That's funny, I was accidentally using that corner trap thing the other night when clearing out the Protectorate jail - bear trap the door then walk around the corner.
I think I'm OK with skipping stealth. I can save-scum my way through scouting a bit. It will be less optimal, but in theory I should be able to trap, grenade, or just shotgun, my way through.
I forgot that Gun Nut only effected the top damage range - less useful. I'll skip it, which in turn means skipping the 7 int requirement.
I don't think I want to go full heavy armor, I'll probably try to stick around 15% to take advantage of nimble. BUT, the first 5-10 levels I don't see any points to really put into dodge or evasion, so should I scrap that idea and go heavier armor? Just forgo nimble entirely then?
Skipping stealth also means I don't take blindsiding. And lowering int means no Philosophy perk I guess (would need 7 to get to level 3 with a buff), but I'm not sure if that matters since I would mostly be using TM for stasis and the related 'adrenaline shot style' feats.
I can start with 5/6/8/5/8/3/5 and not have any penalties aside from will, which I won't be using. I could go to 3 or 4 on intelligence but since I want to do moderate amounts of crafting, the penalty seems like a bad idea to take on. Con I figured offsets my 'not using stealth' approach, strength I need 5 for most shotguns, 6 dex for grenadier because I do quite enjoy it and think I'll stick with using them, even if I just buy grenades.
For crafting, I will say I don't want to depend on house, drug, other things to 'temp boost' my stats. I'd prefer to just having to going right, so the no intelligence penalty thing is really appealing.
Level 4 would look something like this:
https://underrail.info/build/?BAUGCAUJAwUeABQAAAAAABkZAA8FFAoFHgAAAB4AABkkORnCsN-8Pushing to level 10, I've put mercantile at 25 because that's what's best before depot A, per various things. 20 points in Bio for gas grenades but I stopped there. Pushed TM to 35 per advice from a couple guides. Throwing to 30 for grenadier. Tailoring pushed to 50 for siphoner leather armor. Pushed some more crafting skills since I wasn't quite sure where to put points. Could have started on dodge/evasion I guess.
I don't think I want to push biology much beyond 20 - I don't want to farm deep caverns or fish, which seems to be a requirement.
I put my spare stats into perception - which means I wouldn't get blitz. If I instead put them into agility I could get blitz, but is it worth pushing for by 10? Online reviews vary from 'it's absolutely needed' to 'it's completely useless'. Wasn't sure how it would mesh with normal mode's lower health pools on enemies giving me more resources to work with via more kills, and me having adrenaline and TM available anyway.
Then after 10, after depot A, not quite sure what to do aside from continue to increase guns, hacking/lock, try to get crafting to 100-150 apparently, and I guess mercantile up.