Thank you for your replies. I am playing on normal difficulty with .... non oddity exp. Whatever they called that. To be fair, the only reason I am finding it easy is because I used grenades to kill a guy that none of my guns could scratch even after multiple loads. The armor he had was mechanical 9 thermal 7 cold 3 with 200% vs guns. The real threat right now is what seems to be a standard bad guy group. 2 psy, 1 is a brawler type, 3 dogs and a gunner. The gunner is usually nothing with that armor. Small damage. The dogs are annoying but easy to put down. Its the 2 psy's that give me trouble. Usually its a grenade opener, find a safe place, grenade again and burst them down. I say easy, but, really I just meant Doable with the right tactics. Between high end HE, Frag, Incendiary, and flashbangs, I have a grenade for every situation. This last group I mentioned was a optional area for me to kill off. I cleared them right after I finished the GMS. I fought the burrowers? for awhile but realized it would take so many resources it was not worth staying (and I may have gotten overwhelmed quickly if I stayed). Loaded my earlier save and walked away.
I did consider doing force field but figured I would scrounge up the 25 at some point later. As for not bothering with con, I looked up Dexterity early on and realized that the sweet spots vary based on the SMG. I figured I would get my dex to 8 or 9 based on which SMG i'm using and find that I need for the bonus. And then using the veteran feat to up the dex more to hit the next tier from there. It felt more like a late game tactic due to needing the right mods. Namely the reloader. Right now I have the 7 due to a misreading of the SMG stats when I first started. My current plan is aiming for a steel cat with rapid re loader and muzzle break. If it works that way with full auto its 9 rounds per burst, at a base of 13 AP which at 8 Dex its 11 AP. With the Veteran level goal being a 11 Dex for 10 AP. And only 200% AP cost for a burst from commando.
However, knowing now that effective level does not matter for what I want it to do, then I can still ignore wil. I do feel like perception is great for damage, but, at some point my % to hit will be high enough (on normal) that I don't know if I really need more perception. I am still a bit iffy on whether or not to leave con at 3 even with adding psy. I am at comfortable HP's at the moment but it can go bad fast with a bit of bad RNG. Which is why I considered offsetting the HP loss a little with a point or 2 in con as I level.
Assuming that everything's synergies work, Temporal contraction would be 3 burst fires with a 8.6 steel cat at veteran levels, 9 rounds per burst, And a adrenaline shot would allow up to 4 bursts. Before then I could use the 1 less burst AP leftovers for my grenades.
I would need 1 dex soon for the 11 AP cost. Then the veteran feat plus 1 more Dex for 11 dex total. (I assume veteran levels are only obtainable after beating the game and exporting to start over) Though if there is consumables I can use to take a 8 dex to 11 that would work too.
*** EDIT If any of this is incorrect or you disagree with my reasoning I would love to know. Or if you think I am not focusing enough on some aspect or don't know something about underrail feel free to let me know. This is my first character and I am enjoying the game so far. I have stayed spoiler free other then reading info about how exactly some things work, what feats there are, and some of the builds here. For example I don't know if there is a huge difficulty spike coming, or if I just have a false sense of safety right now just because of that armor.