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Builds / Re: Newb Sniper/Ar build
« on: March 14, 2025, 08:54:35 am »
Yeah but it feels like a luxury talent, I'm considering taking it for the veteran levels.
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QuoteI know critical power is a pretty strong (and popular) talent, but I feel it as the weakest choice here.
Its the strongest choice there, snipers rely on getting 1 shots to refresh shooting spree. Usually you have 100% crit chance from ambush and you always use aa scope on snipers giving you lots of crit bonus dmg.
Having more crit dmg ontop means you will be 1 shoting always and getting your refreshes.
SMG's are DEX based, Snipers are governed by PER. Aiming to use them together will make both worse than speccing on one. This is for people who cannot make a decision and get the worst of both worlds. Probably play on a gaming laptop too.
If you're going with the sniper rifle, you aim to refresh that Aim Shot and Shooting Spree by using your rifle as much as possible. Every time you park it in favor of another gun, you weaken it's potential. Same goes for taking different feats instead of ones that buffs your chosen gun. It's a waste.
SMG / Sniper is great SMG can do with 8 dex only which fits perfectly into a sniper build. I beat dom without dying with psiless trapless SMG/Sniper. Its a perfect build.
https://underrail.info/build/?HAUICAUOAwPClgBkAChnwpbCgig3AMKCwowtEAAAAAAAAABlATl_TjUCfjdLM0FJwoXCg8K1eGzipKII4q-8BOKvvQHfvg
SMG/Sniper build btw. Both weapons complement each other perfectly and each fulfil a specific niche unlike assault rifle with can do everything at any range without the help of sniper.
My limited experience with that wasn't very smooth. I started a tranquillity build and in the first 10 levels
t wasn't terrible, and surely my build wasn't optimized yet (I aborted the game because I inadvertently messed up the Oculus questline), as I said it just wasn't great considering my innervation was at 100%, I had my 12% mufflers, meditation & thermodynamicity (albeit no fast metabolism).
Like I said before a lot of spells are pretty situational so its not something you would have innervated the entire time. 35 points isn't a particularly crazy investment I do it because I generally play on ironman so having strong stuff early is important.
The psi points issue might be because you are innervating more than 2-3 schools or have bad quality mufflers. Remember also to have a filter for whatever damage spell you are primarily using on your headband. More damage = less casts, so it will save you a lot of psi in the long run combined with mufflers. With TM you can also spam boosters like your life depends on it (it does) with limited temporal increment.
Cryostasis is good because you can do damage, cryostasis, and leave combat. Making fights with lone enemies like Vilmer or the camera guy in the protectorate embassy trivial. It remains useful for bosses later, on a full-psi build you wont really be shattering enemies with cryo-induction unless you have a good enough TK punch.
Psi points really aren't such a big deal for psi builds,
MT is nice with a minimum of 35 early, you get to spam cryokinesis for the first 6 levels which trivialises all early encounters (beetles and gms) and then you get cryostasis which is a un-resistible incap that is used through the entire game.
Are the odds so unfavorable to the scrappers that they can't kill even one measly Protectorate?
More often than not they should kill at least one soldier. With SGS they somehow managed to kill two.
Although, and that is already explained above, game difficulty matters. Soldiers outmatch gangsters. If you start on easy/normal there's 90% chance of you getting at least one ally corpse, be that of SGS or Protectorate. Sometimes even Silas can get an unlucky crit and whole Eel party may appear dead.
Me personally always attacked with Eels. That always (again, depending on difficulty) resulted in one heavy trooper body. Probably them dogs and sniper at the entrance did it, I dunno.
Level is of no consequence, but difficulty might have an effect on the outcome. It's likely that Protectorate schmucks benefit more from higher difficulty settings due to their base stats, equipment, etc., which makes them outscale some shitty gangsters despite increased difficulty values being the same for them and gansters alike.
Could also just be plain variance. Perhaps you should conduct the showdown experiment a couple hundred times more for more comprehensive data
AR kills everything and anything, my AR build 1 burst 8k hp off the final boss.