not need to be always below 30% health and it brings a massive damage output. Coupled with glasses, focus stim and food, you ll be at 60-70% chances at least and this relatively early game with recklessness. Add Scrutinous and an infused leather, you ll be above 100% late game.
You may consider a sturdy vest over galvanic.

If you select this feat, you should invest 10 spec points in critical power. The other skill worth investing would be Premed cooldown. Opportunist is not that bad but you may find something better. Thick Skull is not very useful.

Gun nut is not particularly good and many feats would be more efficient.

70-80 points in stealth are always useful early game for dominating/hard. This is probably where to put some of extra crafting / utilities points.

14
Builds / Re: Crossbow Dominating Build (without Aimed shot and snipe)
« on: January 11, 2020, 08:08:59 am »
LTI is very useful if you want to spam grenades and mototovs or gain some time for other cooldowns. Dilation has some benefits against melee enemies that cant reach you. Entropic reccurence will not be used alot with that low point investment of 55 or 70. Contraction is 1-2 shots more per round for 3 rounds, it is a game changer as you mention.

On crossbow, Force Field and Imprint are very useful. It help to choke enemies on a door for longer time while waiting for quick tinkering cooldown or when you start a fight with not enough preparation. It is also consuming low ap. Electrokinesis is a free stun on premed, also quite convenient.

All these abilities are quality of life. Like pack rathound or aimed shot from level 1, not mandatory for finishing the game but necessary for more fun on dominating.

15
Builds / Re: Crossbow Dominating Build (without Aimed shot and snipe)
« on: January 10, 2020, 09:46:30 pm »
Electrokinetic Imprint, Force Field and Electrokinesis (45) are very useful. Metathermic school not very, it is for backup if you can (Cryostasis, Cryokinesis have their use)  .
From Temporal Manipulation, Psycho-temporal Dilation, Limited Temporal Increment, Entropic Recurrence, Psycho-temporal Contraction (The best obviously, 55) and Stasis (70) if you can afford the points.

Biology/Chemistry are for gas grenade/bear trap/molotov  as you have limited ways of killing enemies on Dominating at early levels.

Throwing is for Grenadier, but it is not on Kiruha build as well... 30 is enough for up to level 10, more would help on accuracy of course, but it will delay other stats too much.
I used a slightly different interpretation of the initial build with chemical pistol and with aimed shot :) https://underrail.info.tm/build/?HgMHBgMQAwgjPMKgAAAAwow9QEsyUGlNOVAALTJGAABHK8KjASIwAhbCgMKRTEtqwocqJ8K1wqQx4qK1AuKjsALip74K4qy0Ad-_
Do not copy it as Kiruha build may be better for your playstyle.

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