Now that's something I haven't seen in a while! You can also use http://underrail.info.tm/build/ to plan your character builds, including feats. Comes with some handy options like showing skill bonuses from your house crafting benches and various items.
This is how your build would look like there:
http://underrail.info.tm/build/?GQgGAwoJAwfCh2oAAAAAZAAAAG7CgMKAMGPCgAAAAAAAYlVjJhYfOxVKSU9TRQ
Thanks, man. That looks like a cool tool there
.
Oddities are only a small part of total XP on Classic. Trust me, Classic is faster by far. Oddity is the main experience system and far better balanced, buuut if you don't like the idea of carefully looking around... you'll just have to suffer the horrible extra XP you get on Classic. You can easily hit the level cap too early on Classic but if you don't mind that, there's no downside to it.
Oddity looks really interesting. As you were saying, on Hard I managed to cap without even starting the Tchort Institute stuff, but when I checked my oddity list, I saw a half empty selection. Realistically, with me Oddity will add another layer of difficulty. If I play on Dominating, but get more xp than on Hard, then that is actually like a middle difficulty. Which sounds like where I need to be at
. 3/8 Foundry plans... ect., ect.
Seems like it's changed quite a bit since I last looked at this thread. You've dropped Quick Tinkering and gone for stealth, which means your only way of setting traps is sneaking around and slowly planting them before combat starts - I thought this was not your thing. Taking Stealth isn't bad advice, more versatility never hurts. And sometimes you just want to avoid fights. But you could play without if you don't like it.
Honestly, it hasn't changed that much. My initial point for stealth came more from a role-playing perspective. After all, coming through the front door to count how many and where they are, while they shoot at you is fun
. Still, I don't plan on making stealth a strong trait here. Stealth in this game works differently to, say, Guns, meaning that on top of you having to invest skill points in it, you also need to have actual skill to use it. Not a bad thing per se, just not that good with me
. But if I can walk close to the edges and show my face around a corner without getting swarmed, plus putting some traps and gas granades here and there, than it looks godd. Just not a very UghMericaH thing.
After all, if it doesn't help, it can do almost no harm.
Doesn't look like you need more skillpoints, but I'm gonna blather about crafting skill requirements anyways. If you don't mind crafting late game gear at the workbenches in your house, you could take ~100 points off from crafting. Something like this:
http://underrail.info.tm/build/?GQgGAwoJAwfCh2oAAAAAZAAAAG5uXzBjRgAAAAAAYlVjJhYfOxVKSU9TRQ (check the crating bonus option)
- The absolute highest possible mechanics you could need for a super steel tin can is technically 167, but less than 160 is probably good enough.
- 135 electronics is enough to make any kind of energy shield with quality 130 parts. Should be enough.
- Around 100 tailoring is good enough for metal armor, but you might want to go up to 120-140 if you plan to craft a secondary stealthy set.
- The exact thresholds depend on how good components you can find. It's a luck/patience thing; Mercantile will help with that.
- Ignore this if you want to craft gear on the field. (Mostly for super high quality components you might find in Deep Caverns.)
Useful info. Especially for those that want to min/max. I think I will stay away from the house shenanigans. Less management and less of a money sink, too. Keeps it a bit more simple
.
Take another look at Ambush and see if it interests you.
You managed to nail it
. It is the perfect choice. And it works in an interesting way. Thanks!
No need for 7 Int. Remember that after finishing main storyline quest in Core City, you can purchase workbenches in your house (hit the wiki for specific info) that will give you 15% boost to specific crafting skill.
True that. It is the better choice from a min/maxing perspective. Being aware of that, though, I will keep the points as they are
. I think I will completely pass on the house thing, too. Less management/money sink.
Very decent progression and selection. Though i would drop Gun Nut, unfortunately, it's not that good, certainly not as good to warrant 1 additional Int point investment.
Also, maybe switch Full Auto and Last Stand. With Thick Skull, Juggernaut and 10 Con you already have plenty of staying power for that level, but it will not help you without keeping up damage output.
Cheers!
The 1 point in Int comes mainly from having 130 Biology and 160 Mech. Mind you, I wouldn't want to get invested with a house. I know, it isn't the optimal choice, but it will mean less work for me. Gun Nut seems like the last available pick for a Spray and Pray type, too
.
More or less yay)
Green Light given! Let's do it!