Author Topic: Assault Rifle / Crafter Build?  (Read 18067 times)

guyonabuffalo45

  • Probably not a Spambot
  • *
  • Posts: 4
  • Karma: +0/-0
    • View Profile
Assault Rifle / Crafter Build?
« on: July 21, 2021, 09:33:48 pm »
I'm brand new to the game and thought of starting out with something simple. I'd really like to indulge in the crafting system in this game, but I imagine it's not too important early on?

I've been reading about psi, but it seems like something I might get bored with. Assault rifles, tinkering, traps ... all that seems pretty fun. Do you have any recommendations?

Guehlfirf

  • Zoner
  • **
  • Posts: 98
  • Karma: +10/-2
    • View Profile
Re: Assault Rifle / Crafter Build?
« Reply #1 on: July 22, 2021, 01:03:38 am »
Crafting is indeed not that strong early on. You need to find schematics and materials first. After that is very powerful. My biggest recommendation is to try to figure what would you like to do int game out for yourself. Don't be afraid to restart if you feel like you're not enjoying your build.

If you want to go for assault rifle build it's important to get full auto so at character creation go 7 str for full auto, max perception. After that you're pretty much set.

You can go stealth of heavy armor. Both work but for heavy you need 8-9 str and some con. Since you already have 7 str most people go for heavy armor.

https://underrail.info/build/?EAgDBgYMAwZaSwAAAAA3SwAAGVpaKCgyAAAAAAAAWiY5OygVMQFKSUXfvw

Something like this will work.
« Last Edit: July 22, 2021, 02:04:14 am by Guehlfirf »

Niko

  • Guest
Re: Assault Rifle / Crafter Build?
« Reply #2 on: July 22, 2021, 11:46:48 pm »
Ouch!
I do not agree with the advice Guehlfirf gave you there, not fully! There are very good points, but some of that made me gringe so hard that I had to post this :)
Not a personal note, but with AR, instead of highlighting Full Auto, you definitely should highlight Concentrated Fire instead!
 :o ---- with the ideas of not going for maximum efficiency, I did something along this idea and it gave me THE giggles. Stupidly overpowered but so much fun!
https://underrail.info/build/?HgcDAwMMCgjCoAAAAAAAAAAAAAAAAAAAAMKgAABGAAAAJjErJzsqFUrCh0khLGVmBcK1wqTCveKntArfvw

Guehlfirf

  • Zoner
  • **
  • Posts: 98
  • Karma: +10/-2
    • View Profile
Re: Assault Rifle / Crafter Build?
« Reply #3 on: July 23, 2021, 12:23:12 am »
All AR feats offer great synergy with each other. And you can't pick up concentrated fire until level 10 i figured it's more important to highlight starting feats.

harperfan7

  • Oculite
  • Godman
  • **
  • Posts: 1383
  • Karma: +210/-746
    • View Profile
Re: Assault Rifle / Crafter Build?
« Reply #4 on: July 23, 2021, 02:23:33 am »
https://underrail.info/build/?HgsDAwwLAwPCoMKgAAAAAAAAAAAAwobCgmJObgAAAAAAwqB7AVAmYxU7SlVJRAgfYk9xc8K14p-iBeKijQPip6oD4qe0BN-_

This will be a little rough in the very early game due to low initiative, bad armor, bad guns, bad throwing, and no stealth.  By the time you get to GMS you should be doing fine and it should stay very strong all the way through the game.  Start with 9 str, 10 con, 9 per.  Raise per to 11 first, then str to 11, then con to 12, in that order.  Use those last skill points wherever you want; I would suggest hacking.  Don't level mercantile until you're happy with your crafting skills; it's mainly for a cheaper good jet ski and lategame crafting components.

No need for traps with this build, but you can use bear traps no problem on any character. 
« Last Edit: July 23, 2021, 02:26:48 am by harperfan7 »
*eurobeat intensifies*

Niko

  • Guest
Re: Assault Rifle / Crafter Build?
« Reply #5 on: July 23, 2021, 07:08:05 am »
I kind of like the Harper's advice too, although I should almost smite you for offering a 3 INT build for a new guy :)
Jokes aside, AR feats that are essential do not include Aimed Shot! I know this is just an opinion, but I am adamant about not wasting a point for that one. There is a sense of viability for it in the early game. It does pack a punch using it on a switch weapon with high damage range and critical dmg.
Generally you like to have Suppressive Fire, Full-Auto, Concentrated Fire and Commando for ANY AR build.
Guehlfirf I do like the idea what you have going on with the feats and stat range in the build of yours, and of course you meant it just as a guideline, instead of a proper build per-se, so don't take me too seriously. I just want to be very correct when it comes to beginners and AR builds, so that people don't get the wrong idea about them. The absolute power and punch is real when you do get Concentrated Fire. It is ((almost) definitely!) nerf worthy.
It would be a great idea to have Grenadier in a newbie build though. Needs 6 DEX, but there are some ideas going 7 DEX too. Generally 3 WIL is enough for the AR builds.

ilhwang77

  • Probably not a Spambot
  • *
  • Posts: 9
  • Karma: +0/-0
    • View Profile
Re: Assault Rifle / Crafter Build?
« Reply #6 on: July 23, 2021, 10:18:25 am »
Since he said assault rifle + quick tinkering + traps, I'll suggest this build.
Level 1
https://underrail.info/build/?AQYGBgMKAwYPDwAAAAAPDw8ADwAPDwAAAAAAAAAAADkm378

Level 4
Dex+1, traps 25 for tinkering
Electronics 25 for taser
Chemical 30(effective 35) for MKII frag grenade
https://underrail.info/build/?BAYHBgMKAwYeFAAAAAAeHh4AGRQZHgAAAAAAAAAAADkmOzDfvw

Level 8
Str+1 for full auto
Throwing 30 for grenadier, dodge 30 for escape artist
Effective hacking 58(and will be 60 at level 9), effective lockpick 48+7 from jack knife=55 for depot A.
Start putting point into tailoring for siphoner leather armor, mechanics for crafting rapid 7.62mm hornet.
Effective chemistry 50 for MKIII frag grenade and flashbang.
At level 9 or 10 take psi pill and TM 35 for Limited Temporal Increment.
https://underrail.info/build/?CAcHBgMKAwYyHgAAHgAoMiEAGTIZKwAYAAAAAAAAADkmOzAWFd-_

Level 12
Per+1, TM 55 for Psycho Temporal Contraction.
Get SGS Tattoo
Start putting point into mercantile.
https://underrail.info/build/?DAcHBgMLAwZGKAAAHgAyMiEAGUYZKwAyAAAANwAAEzkmOzAWFStOSsOM378

Level 16
Per+1, effective biology 50 for focus stim.
Effective mercantile 92+3 from underpie will allow us to gain access to second tier of merchandise of all merchants(except Hanna)
https://underrail.info/build/?EAcHBgMMAwZaKAAAHgAyPCwAGVoZMCQyAAAANwAATTkmOzAWFStOSsOMScKH4qeqAd-_

Level 20
Per+1, effective mechanics 115(with workbench 132, hypercerebrix + workbench 150, all-in + hypercerebrix + workbench 179)
Start putting point into electronics for better energy shields and goggles
Effective chemistry 69 for MKIV frag grenade
TM 70 for Stasis
https://underrail.info/build/?FAcHBgMNAwZuPAAAHgA8QTMALWFKNyQyAAAARgAATTkmOzAWFStOSsOMScKHTwLio7EC4qeqA9-_

Level 24
Agi+1, Stealth 80 for blindsiding
Effective hacking 105(with Lemurian Engineer Suit + Huxkey 130)
Effective electronics 124(with workbench 142, hypercerebrix + workbench 163, all-in + hypercerebrix + workbench 194)
Effective biology 61(with workbench 70 for crafting hypercerebrix)
https://underrail.info/build/?GAcHBwMNAwbCgkYAAB4AUFBBADBhaTcsWQAAAEYAAE05JjswFhUrTkrDjEnCh08CKsKF4qOxAuKnqgPip7QE378

Level 28
Effective throwing 123 for maximum accuracy(10 tile 90%)
Effective lockpick 98 + 7 from jack knife + 10 from Lemurian Engineer Suit + 15 form Huxkey = 130
Effective traps 96
TM 148(effective 135) for reducing reversion probability of PTC
Mercantile 87(effective 103) will be effective 140 by taking all-in and hypercerebrix, which will allow us to get 20000 charons for selling Reef Glider
https://underrail.info/build/?HAcHBwMNAwbClmEAAB4AWlBBAD9haTcsWQAAAMKUAABXOSY7MBYVK05Kw4xJwodPAirChcK14qOxAuKnqgPip7QH378

Level 30
Pack rathound and interloper for QoL
https://underrail.info/build/?HgcHBwMNAwbCoGEAAB4AwpVQQQA_YWk3LFkAAADCnwAAVzkmOzAWFStOSsOMScKHTwIqwoXCtScd4qOxAuKnqgPip7QH378
« Last Edit: July 23, 2021, 10:54:39 am by ilhwang77 »

ilhwang77

  • Probably not a Spambot
  • *
  • Posts: 9
  • Karma: +0/-0
    • View Profile
Re: Assault Rifle / Crafter Build?
« Reply #7 on: July 23, 2021, 11:03:04 am »
Simple version(without psi) for newbie who does not want to frequently visit wiki, and plays without metagame knowledges(especially about int boosting items)

https://underrail.info/build/?HgcHBwMNAwbCoGEAAB4AwoxXRwA9c3hYVmEAAAAALwBROSY7MBYVTkrDjElPAsKDYcKFwrUnHeKjsQXip6oD4qe0B9-_
« Last Edit: July 24, 2021, 01:28:40 am by ilhwang77 »

Easy

  • Probably not a Spambot
  • *
  • Posts: 28
  • Karma: +8/-0
    • View Profile
Re: Assault Rifle / Crafter Build?
« Reply #8 on: July 25, 2021, 04:10:31 am »
I've done two dominating runs with more or less this AR/armor/crafting/temporal manipulation build - https://underrail.info/build/?HgkDAwoMAwbCoG0AAAAAAGVsAADCoMKgV2NsAAAARgAAditjTzsmFcKHSghJKjFLJ1XCtcKkDsOMwq3in6IF4qe0Ct-_

The really good feats are Full Auto, Concentrated Fire, Commando, Psycho-temporal Acceleration, Thick Skull, and Premeditation. The rest can probably be played around with especially on lower difficulties.

Dabbling in psi for temporal manipulation is really good, since Psycho-temporal Contraction (with Psycho-temporal Acceleration) and adrenaline gets you to 90 AP per turn, which is enough to burst three times with nine bullets each with a 7.62 Rapid Muzzled Hornet. Other gun should be a slower one for Commando procs, I like 9 mm Scoped Muzzled Chimera with the crit damage increase (green) scope.

Other gear, once you can craft it, should be Seeker Night Vision Goggles, Regenerative Tungsten Plate, tungsten boots with springs and high density foam, and a shield generator with the High Efficiency Energy Converter part. 

apollounderrail

  • Probably not a Spambot
  • *
  • Posts: 20
  • Karma: +0/-0
    • View Profile
Re: Assault Rifle / Crafter Build?
« Reply #9 on: August 03, 2022, 12:49:23 am »
https://underrail.info/build/?HgsDAwwLAwPCoMKgAAAAAAAAAAAAwobCgmJObgAAAAAAwqB7AVAmYxU7SlVJRAgfYk9xc8K14p-iBeKijQPip6oD4qe0BN-_

This will be a little rough in the very early game due to low initiative, bad armor, bad guns, bad throwing, and no stealth.  By the time you get to GMS you should be doing fine and it should stay very strong all the way through the game.  Start with 9 str, 10 con, 9 per.  Raise per to 11 first, then str to 11, then con to 12, in that order.  Use those last skill points wherever you want; I would suggest hacking.  Don't level mercantile until you're happy with your crafting skills; it's mainly for a cheaper good jet ski and lategame crafting components.

No need for traps with this build, but you can use bear traps no problem on any character.

This build slaps. I immediately recognized your name from a previous build that I enjoyed, so I gave it a try. As promised, the start is very rocky. But after GMS/Depot A, it gets much better. I'm experiencing a new side of the game, I somehow fell into a tired routine of always rocking stealth, pickpock, lockpicking, and moderate-high dex. You've inspired me!