Hi folks.
It seems that new Versatility feat can be a good choice for classical knifer/punchers to do some ranged damage, even extra CC from xbow, only need to invest some point to hit the requirement of important feats. Personally I'm interested in the feasibility of max dex high agi&int energy pistol/melee build.
My energy pistol knifer on 1.0.3.20 DOMINATING got smashed after entering DC due to ran out of batteries. Fungi needs full 50AP to deal each: stealthed approaching-taser-plasma pistol execute, and tchortlings are real hell, abused crawler poison caltrop just to pass some area. Also made mistakes for having only 14 dex, thrown 2 point in per and feats mainly supporting pistols, maxed melee but no fancy footwork, no cheap shots or expose weakness...158 quality steel combat knife helps little 'cause only electro bypasses mechanical DR%/DT.
I really want to finish the DOMINATING run w/ energy build and versatility gave me hope. GFW banned the underrail.info so I can't visit that build simulator directly (if you have no idea what GFW is, meh, you are lucky). Posted my consideration as follow so you can give me some advice/help me to kill this fragile imagination.
-base ability-
STR 3 (dump it)
DEX 10++++++ (I will pick Grenadier for CC, plus three-pointer for extra ranged-damage)
AGI 6 or 7 (Spec Ops and Sprint, or Hit&Run)
CON 3 (dump it, infused pig leather are far more better on DOMINATING)
PER 6 (Aimed Shot, Point Shot, Ambush, add Cooked Shot maybe?)
WIL 3 (dump it, if I want some magical help, imprint and cryostasis are still ok with 3 WIL)
INT 8 or 9 (High-technicalities, high bonus for crafting)
Low PER and guns skill may force my character to make closed combat, for another option I will down INT to 5, make 10 AGI for Blitz, more speed, reliable stealth and lifesaving initiative, but damage from energy pistol would become much lower.
-skills-
Melee: max (I need it to boost guns and sometimes it's powerful too. At lv25 effective skill score with 17 dex is 284, guns will be brought up to 170)
Guns: 70 (in early game, 25 for Point Shot, 35 for Cooked Shot. Boost to 70 for Execute after I got powerful plasma gun)
Throwing: make 107 effective, or max w/ Three-Pointer.
Dodge: dump it (dunno if it's right, I already did this w/ last playthrough 'cause I always have QT and tons of beartrap)
Evasion: max (same question w/ dodge since too many foes can one-hit me on this difficulty)
Stealth: max
Lockpicking: make 100 effective, it seems fairly easy.
Hacking: make 120 effective with high INT or totally dump it.
Pickpocketing: invest 40 or dump it, depends on requirement.
Traps: make 100 effective (abusing traps after QT nerf might be a little inconvenient, but cover every tile w/ explosives is still handy. 100 provides a relatively long period for enemy to detect them)
5 crafting skills: always need at least 120 effective Electronics for my killing phasers, other branch depends on INT number and requirement.
3 psi schools: dump it or 45 PK for imprint/40 meta for cryostasis. Premeditation is also doable, you can never get enough for CC.
Social: make 105 effective merchantile (with high INT, dump the others)
-Feats-
1. Aimed Shot & Versatility
2. Opportunist or Sure Step or Sprint
4. Quick Tinkering or Grenadier
6. Ambush or Premeditation
8. Point Shot or Spec Ops or Three-Pointer
10. Dirty Kick or Blitz
12. High-technicalities (exchange w/ something above if got powerful energy gun) or Execute
14. Critical Power
16. Fancy footwork (when having Blitz) or Cheap Shots
18. Power Management
20. some missed feat above or Practical Physicist
22. some missed feat above or Psychostatic Electricity (when having Premeditation) or Weaponsmith/Skinner/Clothier
24. some missed feat above
Oh, does Rapid Fire work with energy pistols? Never tried this.
-Equipment-
Seeker NVG (burst fire won't be buffed by smart lens, and knife/energy guns highly rely on crit)
Infused Rathound Leather Overcoat (high crit chance and stealth bonus, mediocre defence)
Infused Pig Leather Boots (around 60-100 extra health, real lifesaving, 30 bonus carry capacity)
Utility Belt or Doctor's Pouch
Efficient Low/Medium Frequency Shield Emitter (1000 capacity at least)
Shock Supersteel Combat Knife
Pneumatic Reinforced Infused Ancient Rathound Leather Gloves (thanks to Ploluap's suggestion)
Smart Amplified Electroshock Pistol
Smart Amplified Plasma Pistol
Efficient Amplified Laser Pistol