Author Topic: Returning player. Quick check on sniper\traps build please?  (Read 390 times)

Billy_Wellington

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Returning player. Quick check on sniper\traps build please?
« on: November 08, 2025, 08:24:39 pm »
Hello people. It's been a while since i played.
I made 2 attempts before - once on game release and once with Expedition expansion.
First time i dropped the game inside the deep caverns and the second time, somewhere in the end of the DLC zone.
I've been playing on normal and then expedition on Hard, but i guess - both times it felt like my build was spread thin with feats (like, i had stealth crossbow with guns with throwing grenades and also some crafting feats, then energy pistols with swords and also crafting feats). This is the mistake i will try to avoid and i also plan bumping it up to Dominating, and having the mod installed that makes as many random events pop up in single save file as possible. (stuff like Coral and Booth at the same time, tower and arena masters, both extra SGS quests..) Obviously i am not a seasoned underrail maniac like some of the people here, but i get the hang of the game mechanics reasonably well.
Would some of you please be kind and do a final sanity check for me? Specifically in regards to feat order and some of the skills.
This is something i have in mind, the link below.
Few points from me with my thought process:
1) I would like to avoid using psi powers, so no cave wizardry for me.
2) Chemistry - 112 effective to craft highest tier frag mines. Probably less is enough for chem blob and napalm mines.
3) Not sure about biology. I thought about possibly using it for poison bear traps and crafting, not much needed to craft contaminated 12.7 rounds, there are also animal carapaces for armor but i probably better off using leather or riot armor with black cloth at all times.
4) Crafting and hack\lockpick skills are calculated with workbenches, huxkey, lemurean engineer suit and jacknife in mind. I find micromanaging food and drug buffs a bit tedious for my taste. I might have overspent on something, but i had maxumum theoretical numbers in mind, and i think in case of infused leather gear this is achiebable. But i honestly dont remember needing that much electronics or mechanics.
5) Later aquisition of snipe feat because by that poing it begins to do some serious damage, and it feels like other feats taking earlier offer more impact.
6) Specializaton order: shooting spree (shots), quick tinkering (ap), shooting spree (cooldown), quick tinkering (cooldown), opportunist (disabled targets). No snipe spec because i think the damage output will be high enough already and it's just meme numbers like plasma pistol execute.
7) Weapons of choice:  spearhead rifle for general combat shooting, 12.7 gun for shooting spree\snipe HVT liquidation
8) Pickpocket.. i never tried it before honestly, i just did a test run about until the Junkyard and found that it's pretty cool at removing health and adrenalin shots from people, also oddities for faster leveling. I also read that about 60 effective is enough to get all relevant stuff in the game. But i did it without stealth, i have no idea if pickpocketing in stealth fills the alarm bar slower or not.
9) Just enough mercantile to pass the highest vendor check - i did this already in Expedition and found that it provides a lot of high quality components. At this point i am not even sure lockpicking and hacking are needed at all, but there are still useful stuff in boxes..
10) How much do you think traps should be leveled? The plan was to stop at 30 for feats first, add gradually to reach 90 effective without boosting items except trapper belt to use any trap. But there is also disarming and retrieving..
11) Since i am planning to join JKK, how about dropping start perception to 8, start with 5 will and equip hypno googles for persuasion checks?  :o Or in this case it's better to bump the stat with all in effect when needed? Or bite the bullet, drop int to 3 and rely hypercerebrix?  ::)
That's about it.. will be glad if anyone had something to add. Especially for feat order and effective crafting skill numbers i should aim for.
https://underrail.info/build/?HgUHBwMQAwXCoAAAAAAAAMKgVTs8woHCgsKCVjbCkAAAAAAAAFMBGSYwHUB-AjV_SzPChTHCtcKkeOKijAPio7AC4qOxBeKvvATir70B37w
Thank you.



« Last Edit: November 08, 2025, 10:20:22 pm by Billy_Wellington »

Eidein

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Re: Returning player. Quick check on sniper\traps build please?
« Reply #1 on: November 15, 2025, 08:21:53 am »
Your feat order is pretty abysmal. And your crafting skills are way too high.

https://underrail.info/build/?HAUICAUOAwPClmQAAChnwpbCgig3AMKCwowtEAAAAAAAAABlATl_TjUCfjdLM0FJwoXCg8K1eGzipKII4q-8BOKvvQHfvg

Sniper should look something like this.

Vokial

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Re: Returning player. Quick check on sniper\traps build please?
« Reply #2 on: November 15, 2025, 10:50:26 am »
Here you go:
https://underrail.info/build/?HgUHBwMQAwXCoEAAAAAAwqBcSABab28mL28AAABGVgBEKygBHRk1An7Ch0t_QMKIMD8zJMK14q-8BOKvvQHisaAF374

It has all the feats and skills you need to shoot as frequently as you can, while excelling with traps with ease.

Eidein

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Re: Returning player. Quick check on sniper\traps build please?
« Reply #3 on: November 15, 2025, 08:43:43 pm »
Here you go:
https://underrail.info/build/?HgUHBwMQAwXCoEAAAAAAwqBcSABab28mL28AAABGVgBEKygBHRk1An7Ch0t_QMKIMD8zJMK14q-8BOKvvQHisaAF374

It has all the feats and skills you need to shoot as frequently as you can, while excelling with traps with ease.

Horrible build

Vokial

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Re: Returning player. Quick check on sniper\traps build please?
« Reply #4 on: November 16, 2025, 12:02:06 pm »

Horrible build

Another meaningless comment without any reasoning.

The build I made is the most proper one, if you want Traps instead of Thermo-D.
Unlike yours, that inlcudes 8 feats that are UTTERLY USELESS on a sniper and absolutely terrible allocation of stats, spec points and skills. Latter which doesn't even inlcude Traps, despite the title of the thread - which you apparently forgot after 5 seconds. And after about 15, you seeminlgy also forgot that you're supposed to do a sniper build in the first place with missing skills and feats that are absolutely crucial. Instead you produced something that's bad and sometimes short-therm mediocre in everything it does.

Bud, you don't need to address every thread. Sometimes it's best to stay silent. I don't chime in discussions about characters that are pure psi or melee focused. It's not my field, not something I find interesting, I don't care for those. I advise you the same approach. Becuase it's one thing that you're spreading nonsense, but your dumb enough to call on others providing valuable info - which is even more harmful for OP and pretty much everyone else.
Do yourself a favor and follow the example of your profile pic for this one.

Eidein

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Re: Returning player. Quick check on sniper\traps build please?
« Reply #5 on: November 17, 2025, 08:43:17 am »
Imagine calling a build that beat psiless ironman terrible and pretending a build with TM, expert traps, and useless shit like 5 int and paranoia is the pinnacle of sniper builds.

Funny guy.

Its a sniper/smg build if that wasn't obvious brother, go ahead and name a useless feat in my build. Nothing about the stat allocation is "random", its fine to not understand the build. The only thing that isnt tied to a feat or damage is constitution which as you should know gives you health points, rather important on an ironman run without the cheat codes of temporal manipulation.  ;)

You want a pure sniper build, I present my magnum opus, 8 shots in a single turn!

https://underrail.info/build/?HgQFDQMNAwPCoHMAAAAAwqDChB5GAH19D0EAAC0jRgAeWgE5K38_NQJ-R0vChzPCiMKFMcKlwrXCpOKnlwPip74H4q-8BOKvvQHfvg

« Last Edit: November 17, 2025, 10:46:53 am by Eidein »