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91
Builds / Re: Thought on my psiless throwing knife build?
« Last post by Eidein on August 27, 2025, 04:51:05 pm »
Wierd in alot of places,

Recklessness doesnt work with throwing knives

9 Agility isnt giving you anything put 1 more and you get blitz

No fatal throw ap spec

7 int for no reason (disassemble is worthless especially on throwing knives there are a billion metal plates in foundry)

no sprint but you take escape artist?

no split snare spec even tho its op

lockpicking instead of pickpocketing

https://underrail.info/build/?HgMQCgMDBQUywqAAZCgabmYoIxlabkZGXwAAAAAAAE05JidOQVESw5NcXjdYRy8kwrN24qi6AeKouwPiqrwK374


This is how I would build it psiless, the feat order isnt perfect cause its adapted from a build with psi but you get the idea. And I proc expose with my throwing knife glove but if you feel thats cheating then you can opt to not use it.

Was proud of throwing knives when they did this.
https://youtu.be/W7f61B2VSXE





92
Builds / Thought on my psiless throwing knife build?
« Last post by frey000 on August 27, 2025, 12:00:15 pm »
Its still lv 24 and i believe there still room for improvement. i dont like psi build cuz its too op and less fun to strategize
my throwing knife build is extremely strong against living being and could stand against armored enemies fairly well. against deal less damage until it hit fatal throw health threshold, so i focused maxing out fatal throw specialization first. beside that, the most challenge in this build are robots cuz your main weapon against them are emp and shock shuriken (or acid in early games). i know i want to only use throwing knives and shuriken in this run, but it doesnt seem feasible in early game against high armored, high mech resist, and robots. i struggled fighting balor cuz my knives didnt went through his armor, i got lucky once my crawler poison and pinning went through. against carnifex i him in 2 turn if im lucky to go first in the first turn.

this build is pretty fun to play, may be you could tweak it more by replacing some feat with hit and run + blitz to get more AP.
some feat like disassemble and pack rathound are used to justify me carrying metal plate to make more knives or shuriken on the go. i pick recklessness to increase crit chance and mitigate it with paranoia while also increasing my initiative. i didnt pick hit and run cuz MP already high from ninja tabi boots and rathound regalia. i also use goggle to further increase my crit chance by 12%.

i need to put space on this, idk how to include the link properly
https: //underrail.info/build/?GAMQCQMDBQcAwoIAAF99ZG48ABlQZCg8DwAAAAAyADImJx1NWFFcw5NeGy9OMSjioowB4qi6BeKqqAPfvg

93
Bugs / Re: Can't run the game at a lower resolution than the monitor's native?
« Last post by ciox on August 26, 2025, 02:11:26 pm »
I don't think monitor's native has anything to do it. More likely a bunch of resolutions are broken right now, the game doesn't know where the screen edges are when running them.
None of these work right on my screen:
1280x960
1366x768
1400x1050
1440x900
1600x900
1680x1050

Well, you guys could also just add much better zoom scaling (with smoothing) and that would also be good.
94
Builds / Re: Melee & Gun hybrids?
« Last post by Ploluap on August 25, 2025, 11:06:26 am »
I like doing a dex versatility pistol build with Cleaver/Wasteland Hawk. Cleaver isn't redundant since it costs less ap to use than the hawk, is silent, and has a special attack that can break ribs and let you deal extra damage to a target. You already want melee skill for gun fu, and you want to be in melee range for the Wasteland Hawk for the daze/stun effect.

nice

another possible synergy could be to use kneecap shot for stacking taste for blood (edit : the feat says it's a "bleeding wound" but i never tried if it works)
95
Builds / Re: My experience playing a riot shield glass cannon up to level 17
« Last post by dddmemaybe on August 24, 2025, 05:17:47 pm »
The painful thing is that I use Riot Gear on a gunslinger pistol build, but even then I drop the shield for the movespeed, being way better to move good.

If you could use a shield on a super steel regen vest build, it could do wonders with a psionic grenadier tank. But since it's tied to riot gear (lighter character types), and it weighs a shit ton... it just makes you scratch your head.

The worst part is that the shields have a max block of ~55%, whereas the spear has a max block of 100% (2 spec points only into spear guardian, although I'll be fair and say I haven't tested if it's additive or multiplicative in game IIRC at the moment, probably is 100% though). And the spear is still, generally pretty low on the tier list for weapons overall.
96
Builds / Re: is this hammer build for dominating ok or should i just restart
« Last post by dddmemaybe on August 24, 2025, 05:07:07 pm »
Well, here's some pointers for the build, although non-min-max can still win and weird builds can still win. It might just be too hard to be worth it if you're not a giga expert. (because super hard mode)

Dodge/Evasion is generally low value on Dominating as the enemies have very good hit-rate. Especially requires very high Agility (and other dodge/evasion buff effects), not as low as 3.
Will 3 for PSI if trying to hurt enemies with psi, won't do good damage. It'll be really hard on the max difficulty, maybe impossible. There's good psi feats that need Will stat too.
Armor Sloping is bottom 5% of feats in the game, it's a lot weaker than it seems. Regen Supersteel later has exactly 50% penalty for Juggernaut and armor sloping just makes that gear worse. It's mostly only good on glass cannon sledgehammer builds (like con 3 or so) that don't take juggernaut, trying to get any durability and/or movespeed where they can.
You got dexterity 6 but not a single feat or weapon is using it all, so it's not doing as much. You'd save a huge number of skill points just dumping it all into intelligence, for this set up specifically.

In any case I'd give myself a big pat on the back if I made it all the way to level 12 on this guy on Dominating. It sucks that the character sucks but you played really well to win that much.

I tried to make a similar character for you at level 12 as an example but trying to be tanky, use a sledgehammer well, and psi attacks well, but it is just too spread thin. It's a bit too tight on the feats you have and the attributes slightly. It's probably better to drop either the tankiness, the sledgehammer, or the psi attacks.
https://underrail.info/build/?DA0DBgcDBwQAHABGAAAoISUAAENGFBQ3AABGAAAAMjkIK18tJlUkUN--
I couldn't fit in pyromaniac or premed or thermodynamacity. It's spread too much.

A good middle-ground might be the Sledgehammer + Psychokinesis build because it can scale the damage of psi ability off of Strength with corporeal projection, and stun a whole lot at mid-range to make up for bad movespeed. Maybe looks similar to this:
https://underrail.info/build/?EA4DAwgDBwYAQgBaAAAAAAAAAFpaKSZaAFoAIwAAWghfK2kULSpVJFBg4qOTAd--
97
Builds / Re: Help Crafting a Comprehensive Sword Guide
« Last post by dddmemaybe on August 24, 2025, 03:58:32 pm »
Am I wrong for thinking the Swords should be considered good against armored enemies since you can use the electroshock generator and crit against their very low dodge, of which, dodge is actually the very worst weakness for sword builds? Crafted, a Tichrome shock machete actually has way higher electric damage than mechanical, it's not even close. I think it's likely better to min-max around options that remove enemy dodge to 0 like an extra utility slot for taser + throwing net + flashbang, ect. If you have a lot of combat utilities and/or psi powers to overcome enemy dodge, then limited temporal increment (probably without future orientation) could help to sustain lock-down availability for extended fights, although not strictly a priority.

Also, I played a dedicated tank temporal distortion build that was solo TM. I think continuum ripple is not good here as its best advantages would be lost if you're not doing 90% of your damage on the build from temporal distortion explosions alone. Distortion will never be good aoe as a back-up weapon, even with continuum ripple, just use it to help snipe one enemy (or build pre-damage and run about in annoying boss encounters) in addition to grenades and whatnot.

If you have a rough time versus robots and metal armor foes, I think Grenadier + base LTI is the strongest idea (especially since you're typically already DEX 6+) as the emp grenade goes from 6 turns to 3 turns without LTI, and 2 turns with LTI. If you have any other effective stalling tools on that robot, you can dance around them and chip away at them (EMP stuns are long and can go to 3 turns at MK III). The metal armor enemies can be left there with flash bang which helps a lot if you can out-maneuver and re-flashbang later too, effectively ignoring them until fully isolated.

Also, if you're taking INT 10, DEX 16, and versatility, you should probably take High Technicalities for laser pistol as it would deal 40% more damage for just 1 perk slot and works good as bonus 5% accuracy ranged back-up compared to other options in general. The electroshock pistol only stuns the primary target, at optimal range: 5, so you'll often be better off just using something else as the second-hand slot is really expensive to eat up for just 1 turn ranged cc that will have way worse accuracy and ap cost than throwing net, taser or flashbang :-\. For example you could equip both the Chainsword to ramp up your Onslaught and Taste for Blood, then slam enemies with an option that ignores mechanic threshold while still being fully ramped like an energy or shock sword (probably carry all 3 at once with you in general). In any case though, I would always dodge INT above ~6 unless it's a crossbow (bowyer), full PSI, or dedicated laser pistol min-max build. If you put those 4 points into Agility you could have Blitz, Fancy Footwork, +12 MP, and easier stealth. +4 in CON, you'd have like 60% more health. +4 STR would be like 21% more sword damage.

This demo build I made should be reasonably easy to deal with Depo A acid dogs and scale to deal 219% damage from strength alone (23 with vitality powder + strength food) even though it sucks at crits. I think dropping all of the crit perks is a good idea if your dex isn't high as you'll be missing like ~13 raw crit chance as well as Ripper access. Cheap Shots also the incapacitation will be interrupted by flurry re-hitting a lot. As well as Flurry just killing without a crit with high strength.
https://underrail.info/build/?HhAHCgMDAwQAeADCoCgAbhkyUADCh8KHKSZkAEYARgAAajlhKxnCjBNOLxY8RybCh8KNwovCtiR84qeXA-KxvwXisogF4rKJAt--
98
Suggestions / No twitch in the medical synthesis unit
« Last post by Eidein on August 23, 2025, 05:53:01 pm »
There is Third Eye and Bullhead, but no Twitch?
99
I tried to make a knife riot shield build work, I played it until about level 20 and gave up. It's simply not worth it. Boarding up is a trap since most 1 handed melee weapons already have a way to block attacks (spear guardian, parry, boxing gloves), making the riot shield redundant. Shield bash doesn't scale damage with melee skill, and even with 5 spec it's just a free ~250 melee attack once per turn that dazes. The only time a riot shield would be relevant would be if you really care about armor penalty on a psi build, since riot armor with a psi beetle shield gives less penalty than a tac vest with a psi beetle plate. A riot shield could theoretically be useful on a pistol build since you probably already have 5 strength for steadfast aim, but you'd probably prefer a tac vest/leather armor.
100
Builds / Re: Melee & Gun hybrids?
« Last post by ShoggothWhisperer on August 23, 2025, 03:36:19 pm »
I like doing a dex versatility pistol build with Cleaver/Wasteland Hawk. Cleaver isn't redundant since it costs less ap to use than the hawk, is silent, and has a special attack that can break ribs and let you deal extra damage to a target. You already want melee skill for gun fu, and you want to be in melee range for the Wasteland Hawk for the daze/stun effect.
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