User:Sthalik/builds-smg

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Revision as of 14:36, 20 February 2018 by Sthalik (talk | contribs)
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Intro

The build works on the DOMINATING difficulty. SMG builds are as of Feb 2018 one of the most powerful.

I use crafting extensively for the additional versatility and good weapon/shield.

TODO: Add some explanation here.

Final stats

Shishak

Seacave.png Rups l.png
42
1800

Lunatic Pyromaniac.png

Description
Abilities Spec Ops; Ambush; Sprint; Expertise; Commando; Grenadier; Critical Power; Power Management
Combat Stats
Combat Stats Level: 20
Damage: 24-75
Movement Points: 47
Detection: 176
Base Abilities Strength: 3
Dexterity: 15
Agility: 6
Constitution: 3
Perception: 8
Will: 3
Intelligence: 7
Skills Guns: 110 (147)
Throwing: 55 (106)
Dodge: 77 (90)
Evasion: 79 (99)
Stealth: 79 (131)
Hacking: 70 (95)
Lockpicking: 44 (93)
Mechanics: 84 (105)
Electronics: 88 (110)
Chemistry: 55 (69)
Biology: 0 (8)
Tailoring: 77 (96)
Mercantile: 0 or 105

Base attribute consideration

Use the AP cost table when choosing a caliber for given dexterity score.

  1. Dexterity: Put 10 at character creation. Either level up to 15 and use Eel Sandwiches for combat. See below for the the attribute's importance.
  2. Intelligence: Either start at 6 for the Eel Sandwich variation, or 7 and end up with 16 Dexterity as per above.

Feats to avoid

These feats look useful, but only superficially. There are too many good feats to use one of these.

  1. Aimed Shot: The single-shot damage and critical bonus are very low for SMGs. Only good a feat when using a proper sidearm. See below for item discussion.
  2. Rapid Fire, Point Shot: We're focusing on burst fire AP cost. Better take more crafting feats.
  3. Suppressive Fire: Debatable. May help with kiting HP-sponge types on the DOMINATING difficulty, but Nimble has more all-around benefits.

Feats discussion

These feats are important:

  1. Spec Ops: Lowers Burst cost from 3x single-shot to 2x single-shot. This feat and 16 Dexterity allows for 3 bursts per turn (before additional modifiers). This is without Adrenaline Shot which itself is heavily recommended before opening up.
  2. Commando: This late-mid-game feat provides yet another burst per turn, provided any enemy died during aforementioned three bursts.
  3. Sprint: Necessary despite lack of direct combat utility. See section below.
  4. Expertise: Increases damage a ton in mid- to late-game. Overall SMG damage is low. At level 12 with example average damage of 20, the increase is a bit over fifty percent.
  5. Ambush: TODO

TODO

Level-up development

TODO

Skill discussion

TODO

Mention non-essentials like stealth, throwing.

Item discussion

TODO

Mention smart goggles/attachment.


Mention Plasma Pistol with insane crit damage + Aimed Shot + Critical Power.

Mention that armor penalty must be very low (15-20).

Caveats and considerations

TODO

Mention rushing Mk4 frags for Depot A.

Gameplay style

Mention Burst accuracy falloff, hence run and gun.

Mention Grenadier & utility 'nades.

Mention napalm grenades as OP.

Crafting

TODO

Mention electronics.