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31
Builds / Returning player. Quick check on sniper\traps build please?
« Last post by Billy_Wellington on November 08, 2025, 08:24:39 pm »
Hello people. It's been a while since i played.
I made 2 attempts before - once on game release and once with Expedition expansion.
First time i dropped the game inside the deep caverns and the second time, somewhere in the end of the DLC zone.
I've been playing on normal and then expedition on Hard, but i guess - both times it felt like my build was spread thin with feats (like, i had stealth crossbow with guns with throwing grenades and also some crafting feats, then energy pistols with swords and also crafting feats). This is the mistake i will try to avoid and i also plan bumping it up to Dominating, and having the mod installed that makes as many random events pop up in single save file as possible. (stuff like Coral and Booth at the same time, tower and arena masters, both extra SGS quests..) Obviously i am not a seasoned underrail maniac like some of the people here, but i get the hang of the game mechanics reasonably well.
Would some of you please be kind and do a final sanity check for me? Specifically in regards to feat order and some of the skills.
This is something i have in mind, the link below.
Few points from me with my thought process:
1) I would like to avoid using psi powers, so no cave wizardry for me.
2) Chemistry - 112 effective to craft highest tier frag mines. Probably less is enough for chem blob and napalm mines.
3) Not sure about biology. I thought about possibly using it for poison bear traps and crafting, not much needed to craft contaminated 12.7 rounds, there are also animal carapaces for armor but i probably better off using leather or riot armor with black cloth at all times.
4) Crafting and hack\lockpick skills are calculated with workbenches, huxkey, lemurean engineer suit and jacknife in mind. I find micromanaging food and drug buffs a bit tedious for my taste. I might have overspent on something, but i had maxumum theoretical numbers in mind, and i think in case of infused leather gear this is achiebable. But i honestly dont remember needing that much electronics or mechanics.
5) Later aquisition of snipe feat because by that poing it begins to do some serious damage, and it feels like other feats taking earlier offer more impact.
6) Specializaton order: shooting spree (shots), quick tinkering (ap), shooting spree (cooldown), quick tinkering (cooldown), opportunist (disabled targets). No snipe spec because i think the damage output will be high enough already and it's just meme numbers like plasma pistol execute.
7) Weapons of choice:  spearhead rifle for general combat shooting, 12.7 gun for shooting spree\snipe HVT liquidation
8) Pickpocket.. i never tried it before honestly, i just did a test run about until the Junkyard and found that it's pretty cool at removing health and adrenalin shots from people, also oddities for faster leveling. I also read that about 60 effective is enough to get all relevant stuff in the game. But i did it without stealth, i have no idea if pickpocketing in stealth fills the alarm bar slower or not.
9) Just enough mercantile to pass the highest vendor check - i did this already in Expedition and found that it provides a lot of high quality components. At this point i am not even sure lockpicking and hacking are needed at all, but there are still useful stuff in boxes..
10) How much do you think traps should be leveled? The plan was to stop at 30 for feats first, add gradually to reach 90 effective without boosting items except trapper belt to use any trap. But there is also disarming and retrieving..
11) Since i am planning to join JKK, how about dropping start perception to 8, start with 5 will and equip hypno googles for persuasion checks?  :o Or in this case it's better to bump the stat with all in effect when needed? Or bite the bullet, drop int to 3 and rely hypercerebrix?  ::)
That's about it.. will be glad if anyone had something to add. Especially for feat order and effective crafting skill numbers i should aim for.
https://underrail.info/build/?HgUHBwMQAwXCoAAAAAAAAMKgVTs8woHCgsKCVjbCkAAAAAAAAFMBGSYwHUB-AjV_SzPChTHCtcKkeOKijAPio7AC4qOxBeKvvATir70B37w
Thank you.



32
General / Re: What does JJK vendor sell?
« Last post by Vokial on November 08, 2025, 11:20:39 am »
JKK has some unique stuff to their own that are actually usable to some.

For example the JKK jacket gives +5 Initiative and I wore it for the final fight in the Arena to be able to act first. It also gives you +15 Persuasion, so a nice utility gear to have in certain skill checks.
In addition, it can sell the Hypno Goggles. This is actually a magnificent item, granting you a +20 to 30 Persuasion bonus. In a few rounds you can stuble on a +30 version and that's massive. Since my Mercantile is 80 anyway (that's what you need to pass the check within the Tchortist vendor if you have additional gear), leveling Persuasion to effective 70 doesn't cost that much and adding a whooping +45 of JKK items makes it more than enough for the game.

Regarding the items, it's nothing special. I had my best sniper frame from them though. Also, the JKK quests are acutally really cool.
33
General / Re: What does JJK vendor sell?
« Last post by Eidein on November 06, 2025, 08:35:59 pm »
JKK vendor is like a mini constantine, he sells mostly everything at pretty high quality.
34
Builds / Re: Best sniper rifle and attachments?
« Last post by Z4ckon on November 05, 2025, 07:33:56 am »
Thanks for answer guys :)
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General / What does JJK vendor sell?
« Last post by Mannd on November 04, 2025, 11:16:01 pm »
I'm currently doing a chem pistol build and I'm not sure whether to choose JJK or Coretech. I know that JJK's armor could be useful and that they sell stealth stuff, but don't know what exactly. Coretech however sells plasma grenades which I could make a great use of with the gremadier feat that I picked. So which is better? I do use stealth as well, but can always craft gear for it.
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Builds / Re: Best sniper rifle and attachments?
« Last post by Vokial on November 04, 2025, 07:52:09 pm »
spearhead + anatomical scope + smart module + rapid reloader

This is the definite answer.

Alternatively - if you're a dedicated sniper, then you go with this and the 12.7mm Corsair equivalent in the offhand so you can one-shot a Dreadnought with an armor piercing bullet. Also, Contaminated Rounds are OP AF and your AP doesn't matter when you're on Shooting Spree anyway. Having a 8.6mm Reaper can also work as a middle ground due to it's critical damage bonus.
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Builds / Re: Best sniper rifle and attachments?
« Last post by harperfan7 on November 04, 2025, 03:20:25 am »
spearhead + anatomical scope + smart module + rapid reloader
38
Builds / Best sniper rifle and attachments?
« Last post by Z4ckon on November 03, 2025, 08:51:54 pm »
Hello guys, been playing underrail pretty long, and finally i start my domination campaign.
I clear the scrapyard quest and have 13 lvl (almost kill anything what give XP and hostile to me)
On my current and future stage what a BEST sniper rifle with attachments i can craft?
If choices are many be glad read +- every gun.
39
Development Log / Re: Dev Log #15: Steam Page Launch & New Gameplay Video
« Last post by Antalos on October 30, 2025, 08:30:42 pm »
I was very intrigued by the statement "work on Underrail 1" =))
40
Bugs / Re: Enraged beetles cast bilocation on each other
« Last post by Antalos on October 30, 2025, 08:26:52 pm »
Ahaha, this is funny at least
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