Author Topic: SMG Versatility Build for Any Difficulty  (Read 7884 times)

Der Zooner

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SMG Versatility Build for Any Difficulty
« on: February 19, 2022, 02:07:50 pm »
I can't say I'm much of an experimenter when it comes to builds; although I came up with this one by myself, I later found out that it was quite similar to other peoples' ideas for a versatility SMG build. I think this one is different (and good) enough to warrant its own mention, however. The most important aspect of the build is not bothering to get Per up to 6, as I don't think that the gun feats available at this level are worth the investment when the humble burst is all you really need.

Here's a link to it:

https://underrail.info/build/?HggQBwMDAwZQwqAAwqAAAAAABi0AeB5fLEYAAABGAABaK08ZJA0VNz7Co0kWRVESwofCsyrCiOKgigXip6oD4qi7A-K1rgTfvw

The amount of skill points I've distributed is influenced by my personal preference, and is what I would roughly consider the minimum for this build. I don't ever really bother using workbenches or hypercerebrix for crafting, mind you.

Some important things to note about the build (why I think it's pretty good), starting with the downsides:

-Low range with your offensive options, though this will be mitigated more and more by mobility as you progress

-You won't be seeing traps until you're a high enough level for them to not be too much of a problem

-Poor stealth ability due to use of boot spring and metal armour. Early game you'll probably be using a tactical vest and tabi boots anyway, but swapping your striders out for some good-quality ninja tabi will actually allow you to sneak quite well without too much investment in stealth as armour sloping and nimble lead to only moderate armour penalty.

-Your accuracy with guns will be abysmal in the early game due to low perception/low effective guns skill from versatility. Now that Gerhard Page drops the commando belt, getting it should be a priority if you want to take versatility earlier than I have suggested. Bullet strap belt is the other, obvious good choice of belt. Otherwise, use dirty kick/a taser to stun enemies in order to burst them down with high accuracy and spam limited temporal increment for cooldown reduction.

-You're gonna need a lot of boolets and a lot of repair kits. Thankfully, you have enough strength to carry 1000 rounds of 7.62/8.6mm ammunition and still loot like a madman.

-High melee skill and decent strength means you'll be able to use every melee weapon class (with your base stats) short of tungsten sledges in the early game, so this can be handy if SMGs/guns are falling short. You won't have any melee-oriented feats, but this shouldn't be too much trouble early on when the game doesn't expect a focused build and your SMG will be least effective.

-You will not be critting much, so tungsten carbide ammunition will be your best friend against tough guys until you can get expose weakness, at which point you should still probably use tungsten carbide ammunition anyway - life will be much easier, though. Crits aren't that great for SMGs anyway, so I don't consider this to be much of a big deal.

-Wait, you actually will be critting a lot - but mostly with grenades and throwing knives thanks to three-pointer and fatal throw. Bathe the battlefield in sharp, flying bits of metal as you vanquish every pipeworker that gets in your way.

-You can actually be quite tanky for a zoner with only 3 constitution and psi empathy, and this is the main reason for having 8 strength: Super Steel armour. Be a good little saver, make sure you get high quality super steel plates and combining super steel boots, helmet and singly-reinforced armour (2 super steel plates for the chest armour, to make that clear) will net you a damage resistance near the cap, easily if you use high density foam for the helmet and boots. For even more ridiculousness, nab a high-quality regenerative vest and you will be healed nearly to full every time you dip just below 70% health.

-Low armour penalty from combination of nimble and armour sloping will mean that your movement penalty will actually be quite low. Your secret weapon for perfecting the survivability of this build is a 150+ quality boot spring. With it, you can ensure that despite being fully clad in glorious metal splendour, you regenerate a full 40 MP from hit and run every time you decorate the rails with an enemy. How often will you be doing that per turn? Well...

-At 16 dex, with a rapid 7.62mm jaguar, each burst will cost you 12AP. Taking into consideration 20 AP from adrenaline, 15/20 AP from contraction, ~ 10-15 AP from fatal throw, 9 AP from commando, up to two AP regenerations from my rapid reloaders and a free burst with my offhand muzzled 8.6mm steel cat from commando, and the lead takes a long time to stop flying all over the place - especially considering possible investment into full auto.
At 18 Dex, A 7.62mm impala becomes a straight upgrade to the jaguar as far as I'm aware, due to them having the same stats barring critical chance. The difference in per-turn AP expenditure between 16 and 18 Dex is overall quite unremarkable and perhaps optional, though I like pumping my damage potential as high as possible.
Of course, this is at the high end of stat investment and specialisation, but even with 14 ap bursts that you'll be able to perform from level 8 onwards with a rapid 7.62mm jaguar you'll be shooting a lot per turn.

-Keeping a light melee weapon on you to apply expose weakness won't eat into your AP badly thanks to your high Dex and will hit reliably thanks to your maxed melee skill. I like the power fist for this, thanks to the strength bonus and the ability to incapacitate enemies for a good long while, potentially enabling a retreat if you leave them blocking a choke point. Knife thrower's glove can work too, as this will keep AP costs for fatal throws down.

-This build is able to wipe the floor with the Sormibaeren at level 24 as long as you have antidotes and prioritise psykers as you should. Anything you add by way of feats beyond this point is icing on top of icing on top of a cake. Premeditation and Future Orientation make it even more ridiculous, but are in no way mandatory. You may not want to invest so heartily into throwing either, it just seems like a no-brainer to me as a Dex and throwing knife enjoyer.

In summation, you can throw extremely deadly grenades and knives with as unerring accuracy as you can hope for, tank a decent bit with your fancy shiny armour, run around like a bat out of hell with Hit and Run and dominate many zoners per turn with your extremely AP-efficient bursts. I had a great deal of fun with this build and it turned out to be pretty overpowered with its combination of mild tankiness, high mobility, and high firepower, which is my main reason for wanting to share it.

Djpuffnstuff

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Re: SMG Versatility Build for Any Difficulty
« Reply #1 on: March 13, 2022, 10:47:04 pm »
Personally I would drop the SMG idea if you are going for such high strength  you might as well take Assault rifles at that point and drop all dex for my con. If you want to stick with SMG, dropping full auto makes more sense because you are on average still shooting more often with Spec-Ops and high dex and using a Premeditation/Stasis with yourself to avoid dying if there are to many enemies around. Instead of super-steel armor get infused rathound leather to get more crit-chance for your smg.

peet

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Re: SMG Versatility Build for Any Difficulty
« Reply #2 on: March 17, 2022, 02:01:36 am »
Personally I would drop the SMG idea if you are going for such high strength  you might as well take Assault rifles at that point and drop all dex for my con. If you want to stick with SMG, dropping full auto makes more sense because you are on average still shooting more often with Spec-Ops and high dex and using a Premeditation/Stasis with yourself to avoid dying if there are to many enemies around. Instead of super-steel armor get infused rathound leather to get more crit-chance for your smg.

Unfortunately this advice doesn’t make sense because dex reduces AP costs only for light weapons I believe

Der Zooner

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Re: SMG Versatility Build for Any Difficulty
« Reply #3 on: March 18, 2022, 06:14:17 pm »
Personally I would drop the SMG idea if you are going for such high strength  you might as well take Assault rifles at that point and drop all dex for my con. If you want to stick with SMG, dropping full auto makes more sense because you are on average still shooting more often with Spec-Ops and high dex and using a Premeditation/Stasis with yourself to avoid dying if there are to many enemies around. Instead of super-steel armor get infused rathound leather to get more crit-chance for your smg.

I specifically wanted to make an SMG build, so this was what I came up with. The amount of strength may seem excessive, and on most builds I wouldn't agree with dumping that many points into a stat just for the sake of metal armour and Full Auto, but when I was experimenting with builds I realized that there really was nowhere else worth putting them. 3 Will is fine for Temporal Manipulation, Con is useless except for Survival Instincts (and I was ignoring crits) when I have roughly 2000-3000 effective HP against mechanical and energy attacks and high Per is a waste of points for a Versatility build unless you want it for feats, but I didn't consider any of them to be worth the additional investment of three points that instead got me:
-Enough Int for Armour Sloping
-Enough Agility for Hit and Run, Advanced Naval Combat and probably some more stuff I'm forgetting
-Enough Str for metal armour
Whilst allowing me to still reach the cap of 18 Dex.
Crits are nice and all, but pretty lacklustre on SMGs so I just binned them off entirely and focused on finding other ways to take down tough enemies.

Der Zooner

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Re: SMG Versatility Build for Any Difficulty
« Reply #4 on: June 09, 2022, 02:41:32 pm »
I've done another playthrough with the build and I think I can make some final improvements on my original build:

https://underrail.info/build/?HggQBwMDAwZQwqAAwqAAAFBFKAAIeGkpRGkAAAAAAABPTxnCoyQVN0U-SVHCs8OY4qCKBeKnggLip6oD4rWuBd-_

I think I was a bit too prescriptive with my first build, because it really doesn't need a lot of feats to function pretty damn well. 4 go to the SMG, you get as much armour penalty reduction as you can (with the exception of body weight training) and you have hit and run for mobility. Throwing is an obvious choice to invest into thanks to high DEX, but again is not strictly necessary. The only thing that really matters is specialization point distribution, and even that has some leeway depending on how much you want to put into versatility.

The main thing I wanted to achieve with the final build was to be able to regenerate a full 40 MP per kill with Hit and Run whilst also having 95% mechanical resistance. Thankfully, it is possible (though it requires pretty high quality materials).

Through a combination of doubly-reinforced regenerative super steel metal armour, high-density padded springy super steel boots and and a low density padded super steel helmet, you can reach 95% mechanical resistance at 50% armour penalty. The bonus MP from top-tier striders combined with 7 natural AGI will give you ~40 MP combined with excellent protection against heat, energy and mechanical damage, health regen, a huge critical chance reduction against enemy attacks and flashbang immunity as general perks of the armour setup.

You might expect the build to hit like a wet noodle considering its survivability and mobility, but use of SMGs with high DEX, Versatility and a Commando belt still allows the dishing out of tons of pain to all but the most heavily armoured foes. Keep a pile of W2C ammo around and you'll be alright. Expose Weakness is optional, though a bit of a pain to use without prep.

I did invest into Temporal Manipulation, but once I got my final suit of armour, I basically never used it again. Bullet strap belts might be more optimal than the Commando belt, but again I almost never felt any pressing need to use one. I also invested far more into QoL and fun feats than I normally would simply due to the vast amount of options available. Paranoia and Trigger Happy gave God(man)-tier initiative, Pack Rathound negated the detriments of lugging around metal armour and so on. The only real weaknesses you'll have after you can up are acid entanglements (unless you get Escape Artist, hint hint) and psionics, but psionics ruin everyone's day so I wouldn't even consider it to be a particular weakness of the build.

Anyway, that's about all. I think I made the build as versatile and potent as I could.