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Bugs / Re: Razor still has no knife at one specific point in the game
« Last post by harperfan7 on Today at 05:43:48 am »
Its for the best that he doesnt use his shotgun in the cabin fight; he'd hit his allies.  Shotgun AI is really bad about that.
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Bugs / Razor still has no knife at one specific point in the game
« Last post by Albert Altmann on Today at 03:58:12 am »
Prior to the autumn of 2023 or so, Razor used to be armed with a sharpened tungsten knife during the negotiation dialogue with Captain Grimm, but has since been fighting with nothing but his bare fists in that event, which is pretty strange for a character known to be the deadliest knife wielder among the Grim Jetters. It's not that he doesn't equip a knife for the occasion; he simply doesn't even have one in the inventory during that time, as testified by the examimation of his corpse.

On a somewhat related note, even though I've seen Cruzer alternate between the AR and the sledgehammer he wields, Razor never uses the shotgun he has in that fight specifically, only when he's on a jet ski. I'm guessing Razor's melee skill is so much higher than his guns skill that on land his AI doesn't even see the shotgun he has as a competitive option? Captain Grimm never uses the energy pistol he sports as a sidearm either, but his sword is much cooler anyway so it makes perfect sense he doesn't.

this is a duplicate of a bug report I made about a year ago; I'm going to do it again next year as well
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Builds / Re: [1.3.0.17] Energy pistol Builds
« Last post by dddmemaybe on Today at 03:26:46 am »
Opportunist is really good on these builds as you can easily target enemies who are cc'd. Like Shock Pistol, Cooked Shot Acid/Freeze, Caltrops, HIGH INT PSI SLOTS could be 7-8 CC buttons, Throwing Nets, Traps, ect. With extra enemy health this patch it will be unlikely to be meaningless overkill.

Also, even though Polymath is overkill, you can literally be amazing at every skill other than melee/crossbows/dodge/evasion/persuasion/intimidation, including high trap detection and all utility Psionics if you take it on ~18 DEX, 10 INT build. It's a high feat cost, but the perk also pays 1-1 for your Versatility's Melee skill baseline to scale. I'd probably not use it myself though.

Another thing is Versatility. It's really hard to say if it's better to go for mild PER with no Versatility, or to simply go Versatility and 3 PER. I think PER ~6-7 strait GUNS with no Versatility might be better. Max spec points melee Versatility (DEX 17) is ~270 effective GUNS skill at level 30. Whereas using The Juice, Bio-luminous Marsh Honey on PER 7(10) is 240 effective skill and saves a feat slot, 55 flat skill points and 10 specialization points. You will also have higher effective weapon skill in the early and mid-game before versatility spec points and higher DEX stat progression. But Versatility can take 3 extra attribute points into something else like both high AGI and INT. You can use Point Shot and Knee Cap Shot on PER 7 too.
It seems like Versatility is better for Attributes, but worse for Feats/Skills/Specialization points.

There's also the question of whether you equip two different energy pistols or use one slot for Acid Pistol Cooked Shot. It costs 2 feat slots, a hand slot and Chemistry ranks. You also have a lot of space to spam LTI for cooldown abuse which really breaks Cooked Shot's 2-turn cd hard. I think you go full cooldown reset build with Future Orientation, Grenadier, Cooked Shot, Mad Chemist, Infused Cave Hopper Sprint Tabis, (probably Execute, Rapid Fire and Point Shot,) or completely drop the cooked shot stuff at all. I think you want to go all in for it, Special Attacks build.

Something important to note is that Laser Pistols lock at 9 ap attack at both 17 and 18 DEX, so you can lose a max DEX and be fine, unless you were going to use an Eel Sandwich for DEX 19, and 8 ap shots. You can also go to 7 ap attacks during a Super Soldier Drug if you're buffed up to 19 DEX from 18 with an eel sandwich, but you won't see many of those so it's not too relevant.

There's also "The Stunner" but you'll get it after doing likely 95% of the entire game's content, so I don't think building directly around it is particularly great but idk for sure. I'm pretty sure that Critical Power on a Circular Wave Amplifier Laser Pistol significantly out-damages it anyways, especially with "Specialist" feat and spec points into Critical Power.

Regarding all that I made Special Attacks Demo build off of it, it doesn't take Polymath but you need to sandwich "Specialist" in at level 16 (character builder doesn't know about those feats yet). Max out Critical Power ratio and 9/10 Recklessness. DEX 19 with eel sandwich for 8 ap attack. Special Attacks, CC, CD's, Cooked Shot off-hand. (crafting skills might be wrong as new patch changed them around) I tried to fit P-T Acceleration into it but couldn't find any room 8).
https://underrail.info/build/?HgMQBgMHAwjCoDgAAAAAVmM9JwA6blEyagDCm0ZGAABPATkrJh4WwppZEUvCiDHCkVbCs3I_4p67AuKgvQTio7oE4rGgBd--
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Builds / Re: Need help with a trapper build on Dominating
« Last post by dddmemaybe on Today at 12:34:28 am »
A week ago I tried traps crossbows in the early game on Hard and I can say that they're probably one of- if not the weakest build in the early game right now. I have roughly 1k hours in the game, most of it is on Hard but I also tried Sledgehammer right after and it was extremely easy early game (no shit sherlock moment ngl). Crossbows struggle really badly against early game mechanical damage threshold and have horrid damage-per-AP ratio before you get ap-cost reduction sources on the build in the mid-game (and also crit w/ crit damage, ect...). The extra durability enemies get makes it really easy for them to stall out your early game cc spam options and walk you down into melee range where you suck complete ass (kind of even incendiary grenade fear reliant).

A lot of other weapons don't really lose to mechanical threshold much at all (or at least have expose weakness if they do). Like, imagine firearm pistols which seem like they'd be bad against armor but don't need Strafe and get better rather than worse at melee(accuracy boost) with high ap-cost efficiency from early Dex value and the Gunslinger feat. And, heavier pistols are possible to just drop off enemies like a .44 out of nowhere (easy to make one too). Compared to crossbows, you would be likely to have a lower ap cost with a freaking sledgehammer with the common lifting belt loot and a 1-turn cd pummel, and you'll deal like 5x as much damage per hit after skipping mechanical threshold and the str damage bonus. (And also need like 10x less money to kill an enemy on average, and I'm not even exaggerating). Even a feat-less knife build will deal almost double the damage per round.

Expect 90% of your crossbow build damage early to come from bear traps, the rare burrower poison caltrop stack and all the incendiary grenades you can buy from Quinton in SGS. Like, the raw "value" of a single MK I Incendiary Bolt is 80% of an Incendiary GRENADE (and the attack is 25 AP instead of 15 AP, oh mama mia... you can fish for "Fear" but it's better later on). The blueprint also only makes 3 special bolts, better, but not really nearly as much (EARLY) power as an incendiary grenade honestly.

I think I would bite the bullet, and use level 1 Polymath and Aimed Shot, with attribute spread of roughly 3, 7, 6, 3, 10, 3, 8. You can use the massive overall skillpoints advantage to do a lot of throwing/crafting/trapping and subterfuge-stealth to cheat your bad early game a little. Stealth skip as much combat as you possibly can. You can also take Escape Artist painlessly if you want to, with the skillpoints and high dex/int. I'd take Strafe, Sprint at levels 2 and 4, in that order. You can instead go INT 9 instead of DEX 7 to take "Specialist" at level 16, losing 1 point of PER at level 16 (can boost with Juice, Salad, Marsh Honey for +4 PER still). It can make your late-game Critical Power really funny.

Also don't do a hybrid of melee/crossbows. It would be better to reload when you get surrounded or just go for a yolo tank crossbow troll build than to try both, sadly, and to be perfectly honest with you.

edit: oh yea and a large advantage of crossbows is that they are good against energy shields for a ranged weapon, and no enemies have energy shields in the early game.
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Builds / Need help with a trapper build on Dominating
« Last post by ringring 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?
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Bugs / Re: Firebrand animation possibly bugged
« Last post by Alt on January 18, 2026, 04:55:12 pm »
dude's aura
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Molotovs + Throwing Nets + Bear Traps.

Killing three beetles outside the bunker is very tricky. If you are lucky and patient, you can wait till beetle on the mainland wanders far enough so you can 1 v 1 him. Hug the cave wall, cuz there are some pockets that can be used to break Line of Sight. You can try to sneak past the beetles outside, but you need to have high stealth.

Inside, make sure you close double doors and single out beetle in the ajasent room. Use doors to set up a chamber with bear traps, with only one path being open. Open the door, start throwing moly's. Throw nets at whatever beetle that tries to cross the untrapped path. Use ajasent room to break LoS.

Don't be afraid to burn all your money on this quest, because you'll get massive payoff before Tanner sends you to the Junkyard.
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Bugs / Rapid fire minor bug
« Last post by yako on January 18, 2026, 04:54:19 am »
Rapid fire special attack is available when wielding sledgehammers and crowbars.
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Bugs / Firebrand animation possibly bugged
« Last post by yako on January 18, 2026, 04:23:10 am »
It floats from left to right and jumps around your character when you move.
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Builds / Re: [1.3.0.17] Energy pistol Builds
« Last post by jujax on January 17, 2026, 10:48:34 am »
Yes I know how to insert links but the forum says  I am not authorized to post external links.
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