Hi there. Did some research and just about to start my first plathrough. Still uncertain in a few points and I thought it's best to ask them here.
The build I decided to go with starts off as a Pistoleer. I am aware that these weapons are not considered as powerful, but I just find them the most appealing firearms and the feats associated with them seems much more interesting to me than those of other weaponry. Craftable bullets with diferent effects are also something I look forward to and excited about.
I wanted to make a rogueish gunslinger character at first that uses firearm pistols only, have high dex, later with th implementation of Steadfast Aim, I decided to shift a little toward the sniper archetype. Lowering my dexterity in favor of perception seemed more reasonable, trading AP cost from pistols for more damage and better aim with both guns.
Eventually I ended up with this:
http://underrail.info.tm/build/?HgUICAMQAwPCoDwAAADCoMKgTSo8KsKGdUg-woYAAAAAAAAAMSgXJjoeARECM0t-NRZAwqTCteKkjgXip74K378Now I am aware that my build might have a few questionable choices from the viewpoint of seasoned players, so allow me to explain in advance:
- I know firearm pistols are considered inferior compared to SMG's or AR's or whatever, but aside from me liking them the most, there are some feats that benefits both handguns and sniper rifles, like Sharpshooter for example. Their feats allow them to have a better chance to crit and just seems much more fitting as a reliable sidearm than any bigger guns that does not really resembles this role.
- I do NOT plan on using ANY psi, despite probably benefitting from them.
- Yes, 3 Intelligence seems low especially while having 8 Agi. Although I still have enough crafting skills to make decent gear, greanades, meds and poisons for my traps. 105 Electricity for EMP warfare and assembling a decent smart module, 70 Chemistry for Mk IV grenades and mines. And I look forward to have high MP and 40 initiative while holding a pistol by default (again +1 for handguns as sidearms), some fights probably start off within close proximity and I would like to shoot first.
- I took Trap Expert instead of Quick Tinkering because tossing traps while in combat seems very unrealistic and there's a good deal of bonuses with the former feat. It's nice to deploy less detectable traps and the convenience to quickly arm them out of combat, especially in cases where I plan to set more than one after another while being in stealth mode.
- I also planned to have subterfuge skills to a certain extent. As you can see, I'm nowhere a master on any of them, just to get by and crack most locks, steal a few items and with the help of some equipment, raise my Traps to an effective 115 to retrieve all traps upon disarming them.
Now despite all the above, I want to mention that ALL feedback is welcome, so don't hold back on any ideas, you might have something to point out that I did not though of, so feel free to convince me about any alterations that you think I should do.
Although I look forward to have answer to the following questions:
- Should I take Blindsiding instead of being able to perform Kneecap Shot with a pistol? Is that skill a must in order to cripple incoming melee attackers? How about Point Shot and Rapid Fire? Both seems very sweet and I planned to have them before I included the use of sniper rifles in my build.
- Should lowering my Pickpocket skill to 60 worth to get Biology from 65 (for having anti-psi poison) to 80 and be able to craft Bullhead pills?
- Do I need Mercantile or I can be okay without it considering that I prefer to get the most out of my 120 points in mechanics and tailoring?
- Also, what kind of armor do you recommend? Leather armor, overcoat or vests, maybe something else? For headgear I'll plan to use certain googles of course.
Thank you very much for all the insight you might provide.