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41
Builds / Re: New Player: is my goofy roleplay build salvageable?
« Last post by PaposikG6 on February 26, 2023, 08:18:12 am »
The build is bad, like real bad. Your stat allocation makes no sense.
You can't really tank anything with 4 CON and 9 INT is way too high, you only need 7 INT to unlock special chemical pistol feat, and your dexterity is just terrible.
You can probably brute-force your way through the Depot by sneaking around most of the enemies rather than fighting them and cheesing the ones you have to fight but i'd suggest you to make another character.

Here is an example chemical pistol setup:
https://underrail.info/build/?CAUMBgMGAwcyHgAAHgAoIxkeABQeKB4UAAAAAAAAFAE5JCbCkVbfvw
High dexterity is essential and you really want to put any stat point you have when levelling up into DEX so your attacks cost less AP. You level up guns until 70 base to unlock execute, then around level 14 you can grab versatility and put skill points into melee. The way versatility works, you can put points into melee (which scales with DEX) and then it will be later converted into points in guns (which would normally scale with PER) if it's higher, so you can lower AP cost of your attacks and level up your guns skill at the same time. With high Perception and on lower levels, versatility doesn't really do anything.
You can make incendiary/cryo chemical pistols to deal with the mutants but the parts are rare to come by before depot a, mostly it can be found randomly sold by gort, colton and blaine.
Cooked Shot feat is also very important for chempistols because it gives you AoE.

In regards to Traps skill, it's useful but if you don't mind dying a lot then you can simply memorize where the mines are and don't step on them or use Detection goggles to find them.
42
Builds / Re: help with unique 44 mag build for dom
« Last post by Hooch_Sauce on February 26, 2023, 05:13:40 am »
Thanks bunches for the details. Cheers!
43
Builds / New Player: Help with Ninja Melee build?
« Last post by BambooChamploo on February 26, 2023, 12:21:19 am »
Hey guys, I'm looking to create a Stealthy build focused around Ambushes with Grenades but I'd also like to be able to fight in melee. Where should I put my stats and skills? If I focus on Melee, Stealth, and Throwing should I go Strength or do I do Dexterity? What Psi disciplines should I dip into, or should I go pure? I've got a lot of questions, and I'd appreciate your help guys.
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General / THANK YOU STYGIAN
« Last post by tka on February 25, 2023, 11:58:36 pm »
just wanted to say thank you. playing Underrail:Expedition was quite like going onto vacation which I couldnt afford for years now. such a comprehensive experience. everything I wanted to be in such game is right there - so thank you)
45
Builds / Re: Absolute beginner looking for help with Tank/Pyro build
« Last post by A_Mad_Alien on February 25, 2023, 11:20:14 pm »
I'll sure try it out, it seems fun
46
Builds / New Player: is my goofy roleplay build salvageable?
« Last post by Obe4ken on February 25, 2023, 10:38:23 pm »
Hi all, I got the game years ago and was intrigued but couldn't get into it.  I picked up Expedition yesterday and started a new game on Normal with Oddity xp and I'm loving it.  Unfortunately I'm having what seems to be a common experience in getting my ass handed to me by Depot A.  I've attached images of my stats, skills, and feats.  My idea going in blind was to try make a sneaky dodge tank mad scientist, but I mostly just seem to die.  Stealth seems less useful than I hoped since I haven't leveled lockpicking or traps.  I met Fixer in the Junkyard and crafted myself a cool chemical pistol!  Unfortunately the mutants in the depot resist half the damage and I can't get many attacks off anyway since I didn't invest in Dex.  I bought some MK2 Frag Grenades for aoe dmg and flashbangs for cc, but I can't seem to finish off one group of enemies before reinforcements arrive.  I've crafted morphine and adrenaline for even more survivability, but the simple fact is I just don't output enough damage.

I would appreciate tips for getting through the depot with the resources currently at my disposal as well as advice on where to take my character going forward.
47
Builds / Re: help with unique 44 mag build for dom
« Last post by PaposikG6 on February 25, 2023, 07:42:15 pm »
https://underrail.info/build/?HgUQBwMHAwVGOgDCoB7CoDJRMi0AMsKCDyhkAAAANwAAAAEXKxlZHls6wofDksKjw5FOJhHCsw0x4rWuCuK9hAXfvw
love it. What were the minor adjustments? Also I am adding persuasion so my gun isn't the one doing all the talking, and wanted to ask. Is 80 effective enough to reach all the checks (with modifiers from items)? Thanks in advance.
One of the changes i had in my build was that i actually didn't use psi at all, so my build was a bit weaker but it wasn't very noticeable and I was still able to kill basically everyone anyway, including Faceless Commander and Four Naga Protectors. I also had a bit of both mercantile and persuasion but i removed it in this sample build so you could make choice for yourself. Also i had higher mechanics because i used crafted guns.

In regards to persuasion, if you join JKK and got the jkk tattoo from Booth, you can gain +30 persuasion with no investment.
Highest persuasion checks are: 110 effective (including item bonuses) to skip one fight in Deep Caverns at the end of the game.
105 effective (including item bonuses) to convince Captain Grim if you join the pirates to let you do all raids alone.
80 effective persuasion alone should let you pass almost all checks there are, at least the important ones. With 80 effective persuasion, crafted heartbreaker boots (+10), jkk suit (+15) and jon's special food (+5) you will practically be able to pass everything. There is also white dude foodstuff which can be bought from Drag and Drop bar in the waterways which gives temporary +15 persuasion so if you truly want to min-max, you can go as low as 70 effective without modifier items.
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General / Re: is lockpick bad (or at least worth less than more temporal manipulation)
« Last post by Vokial on February 25, 2023, 06:44:53 pm »
However if you play on Oddity, it's rewarding to have it throughout the whole game as there are a lot of those behind locked doors and containers (same with Hacking).
49
fair enough. Thanks for the help.
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Builds / Re: help with unique 44 mag build for dom
« Last post by Hooch_Sauce on February 25, 2023, 05:00:54 pm »
https://underrail.info/build/?HgUQBwMHAwVGOgDCoB7CoDJRMi0AMsKCDyhkAAAANwAAAAEXKxlZHls6wofDksKjw5FOJhHCsw0x4rWuCuK9hAXfvw
love it. What were the minor adjustments? Also I am adding persuasion so my gun isn't the one doing all the talking, and wanted to ask. Is 80 effective enough to reach all the checks (with modifiers from items)? Thanks in advance.
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