Author Topic: Newb Sniper/Ar build  (Read 10443 times)

Easyprey

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Newb Sniper/Ar build
« on: November 13, 2024, 12:54:44 pm »
Howdy.

After a few test runs, I started my current playthrough on Hard difficulty.

I'm currently lv 22, considedring to go in Expedition. I have to admit I'm pretty satisfied with my build (combat wise at least ...), I didn't follow any precompiled build, just read around casually, mostly to understand what feats actually did, gameplay mechanics, etc..

Since I've got snipe, I open fight from stealth with it. Got my hands on the Dragunov, refubished it pretty soon. Added killing spree, then commando.
I regularly kill 4 target during first round, if things don't work out smoothly I pop premeditation+ time contraction + adrenaline.
I use traps only but seldomly. I made vast use of molotov cocktails early on for area denial and setting stuff on fire, now much less.

Ofc if I somehow miss a 95% snipe & aimed shot I'm done for, but that's acceptable I guess.
Crawlers have been a major pain in the ass, especially those leading to the Black Crawler Lair near Rail Crossing.

What gives me pause is the crafting section of my build. I took 7 point in intelligence, but at the moment I only took Power Managment from the crafting feats (and I'm even second guessing it...).

I tried to craft weapons and armors, to get use of mechanics and tailoring past 50 points, but utill now I'm not very satisfied with the results. Unique weapons are more than adequate, (Dragunov, K&H KH416 , Thumper). Recently I managed to craft Rapid Precise Chimera which is arguably better untill I can refurbish the Kh416.

Leather armors, and hence tailoring, are the true let down though. I don't need dodge and evasion. Neither damage resistence really. Rat King Regalia was very good untill I decided to move from 5 to 6 strength, now I really don't know what to use and crafting doesn't help with that at all.

Jkk tactful jacket is meh. Crafting a new cave hopper leather for that useful +1 agility? I guess that's an option, but going from +20 stealth to + 40 stealth doesn't feel like a bouns worth of the points I spent in tailoring.

Electronics has good payoff at least, the crafted shields are good, taser is a must, but I doubt I will really feel that +35% capacity in the end.

Chemistry
will stay low, I find much more granades of what I make us of lately, but it has been pretty helpful early on.
Same for biology. I find so many hypos right now, though It has been pretty helpful to be able to craft adrenaline a few level ago.

I guess on my next run I won't give 7 points to intellect, I didn't see much benefit in it. And keep tailoring at lower levels if my build doesn't need specifically a good armor.

About specialization points I guess I made a mistake in taking the opportunist ones instead of the concentrated fire ones, but I'm not feeling my damage output hindered at the moment.

I guess this post was to ask for any general advice and see if there's anything major that I've missed.

Would this build work on Dominating? How could I optimize it?

Vokial

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Re: Newb Sniper/Ar build
« Reply #1 on: November 17, 2024, 05:23:08 pm »
Traps are much-much more useful with Trap Expert. It's a lot more than QoL, like how it seems. Simply placing traps almost immedaitely allows you to set them up a LOT closer to enemies with stealth. Quick Tinkering is perhaps the best CC in-combat ability. Interloper + Hit and Run is a must, Sprint is not needed. Ambush is fundamental too.

In general, I don't see the reason to get feats for two separate weapons that both meant to be used as main source of damage. When an enemy is within AR range (or even a tile close), you can just as well kill them with a sniper rifle. Due to this, taking feats of anything else is a waste. Especially if they involve you wasting stat points too. Also you have to carry more bullets, often different caliber. A pistol can be the only exception as it won't fight the rifle, it supports it with boosting your Initiative and allows you to perform Kneecap Shot with the longest range and the cheapest AP. Excellent CC ability for any incoming melee.

In addition, with high Detection and Stealth, crawlers pose zero danger and are just sitting ducks. Even without Motion-Tracking Goggles with NV, you can easily spot them before they notice you and just pop them. They also cannot open doors. Paranoia helps your bad Initiative and is pretty much the anti-crawler feat for so many reasons. Once you are able to make crawler poisoned Bear Traps and see just how immensely OP those are, you feel like you want to farm these critters. Incendiary Traps are also amazing to trigger Fear and Ambush on demand where you want it.

Any case, here's a tried and tested DOM-proof Sniper build for reference:

https://stygiansoftware.com/forums/index.php?topic=10837.0
« Last Edit: November 17, 2024, 05:28:06 pm by Vokial »

Eidein

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Re: Newb Sniper/Ar build
« Reply #2 on: November 18, 2024, 01:26:32 am »
Dragunov is bad use AFW instead until you get a spearhead and/or a harbinger.

And traps are lame.

Eidein

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Re: Newb Sniper/Ar build
« Reply #3 on: November 18, 2024, 01:29:24 am »

In general, I don't see the reason to get feats for two separate weapons that both meant to be used as main source of damage.


Disagree here, I think AR is the wrong choice since AR can kill anything sniper can kill, just better. However SMG pairs very well with sniper, incendiary bullets can proc ambush and its a good low ap close range choice.

Easyprey

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Re: Newb Sniper/Ar build
« Reply #4 on: November 18, 2024, 12:32:14 pm »
Thanks for the replies, guys.

Traps are much-much more useful with Trap Expert. It's a lot more than QoL, like how it seems. Simply placing traps almost immedaitely allows you to set them up a LOT closer to enemies with stealth. Quick Tinkering is perhaps the best CC in-combat ability. Interloper + Hit and Run is a must, Sprint is not needed. Ambush is fundamental too.

In general, I don't see the reason to get feats for two separate weapons that both meant to be used as main source of damage. When an enemy is within AR range (or even a tile close), you can just as well kill them with a sniper rifle. Due to this, taking feats of anything else is a waste. Especially if they involve you wasting stat points too. Also you have to carry more bullets, often different caliber. A pistol can be the only exception as it won't fight the rifle, it supports it with boosting your Initiative and allows you to perform Kneecap Shot with the longest range and the cheapest AP. Excellent CC ability for any incoming melee.

In addition, with high Detection and Stealth, crawlers pose zero danger and are just sitting ducks. Even without Motion-Tracking Goggles with NV, you can easily spot them before they notice you and just pop them. They also cannot open doors. Paranoia helps your bad Initiative and is pretty much the anti-crawler feat for so many reasons. Once you are able to make crawler poisoned Bear Traps and see just how immensely OP those are, you feel like you want to farm these critters. Incendiary Traps are also amazing to trigger Fear and Ambush on demand where you want it.

Any case, here's a tried and tested DOM-proof Sniper build for reference:

https://stygiansoftware.com/forums/index.php?topic=10837.0


I get how strong traps are, I tend to use them only when I'm struggling. I did in the early game, now I rarely do. I still carry a few traps around for thought times.

During a previous test build a got interloper. Made stealth a lot more easy to use.
I guessed I could have done without, but it's definetly useful.

My previous test builds were to determine which side arm to use with a sniper. I tried pistols and Smgs. I decided to save pistols for a full pistol run.
I was undecided between AR and Smgs untill the last moment. Smgs a probably a better complement to Sniper Rifles, yeah.

Although I don't think I completely wasted that point really. Isn't 6 strength needed to carry that last unique SR?

About crawlers. I'm running a high perception build, and I carry around a pair of detection goggles. Still, it takes a few moments to spot them, and sometimes they still take me by suprise. They are less of a threat now, but I did struggle a lot with some early encounters.
I dread what pain in the ass they could be for a low perception build, especially since I'd like to try a psi build next.

All in all, in retrospective, I think I've ditched too many QoL talents, probably because as a newb I expected some crazy difficult ahead.

Thanks for your advice.

Easyprey

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Re: Newb Sniper/Ar build
« Reply #5 on: November 18, 2024, 12:49:43 pm »

In general, I don't see the reason to get feats for two separate weapons that both meant to be used as main source of damage.


Disagree here, I think AR is the wrong choice since AR can kill anything sniper can kill, just better. However SMG pairs very well with sniper, incendiary bullets can proc ambush and its a good low ap close range choice.

Dragunov is bad use AFW instead until you get a spearhead and/or a harbinger.

And traps are lame.

Smg feels pretty solid too, they are probably a better pairing. My idea was to have 2 one shot long range, then 2 (3) one shot (burst) mid range.
I felt like smgs would need me to be too close to the enemy for my own good.

And yeah, AR can kill almost anything with one burst. Almost.
I feel like a 400% damage snipe can hit that spot.
AR definetly can work on their own, but then what? If you prefer, let's say this is an AR glass cannon build with a side of SR  ;D

About Dragunov, I progressed in the game and crafted 12.7 mm reaper harbringer. Now im doing Expedition, still haven't tackled DC.
Having fun murdering scores of natives with contaminated bullets atm.

I still didn't find the AFW.

My bad, I looked it up, apparently I missed it in Foundry.  ???
I'm going to give it a try now, thanks.
« Last Edit: November 18, 2024, 12:51:15 pm by Easyprey »

Eidein

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Re: Newb Sniper/Ar build
« Reply #6 on: November 18, 2024, 12:55:39 pm »
AR kills everything and anything, my AR build 1 burst 8k hp off the final boss.

Easyprey

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Re: Newb Sniper/Ar build
« Reply #7 on: November 18, 2024, 01:15:39 pm »
AR kills everything and anything, my AR build 1 burst 8k hp off the final boss.

Yeah, I'm sure of it. My point was exactly that it may feel a little boring to just burst things down after a while.

But that's just my opinion or a matter of personal preference if you will.

After all this is my first full fledged playthrough, I think it's understandable I wanna try and mix things a little.

Eidein

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Re: Newb Sniper/Ar build
« Reply #8 on: November 18, 2024, 01:56:00 pm »
Oh sure AR is boring braindead, SMG is much more fun. Especially paired with sniper.

Easyprey

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Re: Newb Sniper/Ar build
« Reply #9 on: November 19, 2024, 08:50:54 am »
Well, for this playthrough I lost my chance when I took concentrated fire instead of spec ops.

Next time, I guess  ::)

Or the next after that, because next run is going to be either psi or pistol  ;D

Easyprey

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Re: Newb Sniper/Ar build
« Reply #10 on: March 05, 2025, 07:18:40 pm »
I reiterated my initial idea and brought this build, after some minor tweaks and a little more experience, into dominating.

The gist of it is still the same: sniper rifle + assault rifle + temporal manipulation.

Talents as follow (order is casual):

-aimed shot
-sprint
-snipe
-opportunist
-premeditation
-tranquillity
-sure step
-granadier
-shooting spree
-commando
-Psycho-temporal Acceleration
-blindsiding
-concentrated fire

Stats are like this:
  • str6
  • dex6
  • agi6
  • per15
  • con3
  • will3
  • int6

I know it's not perfect, I realized too late a glaring mistake with dexterity, but right now its working very well.
I'm lv 23, approaching 24. So I'm about to pick my last talent and last stat point.

Given my points allocantion, I could add that one last point to either dex, agi, int, or even strength, in case I'd want to pick a specific talents.

I'v narrowed down my options to:

  • nimble
  • paranoia
  • full auto(needs +1 to str)
  • critical power
  • skinner(needs +1 to int)

I know critical power is a pretty strong (and popular) talent, but I feel it as the weakest choice here.

At the moment I'm leaning towards nimble, with paranoia and full-auto both in second place.

Thoughts anyone?
« Last Edit: March 05, 2025, 08:26:13 pm by Easyprey »

Eidein

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Re: Newb Sniper/Ar build
« Reply #11 on: March 10, 2025, 09:49:40 pm »
Quote
I know critical power is a pretty strong (and popular) talent, but I feel it as the weakest choice here.

Its the strongest choice there, snipers rely on getting 1 shots to refresh shooting spree. Usually you have 100% crit chance from ambush and you always use aa scope on snipers giving you lots of crit bonus dmg.

Having more crit dmg ontop means you will be 1 shoting always and getting your refreshes.


Vokial

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Re: Newb Sniper/Ar build
« Reply #12 on: March 10, 2025, 10:48:18 pm »
SMG's are DEX based, Snipers are governed by PER. Aiming to use them together will make both worse than speccing on one. This is for people who cannot make a decision and get the worst of both worlds. Probably play on a gaming laptop too.

If you're going with the sniper rifle, you aim to refresh that Aim Shot and Shooting Spree by using your rifle as much as possible. Every time you park it in favor of another gun, you weaken it's potential. Same goes for taking different feats instead of ones that buffs your chosen gun. It's a waste.

Eidein

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Re: Newb Sniper/Ar build
« Reply #13 on: March 10, 2025, 11:26:37 pm »
SMG / Sniper is great SMG can do with 8 dex only which fits perfectly into a sniper build. I beat dom without dying with psiless trapless SMG/Sniper. Its a perfect build.

https://underrail.info/build/?HAUICAUOAwPClgBkAChnwpbCgig3AMKCwowtEAAAAAAAAABlATl_TjUCfjdLM0FJwoXCg8K1eGzipKII4q-8BOKvvQHfvg

SMG/Sniper build btw. Both weapons complement each other perfectly and each fulfil a specific niche unlike assault rifle with can do everything at any range without the help of sniper.
« Last Edit: March 10, 2025, 11:29:22 pm by Eidein »

Easyprey

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Re: Newb Sniper/Ar build
« Reply #14 on: March 13, 2025, 11:39:24 pm »
Quote
I know critical power is a pretty strong (and popular) talent, but I feel it as the weakest choice here.

Its the strongest choice there, snipers rely on getting 1 shots to refresh shooting spree. Usually you have 100% crit chance from ambush and you always use aa scope on snipers giving you lots of crit bonus dmg.

Having more crit dmg ontop means you will be 1 shoting always and getting your refreshes.



Indeed, I eventually took critical power. My build doesn't revolve around crits though and has a rather low critical chance. Still a chunkier amied shot felt ultimately more usefult then the other options.

I'm not going to argue over what's has been proven to be optimal already.

SMG's are DEX based, Snipers are governed by PER. Aiming to use them together will make both worse than speccing on one. This is for people who cannot make a decision and get the worst of both worlds. Probably play on a gaming laptop too.

If you're going with the sniper rifle, you aim to refresh that Aim Shot and Shooting Spree by using your rifle as much as possible. Every time you park it in favor of another gun, you weaken it's potential. Same goes for taking different feats instead of ones that buffs your chosen gun. It's a waste.

Not sure if you're replying to me or Eidein. Personally, I don't like smg that much, it feels just weaker than AR. Or... I don't know, let's say I don't see its plus.
The fact needs dex to shine also puts me off.

AR on the other hand is a strong and versatile weapon, easily made into a side weapon, in my opinion. And it just feels more homogeneous to the sniper rifle.
Also I like the idea to just open fight sniping, then change to Ar, then reposition and snipe again. 4-5 five kills first round, 3-4 second - snipe, aim, burts, burst, burst, lti, aim, burst, burst, then stasis or whatever depending on the situation. If needed when I come out of stasis, killing spree is ready to go again.

For me that works, and I'm already playing on dominating, so...

SMG / Sniper is great SMG can do with 8 dex only which fits perfectly into a sniper build. I beat dom without dying with psiless trapless SMG/Sniper. Its a perfect build.

https://underrail.info/build/?HAUICAUOAwPClgBkAChnwpbCgig3AMKCwowtEAAAAAAAAABlATl_TjUCfjdLM0FJwoXCg8K1eGzipKII4q-8BOKvvQHfvg

SMG/Sniper build btw. Both weapons complement each other perfectly and each fulfil a specific niche unlike assault rifle with can do everything at any range without the help of sniper.

You have way to much experience mate, not very reletable.  ::)

I mean it in a good way. Thanks for your replies, by the way, always informative.

Though from my prospective, I must say I'm not sure I will play dominating again. Not because of it's difficulty, rather for how tedious is the start. Dominating economy is really fucked up, and even if I'm kind of obnoxious with picking and selling stuff, I really don't think I need to be enabled to do it even more. That's probably unhealthy, I guess?

Pity, because I liked the chunkier Bosses and special encounters.

That said, I really can't think of playing a dominating run with handicaps and no deaths.  ::)

One day, maybe  ;D