Author Topic: Dominating XAL-001 chem pistol stealth build  (Read 5513 times)

Sfzrx

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Dominating XAL-001 chem pistol stealth build
« on: January 01, 2020, 07:00:34 am »
This is not really a build guide for players entirely new to the game, as I believe new players should play blind on their first run with their own build to get the most enjoyment, and this build requires some metagame knowledge to obtain certain items. This is more of a character showcase to people who have already tried the game, however this guide does include some general stealth gameplay tips for new players.


LINK
http://underrail.info.tm/build/?HAMQCAMKAwPCljkAACgAwpYAIyYkZMKHYTNjAAAAZAAIYzkBwoMwAis_wofCiBYkwpFOL0HCs3LCrcKewp_io7EE4rGgBeKyuwTfvw

without uncanny dodge and stasis, delays tranquility for sure step
http://underrail.info.tm/build/?HAMQCAMKAwPCljkAAB4AwpYAIyYkZMKHYTNjAAAAPAAIYzkBwoMwAithwofCiBY_wpFOJC_Cs8Ktwp7Cn-KjsQTisaAF4rK7BN-_

Gameplay videos are at the end

XAL is a very good unique acid pistol, due to it's lower ap cost, and thanks to advanced catalyzing belt's 4 ap flat reduction, it's possible to reach 5 ap acid shots(4 with supersoldier drug), however it does have some drawbacks, this build's entire kit is centered around XAL and meant to counter these drawbacks.



PROS
-low impact speed, ignores most of energy shields.
-quiet, not silent but usually quiet enough for stealth kills.
-acid is a good damage type that shreds most robots.
-higher damage output than regular acid pistol builds.
-46 initiative with twitch drug, always go first.
-plays like a true CAU.

CONS
-damage is lower compare to some critical power builds.(still enough damage to 1 turn final boss)
-"usually" cannot facetank large groups of enemies like metal armor builds, have to make good use of environment.
-not great at dealing with beach defense crossbow users due to forced combat and lack of cover, but we join pirates for acid anyway.
-XAL cannot be used for naval combat, need alternative weapons.



NOISE

Understanding noise is very important for a stealth build, while for loud weapon builds combat noise usually means aggroing the entire map's enemies, noise can be manipulated to our advantage with grenades and tnt, lure enemies to a place you want them to be, make enemies fight each other, lure enemies into your minefield etc. 

Some enemies are attracted to noise and will stay at the noise location(dogs, mutant hounds, mutants, crawlers), some enemies will return to their original location after investigating noise location (most humanoids, spiders), and some enemies ignore noise completely(rathounds, beetles), rarely there are exceptions to these rules.

Chem pistols' noise is on the lower end of the spectrum, and usually if you don't fire your pistol from within around 10 range you won't be heard, the noise is centered around you, not your target. Tnt on the other hand will always alert everything on the map. Even if you were heard while shooting, as long as you leave the area before anyone sees you, you are still safe. Wiki's noise section will show exactly how much noise each action causes.



GENERAL TIPS

 - Sight range is 13, aggro range is 10, this means you can switch armor/enter combat out of stealth with full mp after detecting enemy location.


 - Use adrenaline shot/psi haste to reach places in stealth you normally can not, I used to think jumping beans work too, but looking at the item description the bonus speed seems to be out of stealth only.


 - Gun skill covers many weapon types, different weapons can be very useful in some situations even if you don't have feats for them.


 - When not involved in combat, switching boots, helmet and utility cost no ap, this allows entering fight by stealthing to position with CAU armor with balaclava and ninja tabi, shown in the A11 video.


 - Gas grenades are your best friends, if one gas grenade isn't enough to solve the problem five usually will.


 - Grenades, cooked shot and a utility later have 100% accuracy in point blank range, this can be very useful when you need guaranteed damage, when an enemy is near a wall but not next to it, frag grenades can be thrown in a way such that it always hit the person.


 - Crafted high high energy shield can soak a lot of damage, flames from industrial bot, energy damage, electrokinesis, ar/smg/pistol bullets, and your own point blank grenades.


 - A lot of enemies can't open doors and fences, trap/gas at door is a common strategy, stasis can be used on the trapped target to stall for even longer while you shoot/grenade the other enemies.


 - Quick tinkering and traps are extremely powerful early on for a stealth ranged character, while the in combat trapping mechanic is good, what makes this feat truly useful is that it allows you to place traps in stealth in places you normally can't, be creative.


 - Some enemies will come close to disarm your bear traps when they they detect them, and almost all humanoid enemies will try to disarm gas grenades, can take advantage of this for sneak killing, the gas grenade method is actually very overpowered, I try to not use it too much.


 - Not all humanoid enemies call for help when aggroed, some lunatics for example don't, take advantage of this for sneak killing.


 - Pay attention to environment light/darkness effects to make use of ambush feat.


 - Katya is my favorite merchant, she sells a lot of useful things like gizzard enzyme, gyromitrine and rustic/corrosive acid, her mushrooms/poppy can also be stolen.


 - Use juice to plan merchant runs outside Katya's house, keep an eye out for high quality crafting materials.


 - Jetskis can store a lot of items, use them as your expedition bases.


 - I like bringing lifting belt, rathound regalia and power fist with me wherever I go, can switch to them to carry extra items.


 - Upper cave crawlers and psi beetles should not be fought early on(or at all), come back later when you have much higher detection and levels, crawlers are much easier to deal with in buildings instead of open caves.


 - Kill greater coil spiders first, they do emp burst, the smaller ones' electrokinesis can be shielded, spiders in general can be frozen by cryoliquid trap at chokepoints, expedition stealth spiders are vulnerable to gas field.


 - Learn neural overload, might make a quest later easier.



USEFUL ITEMS
gas grenades, cave ear poison caltrops, crawler poison caltrops, frag grenades, bear traps, crawler poison bear traps, cryoliquid traps, plasma grenades, plasma mines, cloaking device, flares, vanishing powder grenade(for arena), torch



GENERAL PLAYSTYLE
>Can I obtain oddities/quest objectives without fighting anyone or through silent killing?
>Can I make enemies fight each other by causing noise?
>Can I fight enemies at a location where I can take cover from enemy ranged attacks?

Escape artist's base 2 turn cd with LTI allows the player to escape root 4 times on the first 5 turns, you'll need a second acid/fire pistol to deal damage when escape artist is on cd, or stasis yourself at the end of that turn, or use utilities/consumables/reload that turn.

Infused seawyrm tabi, CAU armor and night vision detection/crit goggles are the regular equipment, but for different fights equipment must be swaped, like biohazard boots/spec ops helmet for expedition spiders, tactical vest/tungsten boots for aegis patrols etc, I keep a set of pure stealth gear for getting into positions as well.



FEAT/STAT EXPLANATION
If you want more skill points you can give up some agi for int, I personally find 3 int with hypercerebrix and underpie perfectly fine for crafting.

Most of the feats are pretty straight forward, the only feat I'm unsure about is uncanny dodge, while it does unlock a more aggressive approach when fighting melee enemies, melee enemies usually die before they can reach you, I rarely got to use the feat personally, which questions it's usefulness on this build, replacement feats include sure step, interloper, recklessness, opportunist, pack rathound.

Advanced psi empathy allows LTI and haste to be used in the same turn, but the same effect can be achieved with psi beetle brain soup, so it's generally not that important either, can drop TM to 60 points if you really want skill points for something else, stasis is kinda overpowered and isn't really required for this build.

Ambush is a great feat despite not always being active, I took it kinda late myself, the crit chance is a nice damage boost to the build, especially when paired with cloaking device, but what I really appreciate is the evasion reduction, extremely useful when trying to hit some of the end game bosses.

Cooked shot is a really strong skill, it has very short cd when paired with LTI, aoe damage is always good on dom. It has 100% chance to hit in close range, at longer ranges it has a fixed 90% hit rate, which ignores evasion, and it ignores thought controller's mirror images, a good way to deal aoe damage and finish off the thought controllers your grenades failed to kill.

Specialization points wise, 5 should go into future orientation first, then 4 points into cooked shot, I think that's enough to reduce the ap cost to 5, I can't remember how many times I was 2 ap short for a grenade or ammo reload.



SOME IMPORTANT STEPS

Rescue newton should be done at lvl 5, requires 30 hp belt and laser or plasma pistol from elwood's house, I'm not sure whether you can pickpocket enough money to craft/buy a laser pistol yourself.

Save hugo by frag grenading the cave entrance, can talk to the leader directly and pay without passing the persuasion check, this will save buzzer.

Laser, AFW, ZC 99, bieretta 99, gluck 17, K&H and mk4 grenades will carry midgame, I switch to acid pistol when I obtain the belt from main quest, around lvl 18-19.

Rathound king at around lvl 15 or 16, gas/trap/frag grenade and few gunshots should easily bring him down, before this fight you can stealth around the map for a lot of exp and barely requires any fighting.

Blow up dess with mines to loot her CAU armor without angering protectorate.

Steal the metal figurine from shopping mall.

Start expedition and steal aegis patroller with 2 tnt(100 hotwire lockpicking skill required, kill a jkk to get +10 lp jacket).

A pair of biohazard boots can be obtained from a perception check in northern chancer's bay.

Mutie refuge, must say you are from aegis to gain access to merchants, use intimidate check later otherwise getting shard will be complicated

Obtain hypercerebrix and twitch blueprint, naga can be lured away with a grenade if you don't feel like fighting them right away.

Most spiders should be killed by expedition robots, crabs will also often kill things for you.

Most natives should be killed from sea on a jetski with lemurian blaster and grenades, jetski should be either torpedo or phaser, torpedo has lower stability but higher speed and allows ambush, remember to break los from crossbow/cryoorb users on some maps while fighting.



VIDEOS
Some gameplay videos to show that this build is viable on dominating.


Omega outposts quest naked in 6 mins
https://www.youtube.com/watch?v=sH6bwnsnv_s

Rescue Newton
https://www.youtube.com/watch?v=8ED71Ul2BEo

Depot A naked
https://www.youtube.com/watch?v=6DpymeZFcds

Army base in 6 mins without persuasion
https://www.youtube.com/watch?v=rLtNjemS3bA

Beast
https://www.youtube.com/watch?v=NLkoq_IxgqQ

Bull's eye
https://www.youtube.com/watch?v=v0nklesH-AE

Master exploder
https://www.youtube.com/watch?v=nR0xMaY-yHU

Cornell
https://www.youtube.com/watch?v=5xVqedFAEtg

CAU armor
https://www.youtube.com/watch?v=Rh4WqZo1_dg

Shopping mall
https://www.youtube.com/watch?v=B-gRr3a0S1k

Joint security
https://www.youtube.com/watch?v=D_vTLBRAvP0

Eldran
https://www.youtube.com/watch?v=8-Ma2aCCovI

Baenkraster
https://www.youtube.com/watch?v=PfdV5jPRN0U

A11 native village
https://www.youtube.com/watch?v=-lPM7Fdy458

Magnar
https://www.youtube.com/watch?v=PfS09y5vwOE

Hunting Aegis patrols
https://www.youtube.com/watch?v=FRcj5IYAxMI

UPCCS Armstrong pirate raid
https://www.youtube.com/watch?v=n4I7Aer0KAQ

Nevil battle(image)
https://i.imgur.com/hKz4ht5.png

Arke IRIS battle
https://www.youtube.com/watch?v=BKYqtAPSQm8

10 x goliathus beetles in DC
https://www.youtube.com/watch?v=aiHdJK17lfw

Tithonus lab
https://www.youtube.com/watch?v=k773quBBwbI

Final boss 1 turn kill
https://www.youtube.com/watch?v=qJIUz5gqbPs


While I do believe the build can handle almost all the optional content in the game, I didn't do all of them because I got kinda burnt out towards the end, so I ended the game at level 28, This game is probably the longest rpg I have ever played but it was a fun journey nonetheless.

« Last Edit: January 06, 2020, 01:44:54 pm by Sfzrx »

DerivativeZero

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Re: Dominating XAL-001 chem pistol stealth build
« Reply #1 on: January 01, 2020, 12:53:44 pm »
Nice build! I recently played an Acid Pistol Build on DOMINATING as well, but going CON 9 PER 11 for maximizing critical potential. Damage is quite insane (despite only getting above 100% crit damage with Sharpshooter).

I think Opportunist is too good a feat not to have with Acid Pistols and their acid entanglement. You'll trigger this very often and it really helps make Acid Viable early game. On a INT 3 build you can build a first Acid Pistol not before Junkyard, but from then on, I found them viable throughout the whole game. Few people resist acid and as you write, it's great for robots too. (A INT 6/7 build for Mad Chemist could even craft an Acid Pistol before GMS and thus maximize playtime with the weapon.) I know typical Acid Pistols are inferior to XAL but while higher AP cost, they have higher DOT, so if you entangle someone, you can often focus on the next enemy, if they can't reach you from the entanglement. That makes Acid Pistols very useful despite higher AP cost.

Just some random thoughts adding to your guide for people interested in the weapon type.

Sfzrx

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Re: Dominating XAL-001 chem pistol stealth build
« Reply #2 on: January 01, 2020, 02:26:28 pm »
I actually tried opportunist at level 24, but ended up reloading a save and took ambush instead. My problem with opportunist is that, XAL's entangle chance is somewhat low compare to crafted acid pistols(30%), so it's kinda unreliable, and most enemies don't have enough hp to make the feat useful, and if they really get entangled, you can just break los and wait for them to die to dot/gas/acid ground. Mass bear trapping works tho, but I usually only bear trap one enemy outside door chokepoint and shoot the other enemies instead, keeping the bear trapped enemy alive so he blocks the others from coming in, so I didn't get much use of opportunist here either.

It'll make some end game bear trapped bosses and emped robots die faster probably, but they are usually as good as dead when they get bear trapped/emped, so overrall while I think the feat does have uses for XAL, I'd probably priortize other feats instead, I think if I were to replace uncanny dodge with another feat I'd go for sure steps to be able to throw caltrops at my feet for 100% accuracy, and maybe advanced psi empathy can be replaced with opportunist.

Crafted acid pistol's dot is much stronger than XAL with chemist yea,  higher chance to entangle also, something interesting I noticed in my playthrough was that fire chem pistol's dot stacks, and the damage stacks really high even without chemist, I imagine with chemist you can get some ridiculous flame dots while enemies are feared.
« Last Edit: January 01, 2020, 02:35:01 pm by Sfzrx »

DerivativeZero

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Re: Dominating XAL-001 chem pistol stealth build
« Reply #3 on: January 01, 2020, 03:32:23 pm »
True, at late levels Opportunist doesn't matter much, but it helps a lot at low levels improving the damage of your few Acid Pistol shots, basically if you want to use normal Acid Guns early on I found it very useful. XAL is usually available earliest around level 18+ I think, depending on how much one rushes the Institute