Author Topic: traps,stealth,sniper,shotguns?  (Read 6265 times)

saryn228

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traps,stealth,sniper,shotguns?
« on: September 23, 2019, 01:33:43 pm »
I am looking to complete this game for the first time after several attempts using many different builds (usually quit the previous runs around the drill parts quest). My last run was a Psi run and i did fine with a ton of reloading because of bad combat RNG with the mutants.

Was doing some reading and some people are saying stealth and trap builds are among some of the strongest in the game (and psi but i wasn't having too much fun with it). I wanted to try making a Sniper Rifle, Crossbow, Trap build that uses stealth and would like some help making a proper starter for the build and maybe a few tips for playing through the early game.

http://underrail.info.tm/build/?AQUFCAUHBQUPAA8AAAAPDw8ADw8AAAAPAAAAAAAAAAEi378
« Last Edit: September 23, 2019, 03:41:03 pm by saryn228 »

HulkOSaurus

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Re: Crossbow,traps,stealth,sniper
« Reply #1 on: September 23, 2019, 02:24:06 pm »
It looks terrible. I don't mean to discourage you.

Get in the habit of choosing which stats will serve you best and increasing those as much as you can, while dumping other stats which will not help your build. 7 Perception is really bad when it comes to either snipers or crossbows. Your accuracy will plummet.

Another advice I can give you is not to use weapons of similar purpose. Sniper Rifles and Crossbows have similar functions, but need different perks to operate well. Mixing those will not give you optimal, but more importantly - fun results. If you mix, for example, shotguns and crossbows, or snipers and shotguns it will be better.

saryn228

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Re: Crossbow,traps,stealth,sniper
« Reply #2 on: September 23, 2019, 02:49:07 pm »
It looks terrible. I don't mean to discourage you.

Get in the habit of choosing which stats will serve you best and increasing those as much as you can, while dumping other stats which will not help your build. 7 Perception is really bad when it comes to either snipers or crossbows. Your accuracy will plummet.

Another advice I can give you is not to use weapons of similar purpose. Sniper Rifles and Crossbows have similar functions, but need different perks to operate well. Mixing those will not give you optimal, but more importantly - fun results. If you mix, for example, shotguns and crossbows, or snipers and shotguns it will be better.
Well I am not exactly sure how I should allocate my stats and if I recall correctly some shotguns do require at least six in strength to use? I am trying to make a build that works with stealth also so wouldn't that be a detriment since they are super loud?  I don't want to discount your advice but i have almost 70 hours in the game already and while mixing sniper rifles and shotguns seems like a good idea I am just not really too keen on how stealth works to know how i should do my points and starting perks.

saryn228

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Re: Crossbow,traps,stealth,sniper
« Reply #3 on: September 23, 2019, 03:40:31 pm »
http://underrail.info.tm/build/?AQUFCQQKAwQPAAAAAAAPDw8ADw8PAAAPAAAAAAAAAAFh378 changed some things around to use shotguns instead of crossbows but kept stealth and trap.
Is there any way to improve this at all? I am a bit in the dark here.

HulkOSaurus

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Re: traps,stealth,sniper,shotguns?
« Reply #4 on: September 23, 2019, 04:14:22 pm »
Well, the shotgun example was just that - an example. Shotguns cover closer combat much better than either snipers or crossbows, so you can still make stealthy takedowns from range, but there will always be situations when you'll have to fight close quarter. Shotguns will shine then. Think of them as pseudo melee weapons which benefit from your Guns skill.

As for the particular build you've posted - I'd do it like that:

http://underrail.info.tm/build/?AQYHBQQJAwYPDwAAAAAPAA8ACg8ADwAKAAAAAAAACico378

7 Dex is for Quick Tinkering. Any build that says they want to do traps needs this perk.

No need to max Stealth because you'll get Stealth bonuses from equipment. As the game progresses, you will be able to put more points there, but keeping Stealth maxed at all times is a waste of skill points, imho. That is not to say that you don't need it, just that you can spend your points more optimally.

Same goes for the Traps skill. Even though you're a Traps build, allocating too many points into Traps is a waste. You need 25 points to take Quick Tinkering, after that put only as many points as you'd need to use a certain trap - no more. Your high Perception will help with Trap detection, so you have nothing to worry about.

I know that new players love Lockpicking and Hacking, but between the two I'd advice to choose only one and use the points in Crafting. Crafting will produce much better results than either/both Lockpicking/Hacking in the long run. There are benefits to having them, but Crafting is just downright better.

Speaking of crafting - try getting 50 Effective Chemistry as soon as possible. You will love MKIII Frags/Flashbangs for after you've started combat from Stealth. And there are a plethora of other tools available from Crafting that will make your life easier. Your Throwing skill will help you land Hunting Nets, as well, which will help you control choke points and doorways.

Always try to put as many points as you can spare into Mechanics because that skill will give you the best Shotguns and Snipers in the game.

Mercantile will help you with shopping and opening special stores which will have parts for weapons and armour you'll need.

As for perks - take Grenadier, Quick Tinkering and Sure Step as soon as you can. Consider taking Aimed Shot and Leading Shot after that. Sixth Shell is quite decent to have.

PS: you playing Warframe, by any chance?

saryn228

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Re: traps,stealth,sniper,shotguns?
« Reply #5 on: September 23, 2019, 04:22:49 pm »
Well, the shotgun example was just that - an example. Shotguns cover closer combat much better than either snipers or crossbows, so you can still make stealthy takedowns from range, but there will always be situations when you'll have to fight close quarter. Shotguns will shine then. Think of them as pseudo melee weapons which benefit from your Guns skill.

As for the particular build you've posted - I'd do it like that:

http://underrail.info.tm/build/?AQYHBQQJAwYPDwAAAAAPAA8ACg8ADwAKAAAAAAAACico378

7 Dex is for Quick Tinkering. Any build that says they want to do traps needs this perk.

No need to max Stealth because you'll get Stealth bonuses from equipment. As the game progresses, you will be able to put more points there, but keeping Stealth maxed at all times is a waste of skill points, imho. That is not to say that you don't need it, just that you can spend your points more optimally.

Same goes for the Traps skill. Even though you're a Traps build, allocating too many points into Traps is a waste. You need 25 points to take Quick Tinkering, after that put only as many points as you'd need to use a certain trap - no more. Your high Perception will help with Trap detection, so you have nothing to worry about.

I know that new players love Lockpicking and Hacking, but between the two I'd advice to choose only one and use the points in Crafting. Crafting will produce much better results than either/both Lockpicking/Hacking in the long run. There are benefits to having them, but Crafting is just downright better.

Speaking of crafting - try getting 50 Effective Chemistry as soon as possible. You will love MKIII Frags/Flashbangs for after you've started combat from Stealth. And there are a plethora of other tools available from Crafting that will make your life easier. Your Throwing skill will help you land Hunting Nets, as well, which will help you control choke points and doorways.

Always try to put as many points as you can spare into Mechanics because that skill will give you the best Shotguns and Snipers in the game.

Mercantile will help you with shopping and opening special stores which will have parts for weapons and armour you'll need.

As for perks - take Grenadier, Quick Tinkering and Sure Step as soon as you can. Consider taking Aimed Shot and Leading Shot after that. Sixth Shell is quite decent to have.

PS: you playing Warframe, by any chance?
Thanks Ill try this out and see if i can get better results by the time i run into the mutants (the acid dogs HURT) I was also thinking SMG since there is a really easy rare SMG to get in depot A but i guess if I am doing tons of damage why take a Pea Shooter. Ill post here about how i am doing with it when I get some hours in. Lastly are there any tips for stealth I need to know about?

I do not play warframe anymore (but not where I got the name)

HulkOSaurus

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Re: traps,stealth,sniper,shotguns?
« Reply #6 on: September 23, 2019, 04:40:17 pm »
That SMG is not that good as you think. You can use SMGs instead of Shotguns, but those require heavier investment into Dex and different Perks. Shotguns altogether are some of the least Perk-intensive weapons.

Stealth should primarily be used to scout and position appropriately before combat. A stealth takedown always helps, but you will need a plan for what comes after. You can use Stealth to bypass certain areas, avoid combat and complete some quests, but I won't count on that all the time. You can also restealth during combat, after using Flashbangs, for example, and escape a hairy situation. You will get the hang of it soon enough. 

chimaera

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Re: traps,stealth,sniper,shotguns?
« Reply #7 on: September 24, 2019, 03:47:36 pm »
Well, if you are good at stealth, hacking and lockpicking, you can skip all of combat in the depot a. But even without maxing these skills, if you take advantage of the different entry points and luring enemies with noise by staging explosions, you can avoid some of the tough fights.

Underrail has very few instances which I'd call really rng-dependent. Most of the game you can use stealth to scout the map and then consider possible choke points, eventual escape routes (e.g. if dealing with an unknown enemy), prepare traps and so on.

saryn228

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Re: traps,stealth,sniper,shotguns?
« Reply #8 on: September 24, 2019, 04:31:47 pm »
That SMG is not that good as you think. You can use SMGs instead of Shotguns, but those require heavier investment into Dex and different Perks. Shotguns altogether are some of the least Perk-intensive weapons.

Stealth should primarily be used to scout and position appropriately before combat. A stealth takedown always helps, but you will need a plan for what comes after. You can use Stealth to bypass certain areas, avoid combat and complete some quests, but I won't count on that all the time. You can also restealth during combat, after using Flashbangs, for example, and escape a hairy situation. You will get the hang of it soon enough.
about to start Depot A and im trying to prepare properly. By chance what sniper rifle type should I ideally want because right now I am only finding corsair and harbinger frames. Also as for shotguns I probably can upgrade from a rebel but I am not sure that is as important at the moment. Also what ammo type should I have the new rifle use? Right now I am looking at 12.6 but I currently have a decent amount of 8.6 standard stockpiled as well as quite a bit 7.62 that is not being used. I am also having a bit of a time deciding what armor to use.

Right now I am using a anti rifle overcoat (robots and most smaller guns do 0s as well as most melee hits from rathounds) but my stealth went down due to it being a tac vest. Should i forgo armor for more stealth using a normal leather armor piece?

HulkOSaurus

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Re: traps,stealth,sniper,shotguns?
« Reply #9 on: September 24, 2019, 04:50:40 pm »
about to start Depot A and im trying to prepare properly. By chance what sniper rifle type should I ideally want because right now I am only finding corsair and harbinger frames. Also as for shotguns I probably can upgrade from a rebel but I am not sure that is as important at the moment. Also what ammo type should I have the new rifle use? Right now I am looking at 12.6 but I currently have a decent amount of 8.6 standard stockpiled as well as quite a bit 7.62 that is not being used. I am also having a bit of a time deciding what armor to use.

Right now I am using a anti rifle overcoat (robots and most smaller guns do 0s as well as most melee hits from rathounds) but my stealth went down due to it being a tac vest. Should i forgo armor for more stealth using a normal leather armor piece?

Go with whatever type you have the most bullets for. You will probably use it to shoot down turrets more than anything.

Tac Vests can also increase Stealth if you craft one with the dark cloth on.

For a shotgun I'd go for any of the non-automatic in tactical variant to decrease AP cost, so you can take cover behind corners more easily. 6p shells are fine for everything, to be honest.

There are two serious combat encounters in Depot A, and for both you'll have Trap/Quick Tinkering, Grenadier, Nets and Escape Artist. The only other important thing is to choose chokepoints with a single open space to pass such as door ways. Making a piece of Leather Armour/Boots from some mutated dogs is not a bad idea, as well. It will make the whole thing more smooth. 

saryn228

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Re: traps,stealth,sniper,shotguns?
« Reply #10 on: September 24, 2019, 04:55:43 pm »
about to start Depot A and im trying to prepare properly. By chance what sniper rifle type should I ideally want because right now I am only finding corsair and harbinger frames. Also as for shotguns I probably can upgrade from a rebel but I am not sure that is as important at the moment. Also what ammo type should I have the new rifle use? Right now I am looking at 12.6 but I currently have a decent amount of 8.6 standard stockpiled as well as quite a bit 7.62 that is not being used. I am also having a bit of a time deciding what armor to use.

Right now I am using a anti rifle overcoat (robots and most smaller guns do 0s as well as most melee hits from rathounds) but my stealth went down due to it being a tac vest. Should i forgo armor for more stealth using a normal leather armor piece?

Go with whatever type you have the most bullets for. You will probably use it to shoot down turrets more than anything.

Tac Vests can also increase Stealth if you craft one with the dark cloth on.

For a shotgun I'd go for any of the non-automatic in tactical variant to decrease AP cost, so you can take cover behind corners more easily. 6p shells are fine for everything, to be honest.

There are two serious combat encounters in Depot A, and for both you'll have Trap/Quick Tinkering, Grenadier, Nets and Escape Artist. The only other important thing is to choose chokepoints with a single open space to pass such as door ways. Making a piece of Leather Armour/Boots from some mutated dogs is not a bad idea, as well. It will make the whole thing more smooth.
I do have a biohazard vest base would this be good with dealing with the mutants if I attached anti rifle plating as well as a black cloth? I am wont be going in there for at least a few more hours because I have to wait for shops to have items I want so i can get rid of these guns I am carrying around and buy supplies. I also need to level i think one more time to even make the biohazard vest anyways.

HulkOSaurus

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Re: traps,stealth,sniper,shotguns?
« Reply #11 on: September 24, 2019, 05:45:18 pm »
I don't think BioHazzard would work against Acid.