Alright,
I tried my build on normal in order to test it quickly, and indeed the spearhead damage are underwhelming withouth a critical hit.
Moreover, ARs are clearly more potent with one in both hands (because of magasine limitation if you want to use RR and muzzle break, which you obviously should for maximum damage output), so I decided to change my build for a more orthodox one.
Still, the first post build may be one of the most noob friendly ever, just putting 1 point from PER to STR to wear a tungsten suit it is quickly OP in normal and kinda crush the entire game. While the damage output is not optimized, it is enough for Normal and the ability to kite Though Controllers/psionics is especially soothing after a melee run.
For dominating, it is another story, and I think this one is more or less totally optimized :
http://underrail.info.tm/build/?HggDAwoNAwbCoMKKAAAAAABIAAAAa3dMS1UALcKeRkwAYyZiOytPFSpKwodJY0skRVXCtcKkMcKcwq3in6IF4qeqA-KnvgPisZYE378The strategy would be to start with a Psionic tactical vest before turning to Tichrome / SS armor, to increase early chemisty and biology early on to access gas grenade then chemistry mecanics and tayloring for MK IV hand grenades, incendiary ones and tactical vests/ stealth gear (before Rathound regalia which would be my endgame stealth armor because of its many other advantages for exploring the game, looting, etc.)
Weapons would be : one Rapid Muzzled 7.62mm Hornet and a AA scope Muzzled 9mm Chimera (I'm not sure about the last one caliber, because economy on DOMINATING is something else and 9mm ammo are not as current as 8.6mm seems to be, and they are heavier)
Armor: As recommended by DerivativeZero I would wear Seeker Nightvision google, SS armor (AP decreased by Armor Sloping) and stiders for maximum mobility. I may sacrifice PER to put 3 points in AGI and get Sprint, but I don't see which other feat I would sacrifice and it would decrease my damage a bit too much I guess... I won't exchange 3 point in INT for 3 point in AGI though, because Armor sloping is better than sprint once you've started to craft (it gives you less MP but it gives it every single turn) and you also get Premeditation this way.
Aside from the AP reduction perk/MP bonuses of stiders and the advantage of seekers over an helmet, I will still have a shadded SS helmet and SS reinforced boot for the pleasure of running with 95% mechanical reduction in some situations.
Well, it turned out far less original than I intended to. But whatever.
For merchants choice : I think Praetorians' one is far too usefull for us. He gives us a mid game armor, he accepts to buy firearms and does have interesting components (firearms' one but also ballistic panels, carrier vests, striders), then Protectorate (the only advantage of FD are with padding, but it is not that crucial for us to have a very high quality one for our boots, and the helmet will mostly be there for some situations where a shadded visor may be usefull) and of course Pirates if I ever want to craft some endgame drugs I wouldn't ever bother to get the ingredients any other way... But I'm not sure about this, because beach assaults may be really pleasant with such a build.
I don't see any cons to this build, except probably the high ressource consumption problem : repairs kits and ammo may be lacking in DC and/or BS...
It will be my LAST RUN ever, so I want everything to be "perfect"... I might want to try a zero/mininal number of reloads run.
Hesitations:-I'm not sure about my investment on MT. If I put it down to 70 I would get enough points to get every lockpicking checks with an eel sandwich, jacknife and lemurian suit. So for an oddity run it might be better. But I have not decided for the XP system yet, and eventhough leveling would be a bit slower without lockpicking it would not be that much of an issue I think. But everything else is optimized. Maybe I could put points in traps but it got old after several runs with heavy investment in it. So I have nowhere to put my points in.
-Last feats may be permutated
-Spec. points go to Commando first THEN PyschoTemporal Acceleration but then... I'm not really sure if I go with full auto (which would benefits every bursts) or Crititcal power (which benefits only one burst per turn) or even opportunist... I think my repartition is a good compromise. (It is not just about damage total output but also about the way you can distibute it during one turn, I need some advise here from a more experienced player with ARs on DOMINATING)
- Expertise does not work on critical hits, but it may be helpful for the first half of the run and latter still gives us around 18*20= 360 damage/turn. While it is not a lot, it is still quite OK for one single feat I think. Or am I wrong?
Is there anything I'm not doing "optimally" here or any problematic I'm missing?
Thanks again btw, answers so far have been of great help.
BONUS : Here is a version with no psionic power (for fun / self limitation / RP) :
http://underrail.info.tm/build/?HggDAwoNAwbCoMKKAAAAAABIUABTa3dMS1UAAAAATG5jJg5iOxVPSmNJSzEkRVXCpMK1d8Kcwq3in6IF4qeqA-KnvgffvwTrap skills are meant to be used endgame against Natives. Intimidation is just there for the checks/ for fun.
About Doctor instead of Fast Metabolism: it is better (mostly for QoL and since you don't get a psi pool) as long as you don't use Regenerative Vest, otherwise the latter is better.