Recent Posts

Pages: 1 ... 7 8 [9] 10
81
Builds / Re: Returning player. Quick check on sniper\traps build please?
« Last post by Eidein on November 15, 2025, 08:21:53 am »
Your feat order is pretty abysmal. And your crafting skills are way too high.

https://underrail.info/build/?HAUICAUOAwPClmQAAChnwpbCgig3AMKCwowtEAAAAAAAAABlATl_TjUCfjdLM0FJwoXCg8K1eGzipKII4q-8BOKvvQHfvg

Sniper should look something like this.
82
Builds / Re: Question about unique armors and how good they really are
« Last post by Eidein on November 15, 2025, 08:20:27 am »
Regalia is good, praetorian armour is good for a tank really early, JKK jacket is very good if you are pistols or want ini, tchortist noble robes are the best armour for TC psi. Outside these the rest arent that great. Aran's ninja armour is pretty much just regalia 2.
83
Builds / Question about unique armors and how good they really are
« Last post by ChucklesJKT on November 15, 2025, 03:36:25 am »
I see people talking about unique weapons, especially since refurbishment was added, but not a lot of talk about unique armors, like the core city faction armor or the Gray Specs Ops armor (which is the one im the most curious about) and how good or "viable" they really are, except the rat king armor, that one I know is really good. I know that crafting is obviously better and that someone beat the game with only a crowbar so everything is theoretacly possible, but how much of a hurdle would it be to a normal or hard playthrough using only found armors.
84
General / Re: Underrail Infusion Fan Suggestions/Ideas Megatopic.
« Last post by ClawBug on November 10, 2025, 05:03:51 am »
I wish there could be a engineer build. collecting electric component. build you own robot army. tons of robot blueprint and robot weapon. and a comprehensive modding system.
85
General / Re: Custom Portraits
« Last post by draven on November 09, 2025, 10:29:35 pm »
Hey guys, the question is, what app do you use for editing and creating portraits, I was going to make a new portrait of Tanner, but Photoshop doesn't seem to be the best for it
86
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.



87
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.
88
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.
89
Builds / Re: Best sniper rifle and attachments?
« Last post by Z4ckon on November 05, 2025, 07:33:56 am »
Thanks for answer guys :)
90
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.
Pages: 1 ... 7 8 [9] 10