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11
Builds / LMG Stoicism Tin Can
« Last post by Der Zooner on August 03, 2026, 11:37:54 am »
LMGs are hardly the most difficult weapon type to use, especially when gameplay boils down to deleting whatever you point your weapon at for the entirety of a playthrough.
The idea with this build was to focus on tanking early on, which gives some variety in gameplay where you have the option to leverage your resilience and health pool to beat encounters. You start with minimal perception and build it up, and later on you'll have enough to take damage-related feats to get through the harder encounters of the game.

The ultimate goal is to have a nimble tank that has just enough armour penalty to reap the rewards of Heavy Metal and Juggernaut whilst not being so encumbered that it can barely move - at level 28 I had 95% mechanical damage resistance and still 37 MP to work with in combat.

I'll post the build and then explain some of the aspects of feat order and equipment progression, as they are important to the build.

https://cannedbean29.github.io/UnderrailBuilderRemake/?HgsDAwcIBwcAwqAAAAAAAFo_AAAAwo59JT5zADcAAB4AQyvDjghfUMOdFcOew5_DoMOhAlVFw6lKwrUk4quGBd-8

This build has quite a rough start. Your Guns and Heavy Guns skills will be very low due to starting with just 3 PER. Heavy Guns will get a boost at level 4 when you put a point into strength and get Brute Aim, but you will still suck with any of the pistols you'll mostly be restricted to using due to your low skill, PER and DEX.
I have enough experience in Dominating to get by levelling only Heavy Guns, but with 10/11 STR early on it is perfectly reasonable to put some points into Melee so that you can wield a spear/sledgehammer to get through the first few levels without much bother - this build is not stretched for skill points in the slightest.
Having at least 55 skill points in Psychokinesis is useful in the late game to get Telekinetic Proxy to trigger the Ambush feat, so levelling it up early will also help you along; Electrokinesis was very useful early on for taking out bots and stunning enemies in my experience.

Sneaking your way to the Brno LMG and/or crafting a Ratchet/Grudge LMG should be your top priority to really get your build going. If you are able to enter and get through the GMS compound early as well, you can loot a guaranteed Ratchet LMG from killing an enemy there, though there is no guarantee you'll get a 9mm version, which is superior to .44 in my opinion due to its lower AP cost.
Once you have your LMGs and enough ammo supply, there's not much else to say until you open the entire world map.

Once you are around level 14, you should have enough skill to craft a decent regenerative TiChrome/Super Steel armour suit with a single metal plate, so you can aim to have killed the Beast by then to unlock Leonie's upgraded merchant selection and Super Steel refinement. I wouldn't advise making more than one Super Steel plate early on, though, as you'll need a lot of charons to make your endgame armour suit.
Wearing this midgame armour will be enough to enable the Juggernaut and Heavy Metal feats.
Accessing the MG3-42 around this time is also pretty trivial with a few bear traps and some sneak skill as the enemies guarding it are bottlenecked in. It'll make good use of plentiful 7.62mm ammo that's otherwise fairly useless to you and also has the benefit of being able to burst twice per turn.

You can incrementally improve your armour suit as you level up, given that high-quality TiChrome bars are cheap and plentifully available from Leonie, and getting Armour Sloping will allow you to reinforce your suit with additional plates without ending up too immobile. Extra plates also dramatically increase skill requirement for crafting, so be wary of your Mechanics skill level before taking the feat.

I'd also recommend getting solid-padding ancient rathound striders around the midgame if you obtain a decent boot spring (high-quality leather is guaranteed if you are willing to save scum the first arena fight).
They have decent mech. damage resistance and their mech. damage reduction pairs well with Heavy Metal, Stoicism and Conditioning.
This level of protection should serve you well enough until you are ready to craft your endgame armour suit.

Feat choice at level 22 is up to you, I went with Beast of Burden because after your metal armour, two LMGs and the copious ammunition required to keep them fed, you won't have much room left to carry a lot. It's certainly just for convenience, there are more impactful feats to take still, but none of them matter too much. The build has plenty of skill points to spare if you want to, for example, pump up Intimidation and get Yell.

You'll be able to shrug off pretty much any form of conventional damage once the build is complete with your endgame gear, which includes solid-padding Super Steel striders, triple plate Super Steel regenerative armour and a soft-padding shaded Super Steel helmet. Using high enough quality plates and foam, you can reach 95% mechanical damage resistance with this setup, and getting the Nimble feat around the time you make it should be enough to keep you agile. You'll lose out on some of the damage bonus from Heavy Metal, but I think that it's a fair trade for the amount of mobility you gain (a 15 percentage point improvement translates to around a 50% increase in movement points).

At this point you'll be unkillable to most enemies in the game. Even getting bilocated and tanking all the Doppelganger's hits isn't a guaranteed death sentence thanks to your decent health pool, Stoicism and health regen from Gunner's High and your armour if you pop morphine. Get double bilocated? Cast Telekinetic Grounding on one of the Doppelgangers and move away. Once you unlock and start speccing Concentrated Fire at level 24, your killing power will become pretty nuts too. I beat the quad Naga fight at level 24 without really even trying (no drugs or mines or fancy shit, just a mis-thrown EMP nade), and that was using a Grudge made with a 125-quality frame. Concentrated Fire and W2C rounds let me kill them in 1-2 bursts each.

Not much more to say, aside from a slightly rough start, this build dominates. Being able to facetank Lunatics and other psionic freaks to an extent instead of Super Steel armour just being a crutch for low CON as is the case for a few of my builds was refreshing and made what would otherwise be a bland weapon class fun to use.

12
Discussions / A dramatic baseball challenge
« Last post by Yukimi on August 03, 2026, 08:45:49 am »
Making calculated moves is rewarded in Baseball 9 from a strategy standpoint. Winning or losing a close game sometimes comes down to decisions like when to steal a base, bunt, or change a fatigued pitcher. These choices reflect actual baseball strategy, making the game more realistic and immersive. Playing the game consistently helps players learn the ins and outs of risk and reward, allowing them to shift gears depending on the circumstances.
13
Discussions / From Kick-Off to Touchdown: A Friendly Guide to Football Bros
« Last post by Amyarlow on August 03, 2026, 08:18:16 am »
Remember those glorious arcade days? The thrill of frantic button mashing, the joy of a perfectly timed special move, and the camaraderie of shouting across a brightly lit cabinet with your friends? If that nostalgia hits a sweet spot, then prepare to lace up your virtual boots and dive into the charmingly chaotic world of Football Bros. This isn't your granddad's hyper-realistic, motion-captured football simulation. Oh no. This is a game built for pure, unadulterated fun, where strategic brilliance often takes a backseat to audacious plays and a healthy dose of pixelated mayhem.
14
Discussions / Hilltop racing challenge
« Last post by Biknre on August 03, 2026, 07:49:51 am »
The most fascinating aspect of Moto X3M may be the way it transforms ordinary movement into something extraordinary. Driving in a straight line rarely leads to success. Players must lean forward to increase momentum, shift backward to maintain balance, and adjust their position continuously while traveling through the air. Every action carries consequences, and every decision influences the outcome of the journey.
15
Other Games / EZBUFF | How to Improve Your Progression Speed With POE 2 Currency
« Last post by SolarRune on August 03, 2026, 01:19:23 am »
Progression in Path of Exile 2 is about more than simply defeating enemies. Building a powerful character requires smart resource management, efficient upgrades, and a clear understanding of how the game's economy works. Whether you're a new player or an experienced exile, making better use of POE 2 Orbs can significantly reduce unnecessary grinding and help you reach endgame content faster.

Many players spend too much time collecting items that offer only minor improvements. Instead, focusing on valuable currency and investing it wisely can make every hour of gameplay more rewarding. By combining efficient farming with strategic trading, you can consistently improve your character's power while keeping your progression smooth.

One of the biggest advantages of POE 2 Orbs is their versatility. Different orbs allow you to reroll modifiers, improve equipment quality, or craft stronger gear. Rather than using every orb immediately after finding it, consider saving high-value currency for equipment that will remain useful for multiple levels. Investing in long-term upgrades is usually more efficient than repeatedly improving temporary gear.

Trading is another essential part of faster progression. If you find valuable crafting materials that do not benefit your current build, exchanging them for items you actually need can save countless hours. Understanding market values helps you recognize profitable opportunities and avoid overpaying for equipment. Even a basic knowledge of supply and demand can greatly improve your overall efficiency.

As your character reaches higher levels, equipment upgrades become increasingly important. Prioritize weapons that improve your damage output and defensive gear that increases survivability. Spending your currency on meaningful upgrades often results in faster map clearing, which leads to more loot, more experience, and additional opportunities to earn valuable resources.

Many experienced players also plan their crafting carefully. Instead of randomly spending currency on every item they find, they identify strong item bases first and then use appropriate crafting materials to maximize their potential. This approach minimizes wasted resources while producing gear capable of carrying your character through difficult encounters.

League mechanics and seasonal content frequently provide excellent opportunities to earn valuable currency. Participating in popular league activities often rewards players with highly tradable items that can be exchanged for the equipment they need. Paying attention to current market trends allows you to sell valuable drops when demand is highest, increasing your purchasing power throughout the season.

For players with limited playtime, efficient resource management becomes even more important. Rather than farming inefficient areas for hours, focus on content that consistently provides valuable loot. Investing your currency wisely allows you to progress steadily without feeling forced to grind endlessly. Some players also choose to Buy POE 2 Currency from reliable marketplaces when they have limited gaming time and prefer to focus on character progression instead of repetitive farming. If you decide to Buy POE 2 Currency, always choose reputable platforms that prioritize secure transactions and reliable delivery.

This is where EZBUFF www.ezbuff.com has become a familiar option for many players looking for a dependable marketplace experience. A trusted platform can help reduce waiting times, provide transparent transactions, and allow players to spend more time enjoying challenging content instead of searching for resources.

Successful progression is ultimately built on making informed decisions. Learn which POE 2 Orbs are most valuable for your build, avoid wasting currency on temporary upgrades, monitor the trading market, and invest in equipment that offers lasting improvements. By combining efficient farming, thoughtful crafting, and responsible trading, you'll continuously strengthen your character and reach Path of Exile 2's most rewarding content much faster.
16
Bugs / Won't load area game crashes and can't load autosave
« Last post by OthelloNYC on August 02, 2026, 02:51:33 am »
When transitioning from the mutant docks in the underground to a trap door in one of the buildings the game crashes and cannot load the next area.  when i try to reload the autosave, it also crashes loading that.  I've attached a screen shot of the error and can provide a zip of the save (it won't let me attach).  This is trapping me in the area I'm in, even if i skip the black eels mission from the rig.

I found another way out but now can't take the elevator in core city to the docks.  This is what I have in the error log:

Game Version: 1.3.1.2
Error: System.Exception: Failed to load locale 'CC22 - Core City'. ---> System.IO.InvalidDataException: The magic number in GZip header is not correct. Make sure you are passing in a GZip stream.
   at System.IO.Compression.GZipDecoder.ReadHeader(InputBuffer input)
   at System.IO.Compression.Inflater.Decode()
   at System.IO.Compression.Inflater.Inflate(Byte[] bytes, Int32 offset, Int32 length)
   at System.IO.Compression.DeflateStream.Read(Byte[] array, Int32 offset, Int32 count)
   at System.IO.Compression.GZipStream.Read(Byte[] array, Int32 offset, Int32 count)
   at eoq.DeserializeFromBinaryCompressed[T](Stream stream, SerializationBinder binder, Boolean tryToRetrieveDataModelVersion)
   at ccc.GetItemCompressed[T](String name, Boolean throwOnMissing)
   at bl1.a(String A_0, doq& A_1)
   at bl1.yo(bfc A_0, Boolean A_1)
   --- End of inner exception stack trace ---
   at dux.LogAndThrow[T](Exception innerException, LogSeverity severity, String message, Object[] messageArgs)
   at bl1.yo(bfc A_0, Boolean A_1)
   at d6f.arp(Boolean A_0, Boolean A_1)
   at ezo.b4(e6d A_0)
   at btm.d(e6d A_0)
   at b8q.a(e6d A_0)
   at b8q.b(e6d A_0)
   at b8q.aen(e6d A_0)
   at btm.f(e6d A_0)

I've attached my error logs
17
Suggestions / Chemical-thrower heavy guns
« Last post by harperfan7 on August 01, 2026, 06:53:40 pm »
Two-handed AoE chemical throwers that use the heavy guns skill.  Flamethrower, acid sprayer, liquid-nitrogen sprayer.
18
Builds / Re: One Turn Man | .44' pistol Bullet Time | DOMINATING | OP(aF)
« Last post by harperfan7 on July 30, 2026, 11:23:21 pm »
stop feeding the beast
use your own brain
19
Builds / Re: One Turn Man | .44' pistol Bullet Time | DOMINATING | OP(aF)
« Last post by TheOne1 on July 30, 2026, 08:47:28 pm »
I am totally new to this game and totally confused, I fed all the info to GPT plus this YT video 2026 from: Paposik G6
and it gave me a step by step for this build, Could someone familiar with the build check if I got anything wrong? If it's accurate, hopefully it helps other new players too.

┌────┬───────────┬──────────────────────────┬──────────────────────────────┐
│ Lv │ Attribute │ Feat                     │ Goal                         │
├────┼───────────┼──────────────────────────┼──────────────────────────────┤
│  1 │ STR 3     │ Gunslinger              │ Character creation           │
│    │ DEX 10    │ Hit and Run             │                              │
│    │ AGI 7     │                          │                              │
│    │ CON 3     │                          │                              │
│    │ PER 8     │                          │                              │
│    │ WIL 3     │                          │                              │
│    │ INT 6     │                          │                              │
├────┼───────────┼──────────────────────────┼──────────────────────────────┤
│  2 │     —     │ Interloper              │ Stealth mobility             │
│  3 │     —     │ —                        │                              │
│  4 │ DEX → 11  │ Point Shot              │ Early pistol power           │
│  5 │     —     │ —                        │                              │
│  6 │     —     │ Premeditation           │ Psi utility                  │
│  7 │     —     │ —                        │                              │
│  8 │ DEX → 12  │ Rapid Fire              │ Huge DPS increase            │
│  9 │     —     │ —                        │                              │
│ 10 │     —     │ Fatal Throw             │ Free grenade chains          │
│ 11 │     —     │ —                        │                              │
│ 12 │ PER → 9   │ Aimed Shot              │ Guaranteed opening crit      │
├────┼───────────┼──────────────────────────┼──────────────────────────────┤
│ 13 │     —     │ —                        │                              │
│ 14 │     —     │ Blindsiding             │ Damage boost                 │
│ 15 │     —     │ —                        │                              │
│ 16 │ PER → 10  │ Bullet Time             │ ★ Build comes online         │
│ 17 │     —     │ —                        │                              │
│ 18 │     —     │ Gun Nut                 │ Better crafted pistols       │
│ 19 │     —     │ —                        │                              │
│ 20 │ DEX → 13  │ Pack Rathound           │ QoL / carry capacity         │
├────┼───────────┼──────────────────────────┼──────────────────────────────┤
│ 21 │     —     │ —                        │                              │
│ 22 │     —     │ Opportunist             │ Damage vs disabled targets   │
│ 23 │     —     │ —                        │                              │
│ 24 │ DEX → 14  │ Execute                 │ Massive finisher             │
│ 25 │     —     │ —                        │                              │
│ 26 │     —     │ Kneecap Shot            │ Crowd control                │
│ 27 │     —     │ —                        │                              │
│ 28 │ PER → 11  │ Critical Power          │ Crit scaling                 │
│ 29 │     —     │ —                        │                              │
│ 30 │ STR → 4   │ Sharpshooter            │ Final crit package           │
├────┼───────────┼──────────────────────────┼──────────────────────────────┤
│Vet │ STR → 5   │ Increased Dexterity     │ Veteran feat                 │
└────┴───────────┴──────────────────────────┴──────────────────────────────┘


PSI POWER MILESTONES
──────────────────────────────────────────────────────────────────────────────
Level 6+
  • Learn Limited Temporal Increment (Temporal Manipulation 35)
    from Ethan in SGS.

Level 12–14
  • Visit Rail Crossing.
  • Learn Psycho-temporal Acceleration.
    (One of the strongest buffs for this build.)

Level 20+
  • After progressing the Oligarch storyline,
    return to Pasquale and learn Stasis.

Final Psi Loadout
─────────────────
✓ Limited Temporal Increment
✓ Psycho-temporal Acceleration
✓ Stasis
✓ Premeditation (feat)

These four abilities are all this pistol build needs.

Starting Skills
───────────────
Guns................15
Throwing............15
Stealth.............15
Hacking.............15
Lockpicking.........15
Pickpocket..........15
Mechanics...........15
Temporal Manip......15

Specialization
──────────────
★★★★★ Bullet Time
★★★★★ Hit and Run
★★★★★ Critical Power (5/10)

End-game Equipment
──────────────────
Weapon #1 : Rapid .44 Hammerer + Laser Sight
Weapon #2 : Rapid .44 Hammerer + Smart Module
Armor     : Infused Rathound Leather Overcoat
Head      : Seeker Goggles
Boots     : Ninja Tabi
Belt      : Bullet Strap
Shield    : Efficient Low Frequency Shield

┌────┬──────────────────────────────────────────────────────────────────────────────┐
│ Lv │ Verified Skill Allocation                                                   │
├────┼──────────────────────────────────────────────────────────────────────────────┤
│  1 │ Guns................15                                                      │
│    │ Throwing............15                                                      │
│    │ Stealth.............15                                                      │
│    │ Hacking.............15                                                      │
│    │ Lockpicking.........15                                                      │
│    │ Pickpocket..........15                                                      │
│    │ Mechanics...........15                                                      │
│    │ Temporal Manip......15                                                      │
├────┼──────────────────────────────────────────────────────────────────────────────┤
│ 12 │ Guns................61                                                      │
│    │ Throwing............50                                                      │
│    │ Stealth.............61                                                      │
│    │ Hacking.............61                                                      │
│    │ Lockpicking.........61                                                      │
│    │ Pickpocket..........43                                                      │
│    │ Mechanics...........50                                                      │
│    │ Electronics.........40                                                      │
│    │ Chemistry...........40                                                      │
│    │ Tailoring...........15                                                      │
│    │ Temporal Manip......55                                                      │
├────┼──────────────────────────────────────────────────────────────────────────────┤
│ 20 │ Guns................98                                                      │
│    │ Throwing............80                                                      │
│    │ Stealth.............98                                                      │
│    │ Hacking.............67                                                      │
│    │ Lockpicking.........40                                                      │
│    │ Pickpocket..........40                                                      │
│    │ Mechanics...........83                                                      │
│    │ Electronics.........40                                                      │
│    │ Chemistry...........40                                                      │
│    │ Biology.............15                                                      │
│    │ Tailoring...........30                                                      │
│    │ Temporal Manip......70                                                      │
│    │ Mercantile..........85                                                      │
├────┼──────────────────────────────────────────────────────────────────────────────┤
│ 30 │ Guns...............160                                                      │
│    │ Throwing............69                                                      │
│    │ Stealth.............80                                                      │
│    │ Hacking.............67                                                      │
│    │ Lockpicking.........28                                                      │
│    │ Pickpocket..........52                                                      │
│    │ Mechanics...........99                                                      │
│    │ Electronics........120                                                      │
│    │ Chemistry...........41                                                      │
│    │ Biology.............47                                                      │
│    │ Tailoring..........110                                                      │
│    │ Temporal Manip.....155                                                      │
│    │ Persuasion..........36                                                      │
│    │ Mercantile..........69                                                      │
└────┴──────────────────────────────────────────────────────────────────────────────┘
20

If you've ever wanted to experience genuine tension without leaving your desk, horror games offer something movies and books simply can't deliver—the weight of your own choices and the knowledge that mistakes are yours alone. Unlike passive entertainment, playing horror games puts you in the driver's seat, transforming fear into an interactive puzzle you must solve.
What Makes Horror Games Different
Horror games stand apart because they demand your active participation. You're not watching a character navigate danger; you're the one making split-second decisions while your heart races. This shift from observer to participant creates an intensity that's hard to replicate elsewhere. The best horror experiences exploit what you don't see as much as what you do, leaving room for your imagination to fill in the terrifying blanks.
One perfect entry point into this genre is FNAF. This game became a phenomenon not through flashy graphics or jump scares alone, but through elegant game design that forces you to manage limited resources while something genuinely unknown lurks in the darkness. It's accessible yet challenging, straightforward yet deeply engaging.
Understanding the Gameplay Loop
In FNAF, you're a security guard stationed in an office at a defunct pizzeria. Your job sounds simple: survive five nights. What complicates matters is that the animatronic mascots roaming the building have developed... let's call it a problematic interest in your location. Your survival depends on understanding patterns and managing a dwindling power supply.
The core mechanic revolves around monitoring security cameras and sealing doors. You have limited power—a resource that depletes faster with each defensive action—and you must decide which areas to watch and which to protect. This creates constant tension because every decision carries weight. Do you close the left door to slow an approaching threat, knowing it drains power faster? Or do you risk staying vulnerable to preserve energy for later?
What makes this experience compelling is that nothing is explained through tutorials. You learn through trial and error, discovering the animatronics' movement patterns yourself. That first time Freddy's eyes glow in the darkness as he moves down the hallway creates genuine dread because you've earned that fear through gameplay rather than having it handed to you.
The game respects your intelligence. It doesn't hold your hand or telegraph every threat. Instead, it trusts you to adapt and learn, which makes victories feel earned rather than given. Each night increases difficulty, introducing new variables that force you to abandon old strategies and think creatively.
Practical Tips for Your First Night
When you start FNAF, resist the urge to constantly check cameras. Each camera view burns through your limited power, and paranoia can be as dangerous as complacency. Instead, develop a methodical routine—check cameras in a set pattern, not frantically jumping between views.
Pay attention to audio cues. The game communicates through sounds just as much as visuals. Strange noises often signal movement in areas you can't currently see. Learning to interpret these audio warnings will save you more times than you expect.
Don't panic-close doors. Doors consume enormous amounts of power, so use them strategically rather than reactively. Close them only when you're certain a threat is immediate. This forces you to trust your observations and judgments, which honestly feels better than mindlessly sealing every entrance.
The later nights become increasingly overwhelming, and that's intentional. The game wants you to feel pressure mounting. Accept that some attempts will end in failure—that's part of the experience. Each failure teaches you something valuable about threat patterns or power management that makes your next attempt stronger.
Start with the original game before exploring sequels. Later entries experiment with new mechanics, but the first game's pure design is perfect for understanding what makes FNAF work as an experience.
Why This Game Matters
FNAF proved that horror games didn't need photorealistic graphics or massive budgets to terrify players. Instead, it demonstrated that clever design, smart resource management, and psychological tension create something far more frightening than any visual effect. The game became a cultural phenomenon because it understood that real horror isn't about what you're shown—it's about what you imagine might happen next.
Playing FNAF teaches you valuable lessons about pacing, tension, and how games can manipulate emotion through mechanics rather than just atmosphere. You finish a playthrough understanding why it works, which makes it an excellent game for anyone curious about game design or interactive storytelling.
Final Thoughts
Horror games offer a unique form of entertainment where you're not just experiencing fear—you're creating it through your choices. FNAF remains the perfect gateway into this genre because it respects players, demands engagement, and delivers genuine tension without requiring a powerful gaming rig or complex controls.
If you've been curious about horror games but hesitant to jump in, there's no better time than now. Your next five nights at a pizzeria await, and trust us—you'll never look at mascots quite the same way.
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