Core setup- rapid .44' hammerrer pistols
with: laser sight (one hand) and smart module (other hand)
.44' caliber is a must as it deals around twice the damage of lower calibers while costing no more than 50% AP
- Bullet Time
max spec first
Bread and butter, makes foes dead and in the gutter
- high Dex
Bullet Time breakpoints for .44' - Dex(AP) - 9(9) | 12(8) | 14(7) | 17(6) | 20(5)
14 is a sweetspot for this build, effective without dumping all your points and you can reach next breakpoint with All-In or SSD + Eel Sandwich
- Hit and Run
max spec second
Mobility is life. Mobility is range. Mobility is accuracy. Accuracy is damage. Sniper rifles are accurate and have great range, but can they kill enemies hidden behind 3 corners past two corridors? No? Well, pistols can. Seriously, I once killed all 4 Magnar shamans in the first turn, starting at entrance and killing warriors as stepping stones to move forward.
- Stasis
Used exclusively to double Bullet Time duration
- extra AP
Adrenaline, Vitality Powder, Psycho-temporal Contraction, Rapid Reloader
- Crit
Googles, infused rathound leather, 11 Perception for feats
- Bullet Strap belt
You reload twice per turn. Gotta save those AP for more pew pew.
--- optional, but this build is optimized for these ---
- Special attacks
Point Shot, Aimed Shot, Rapid Fire
These attacks are around twice as strong as regular attacks per AP and get ~60% damage bonus thanks to Smart Module. Their usefulness diminishes once you get more normal attacks, but they still work great, are amazing early game and will save your hide during non Bullet Time turns.
- Premeditation
Mostly used with Stasis at the end of first turn if all enemies are not dead yet. It saves 15 AP. Also helps early game and conserves mana.
- Fatal throw
max spec third
They say huge damage variance is a downside... In reality, most of shots are insta kills, except of few that still pack a punch. Sometimes, enemy will be reduced to low health. Did you waste an action? Nope, throw a knife, kill the enemy, and restore enough AP to shoot twice again.
How to PlayStealth, engage enemy, initiate combat, activate Bullet Time. Special attacks for special enemies. Laser sight pistol for regular patrons. Kill, move, kill, move (remember, movement = accuracy = damage!) and count survivors. Suvrvivors count > 0? Premeditation + self Stasis. Repeat during next turn. Loot bodies because there is nothing else left to do at this point.
Remember to hoard ammo, especially W2C bullets.
Watch out for- Dogs
They tackle you through Stasis, reducing hit chance
- Pseudo-spatial Projections
Why waste bullets shooting mirages? Kill psi users / Goliathusses first
Notable fights - Carnifex
1 turn
- Lunatics mall upper level
3 turns for section with bosses (needed to hide behind line of sight)
- 4 Naga Protectors
1 turn
- Magnar
Shamans on 1st turn, Magnar on second, incapacitated leftovers on 3rd. Needed SSD. Didn't want to cheese with Gas Grenades
- Natives raid
2 first waves defeated on Bullet Time with no health loss, fallback to allies, kill some more, toss a grenade and easy victory is ensured.
- Faceless Commander
2 turns, used SSD
- 10 Golitathusses guarding DC exit
1 turn
- endgamespoiler boss
Lol, I shouldn't even need to pop Bullet Time
DOMINATING levelling guideHoard ammo, poisoned throwing knives, poisoned caltrops, some hexogen, adrenaline potions.
Search for rapid reloaders, laser sights, Image Intensifier Tube.
Collect pistol frames, seeker lenses/googles, high quality rathound leathers and smart modules.
Don't use high callibers from the begining. They are too slow. Since level 20 you should use exclusively pair of .44', use whatever you find comforable on lower levels.
Lvl 1:
https://underrail.info/build/?AQMKBwMIAwYPDwAAAAAPDw8PAA8AAAAAAAAADwAAABcZ378This build starts viable but mediocre. There are two main breakthroughs in its power. Early game, your best friends are stealth, throwing (nets and caltrops), grenades (get 50/69 chemistry asap!), special attacks and traps. Caltrops (preferably poisoned) and High-explosive grenades are your best bet to saving Newton early). To my surprise, Temporal Distortions proved to be extremely effective around robots, as it ignores half of their armor and have high range, allowing you to kite them. Your accuracy at long distance is bad this early so 100% chance to do some damage and not receive any at expense of redundant psi boosters/inhalants is quite effective. For this reason, I recommend picking premeditation early. Lastly, Fatal Throw deals lots of damage and single enemies are often on low health, so pick it asap. You can't clear Silent Isle without patience seasoned in cheese so just go east, kill rats, stealth, pick cargo and run away. Pickpocket ammo and adrenalines.
Your weapon will be whatever you pick in the dumpster, your goal will be lowish quality rapid 9mm pistol with LS. There is no guarantee you will obtain it before finishing Depot A so bring molotovs...
Lvl 12:
https://underrail.info/build/?DAMMBwMIAwdGRgAAAAA4PCgtAC0YKAAAAAAARgAAKCsXGR1ZKltRAd-_Once you clear Depot A, the metro is your oyster. Go to Rail Crossing and learn Psycho-temporal Acceleration. Go to Foundry an buy W2C ammo recipe. Visit merchants for parts and get rapid 9mm pistol with laser sight. Now, your power is more than double than before. You can pick Bullet Time as early as level 12, it's nice to have, but seriously underwhelming. Rapid Fire is more effective, versatile and reliable at this point. Bullet Time shines when maxed spec on level 20 with 14 Dex and .44' pistol and the objective is to get there. We'll also focus on big fat crits and crafting 100+ quality gun. I recommend doing Foundry Faceless quest before Buzzer to save pipeworker's life. Killing Beast is managable once you get high quality .44' as you can pickpocket Saban, he has 90(!) W2C bullets of that calliber. You don't need high level to deal with Beast as you will be levelling mostly around crit now and Bladeling are immune to crits. The final fight is easy if you stock up on Gas Grenades.
Lvl 20:
https://underrail.info/build/?FAMOBwMIAwdaUAAAAABQPC0oMlUoMjcyAAAARgAAVSsXGR1ZKltRAcOSwoVTJ-K9hAXfvwAround level 20-24 you should have high quality rapid guns, fully maxed Bullet Time with 14 Dex, making your .44' shots cost 7 AP and crit gear. Once you finish Oligarch quest line visit Pasqual and learn Stasis. Then forget about everything you learned about enemies because you don't need it anymore. They are harmless lootsacks at this point.
Just max spec Hit and Run so you can reach them faster.
And get moar damage for that 2-3 fights that last longer than 1-2 turns.
Final noteThis build was extremely satisfying to play. Early game it wasn't strong, but I got plenty of special attacks and various tools. This forced me into smart, tactical play and allowed to progress without cheesing much. Then, after each significant story progression I received boost of power that elevated me to another power level. It felt great to progressively become stronger up until my power level was over 9000 (literally, I calculated this in Excel) and was able to mow through most difficult encounters using sheer firepower.
Highly recommended, rated 11/10 by independent, objective judge: build creator himself.