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Underrail: The Incline Awakens

Unwanted

Sweeper

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when all it offers is instant gibbing
If you're doing pure PSI you've got far more at your disposal than instant gibbing. You've literally got the most versatile build in the game.
The only downside is low detection, but that's on me cause I was retarded enough not to get paranoia.
Pure PSI is too powerful, it needs a nerf.
 

Sykar

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when all it offers is instant gibbing
If you're doing pure PSI you've got far more at your disposal than instant gibbing. You've literally got the most versatile build in the game.
The only downside is low detection, but that's on me cause I was retarded enough not to get paranoia.
Pure PSI is too powerful, it needs a nerf.

Psychosis main strength is damage/burst. If you want to utilize a wide range of PSI powers then Tranquility is superior due to lower costs and AP cost reduction. You should use non damage abilities sparingly and only when absolutely needed otherwise you are shooting yourself in the foot especially early. It gets better with PSI cost reduction items and food but still does not change the fact that you want to pump most of your PSI points into damage, not utility.
 
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Sweeper

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Psychosis main strength is damage/burst. If you want to utilize a wide range of PSI powers then Tranquility is superior due to lower costs and AP cost reduction. You should use non damage abilities sparingly and only when absolutely needed otherwise you are shooting yourself in the foot especially early. It gets better with PSI cost reduction items and food but still does not change the fact that you want to pump most of your PSI points into damage, not utility.
True, but you have so much versatility that on the rare ocassion when killing shit doesn't work out, you still have plenty of options to fall back to.
Force User is the most OP feat in the game. It needs to be nerfed, pure PSI whether psychosis or tranquility is way to powerful compared to all other builds, especially on dominating.

Anywho, after I'm done with this gay ass pure PSI bullshit, I'm planning a psi puncher. That's another point against PSI btw, going pure anything other than PSI isn't worth it cause PSI has psychotemporal contraction and force user. It's too good not to take.
how would psi fare if you wouldnt be able to initiate fights from stealth for free?
It wouldn't. At least not on Dominating. Even Force Field with Force User wouldn't work because from what I can tell turn order is determined at start of battle through initiative, if you manually enter battles through stealth you always go first on subsequent turns.
I don't know if it's an oversight, but without that Dominating would be a hell of a lot harder.

Also what the fuck is up with the build site?
FUCKING NIGGERS WHERE ARE MY BUILDS REEEEEEEEEEEEEEEEEEEEE
I AIN'T GOING BACK TO WRITING SHIT IN NOTEPAD
 

Parabalus

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how would psi fare if you wouldnt be able to initiate fights from stealth for free?

I have stealth only for skipping DC, you can initiate combat from range/LoS or just tank the first turn with a shield.

when all it offers is instant gibbing
If you're doing pure PSI you've got far more at your disposal than instant gibbing. You've literally got the most versatile build in the game.
The only downside is low detection, but that's on me cause I was retarded enough not to get paranoia.
Pure PSI is too powerful, it needs a nerf.

Psychosis main strength is damage/burst. If you want to utilize a wide range of PSI powers then Tranquility is superior due to lower costs and AP cost reduction. You should use non damage abilities sparingly and only when absolutely needed otherwise you are shooting yourself in the foot especially early. It gets better with PSI cost reduction items and food but still does not change the fact that you want to pump most of your PSI points into damage, not utility.

That's all true, in theory. In game you have ample PSI for everything thanks to all the reductions, especially with LTI.

From my experience I had more troubles with running out of PSI as Tranq, since it takes much more to kill stuff, but I didn't do a run with Expedition.
 
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Horvatii

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Char builder is dead, domain seems to have expired and has been taken by some scammers.
underrail.info.tm
gonsky

I once tested a full psyker PLUS ar '''build''', since autorifle needs 3 feats max. Like fullauto, concentratedfire, commando - thats it.
I had enough points for maxing guns, all psi schools but temporal which went to 60, and stealth+pickpocket for ammo and drugs. And some skills were leftovers for hack or lockpick or something else.
The kinda interesting thing is that there was no time or opportunity to brrr with the ar... There was always some kind of better option from the psi schools...
 

hell bovine

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Secret Level
how would psi fare if you wouldnt be able to initiate fights from stealth for free?
It wouldn't. At least not on Dominating. Even Force Field with Force User wouldn't work because from what I can tell turn order is determined at start of battle through initiative, if you manually enter battles through stealth you always go first on subsequent turns.
You can easily build a high initiative psi. You might have to compromise on the stats & feats a bit more (to get trigger happy, gunslinger and paranoia), but a psi can afford it.

The problem with psi is that enemies can't counter some of the abilities (force field and stasis being the worst offenders). The devs would have to overhaul both how these abilities work and how the enemy ai handles them in combat, but whether that happens...
 

ItsChon

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Steve gets a Kidney but I don't even get a tag.
Char builder is dead, domain seems to have expired and has been taken by some scammers.
underrail.info.tm
gonsky

I once tested a full psyker PLUS ar '''build''', since autorifle needs 3 feats max. Like fullauto, concentratedfire, commando - thats it.
I had enough points for maxing guns, all psi schools but temporal which went to 60, and stealth+pickpocket for ammo and drugs. And some skills were leftovers for hack or lockpick or something else.
The kinda interesting thing is that there was no time or opportunity to brrr with the ar... There was always some kind of better option from the psi schools...
The owner of info.tm sold it so all the sites that were hosted under it went dead. The creator of the builder just migrated it over to a different service, here's the new url.
https://underrail.info/build/
Works just fine.
 
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Sweeper

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Does Heavyweight apply unmodified armor penalty to crit damage, i.e. before Nimble and Body Weight Training?
 

Okagron

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Mar 22, 2018
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Here's one I played a while back. Meh early game, but ends up being a beast.
Got to around level 12 and it's really meh in the first handful of levels. Thankfully it's picking up with the shotgun feats, hitting for around 300 damage in level 10 was pretty damn satisfying.

Gonna try a psionic build after this one since it seems to be a lot of fun. The psionic enemies fuck me up bad, specially in early game, so i want to give them a taste of their own medicine.
 

Humanophage

Arcane
Joined
Dec 20, 2005
Messages
5,060
I've been replaying Underrail a second time after first doing most of it in 2016 (I was loving it but had a game-breaking bug). This time, I first started with an AR/sniper build on Hard, but it was turning out to be insufficiently hardcore by the time I was doing Core City quests (Depot A was easy), so now I'm restarting on DOMINATING before spoiling too much and so the game keeps feeling fresh. I'm adding psi to the mix because I want something eclectic with a lot of diverse abilities and because of the tactical potential of the Force Field.

I'm not familiar enough with the game to go full exotic weaponry like plasma pistols and crossbows, so I want to stick with a realistic build. On the other hand, I don't particularly want to play a sniper, which seems too popular. Do I understand correctly that there is a shortage of ammo in the endgame, so you're much better off being a sniper than bursting because you'll quickly run out of bullets, let alone W2C bullets? I have no trouble crafting a good retractable spearhead and I have plenty of action points, and aimed shot or snipe would synergise like magic with entropic recurrence.

I'm currently at level 9, but the plan is something like this* (tailoring was a mistake whose only use was hopper tabis, but I'm thinking I'll need it eventually anyway in some distant future). This is assuming that I will proceed with ARs instead of sniper rifles. I will be dumping everything into Perception later on. Don't know what to do with specialisation yet, I'm thinking maybe concentrated fire but I'll see what I'll be using.

* Build: https://underrail.info/build/?EgcDCgMLAwdkBQAAAABfWloAD2RfDgAZAB4ALxkAQisBOVMoPypHKRUmSt-_
 
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Twiglard

Poland Stronk
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Strap Yourselves In Codex Year of the Donut
Do I understand correctly that there is a shortage of ammo in the endgame, so you're much better off being a sniper than bursting because you'll quickly run out of bullets, let alone W2C bullets?

Sort of. SMG is very disadvantaged (3-6 bursts in a turn) despite highest overall damage to multiple targets in a turn. AR not so much since individual shots are pretty powerful and they don't bursts as much. But on medium difficulty DC doesn't respawn enough for ammo to become a problem.

tailoring was a mistake whose only use was hopper tabis, but I'm thinking I'll need it eventually anyway in some distant future

Doesn't all armor use tailoring though? It's used for vests, is it used for plate armor?

I have no trouble crafting a good retractable spearhead

Just make sure the spearhead can shoot twice a turn. Add +crit of some form. Movement malus reduction isn't that important. With some amount of stealth (75-100?) from equipment you should open on your own terms mid-late game without any issues and then movement isn't that big of a deal.


Your stats, feats and weapon don't synergize with one another at all. Look at underrail builds on youtube. Some guy has a good playlist showing how big are some of the synergies.
 
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Humanophage

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Sort of. SMG is very disadvantaged (3-6 bursts in a turn) despite highest overall damage to multiple targets in a turn. AR not so much since individual shots are pretty powerful and they don't bursts as much. But on medium difficulty DC doesn't respawn enough for ammo to become a problem.
This is pretty worrying because I'm playing on dominating (last difficulty), not medium. I was hoping to use bursts a lot with ARs, hence the feats.

Doesn't all armor use tailoring though? It's used for vests, is it used for plate armor?
Yes, but I don't have enough points to spare to invest in it and the found armour is decent enough. Squeezing out a bit more stealth and protection isn't worth the investment. I don't use plate and vests, just leather.

Just make sure the spearhead can shoot twice a turn. Add +crit of some form. Movement malus reduction isn't that important. With some amount of stealth (75-100?) from equipment you should open on your own terms mid-late game without any issues and then movement isn't that big of a deal.
If I do craft a spearhead, I will be using the anatomical scope (boosts critical damage rather than chance), the -AP thing, and the retractable barrel. I'll possibly just stick to using it for openers (aimed shot, followed by 5-AP entropic recurrence) or dealing with trash mobs not to waste ammo. Not sure yet, maybe just having a reaper (added crit damage) is better for an opener. Also the -AP thing seems very rare, so for now I'll be using reaper with anatomical scope and smart module instead of -AP.

Your stats, feats and weapon don't synergize with one another at all. Look at underrail builds on youtube. Some guy has a good playlist showing how big are some of the synergies.
What's wrong with the stats? You can't get full auto without native 7 strength. Agility is needed for passable initiative checks and blitz, as well as mobility. Intelligence is needed for crafting feats, which are a huge bonus to damage and shields. The rest is perception.

Aimed shot: needed for the opener
Sprint: needed to move after quitting shadows and to maximise blitz
Gun nut: large bonus to damage, although better for the larger sniper rifles rather than spearhead
Paranoia: needed primarily to bump initiative, plus some minor defence and to avoid getting attacked by invisible enemies - although I hear that DC has undetectable stealthed enemies
Tranquility: required for the opening temporal de/buffs which would otherwise cost lots of AP, as well as for the force field
Premeditation: electrokinesis is an amazing tool for crowd control, but far too costly in AP without it - it's just overall a great feat that also has a surprisingly brief cooldown (benefitting from limited temporal increment that shortens cooldowns by 1 turn)
Blitz: since I am reliant on overwhelming opening 2 turns and have high agility, this is a good 20 AP bonus
Power management: while I would hope to avoid getting hit via the force field, ranged stuns, and slowdowns, it is good to have a seriously enormous shield
Full-auto: pretty obvious huge bonus to damage, although I fear I may start running out of ammo
Opportunist: I am stunning egregiously, so this is a natural +25% damage bonus
Concentrated fire: large bonus to damage for bursts

Like I said, I am not sure which combination of weapons I will be using yet and I want to maintain some flexibility and complexity instead of putting everything into one combo. The build is made with ARs in mind and not sniper rifles, which I'd rather not use too much because they are known to be OP. At the moment, I actually find that the shotgun works sweet because it's easy to unload two turns of 20 AP shots up close on a stunned opponent, then block him out with force field and recharge. However, although I like shotguns, I heard that there's an even greater shotgun ammo shortage in DC.
 
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Twiglard

Poland Stronk
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Strap Yourselves In Codex Year of the Donut
Sorry if this sounds too personal or harsh. That wasn't my intention. I'm criticizing your build, not your person. Really.

This is pretty worrying because I'm playing on dominating (last difficulty), not medium. I was hoping to use bursts a lot with ARs, hence the feats.

You're missing Commando, Expertise, etc. That is, you took no actually useful feats. So late in the game it's pointless to take Ambush and Critical Power since there are too few dark areas in DC.

Take Commando, then Expertise. You don't have enough DEX for Grenadier :(

On Dominating you have to either burst through (see above feats) -- the mobs respawn as fast as you kill them -- or have 300 Stealth (which is actually possible due to your AGI score) if your armor penalty isn't too high. You can go for 10% armor penalty vest for stealth's stake. Just deprioritize crafting and put a ton of skill points into it every level up.

And yes, Dominating mobs in DC are fucking hard.

If I do craft a spearhead, I will be using the anatomical scope (boosts critical damage rather than chance), the -AP thing, and the retractable barrel.

That's good, then take Critical Power. Also take Snipe (doesn't proc Critical Power), requires stealth.

Agility is needed for passable initiative checks and blitz, as well as mobility.

Running doesn't synergize with assault rifles.

You should always explore new areas with stealth. Just don't come close to anyone, but that solves the issue of initiative and positioning the best.

Gun nut: large bonus to damage

Bullshit, that's a 7% bonus.

Tranquility: required for the opening temporal de/buffs

It's too costly to take PSI with AR on Dominating. It doesn't synergize well either.

Full-auto: pretty obvious huge bonus to damage

Yes, and you should also use the weapon mod giving 2 additional shots.

The build is made with ARs in mind and not sniper rifles, which I'd rather not use too much because they are known to be OP.

Sniper Rifles aren't OP. You'll revise that statement after going to Hollow Earth. SMGs and ARs were more useful while Smart Module worked with Burst.

Opportunist: I am stunning egregiously, so this is a natural +25% damage bonus

And you have no Suppressive Fire.

Power management: while I would hope to avoid getting hit via the force field, ranged stuns, and slowdowns, it is good to have a seriously enormous shield

And unless your shield reaches 1600 HP it's not OP. Shield power is a dick measuring contest and you can't not play it.

To summarize, in order of priority:

- For AR: Muzzle Brake (+2 shots), Anatomically-Aware Scope, Rapid Reloader (use rifle model for 2 bursts a turn without adrenaline)

- Commando (!)
- Expertise (!)
- Critical Power, Sharpshooter
- Suppressive Fire
- Ambush
- Snipe
 
Unwanted

Sweeper

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I've been replaying Underrail a second time after first doing most of it in 2016 (I was loving it but had a game-breaking bug). This time, I first started with an AR/sniper build on Hard, but it was turning out to be insufficiently hardcore by the time I was doing Core City quests (Depot A was easy), so now I'm restarting on DOMINATING before spoiling too much and so the game keeps feeling fresh. I'm adding psi to the mix because I want something eclectic with a lot of diverse abilities and because of the tactical potential of the Force Field.

I'm not familiar enough with the game to go full exotic weaponry like plasma pistols and crossbows, so I want to stick with a realistic build. On the other hand, I don't particularly want to play a sniper, which seems too popular. Do I understand correctly that there is a shortage of ammo in the endgame, so you're much better off being a sniper than bursting because you'll quickly run out of bullets, let alone W2C bullets? I have no trouble crafting a good retractable spearhead and I have plenty of action points, and aimed shot or snipe would synergise like magic with entropic recurrence.

I'm currently at level 9, but the plan is something like this* (tailoring was a mistake whose only use was hopper tabis, but I'm thinking I'll need it eventually anyway in some distant future). This is assuming that I will proceed with ARs instead of sniper rifles. I will be dumping everything into Perception later on. Don't know what to do with specialisation yet, I'm thinking maybe concentrated fire but I'll see what I'll be using.

* Build: https://underrail.info/build/?EgcDCgMLAwdkBQAAAABfWloAD2RfDgAZAB4ALxkAQisBOVMoPypHKRUmSt-_
That's not a very good build for a multitude of reasons, but you should be able to complete the game.
As for ammo you can always craft more W2C ammo, DC shouldn't be a problem if you stealth to skip some fights and craft enough W2C for it.
 

Sykar

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Turn right after Alpha Centauri
Sorry if this sounds too personal or harsh. That wasn't my intention. I'm criticizing your build, not your person. Really.

This is pretty worrying because I'm playing on dominating (last difficulty), not medium. I was hoping to use bursts a lot with ARs, hence the feats.

You're missing Commando, Expertise, etc. That is, you took no actually useful feats. So late in the game it's pointless to take Ambush and Critical Power since there are too few dark areas in DC.

Take Commando, then Expertise. You don't have enough DEX for Grenadier :(

On Dominating you have to either burst through (see above feats) -- the mobs respawn as fast as you kill them -- or have 300 Stealth (which is actually possible due to your AGI score) if your armor penalty isn't too high. You can go for 10% armor penalty vest for stealth's stake. Just deprioritize crafting and put a ton of skill points into it every level up.

And yes, Dominating mobs in DC are fucking hard.

If I do craft a spearhead, I will be using the anatomical scope (boosts critical damage rather than chance), the -AP thing, and the retractable barrel.

That's good, then take Critical Power. Also take Snipe (doesn't proc Critical Power), requires stealth.

Agility is needed for passable initiative checks and blitz, as well as mobility.

Running doesn't synergize with assault rifles.

You should always explore new areas with stealth. Just don't come close to anyone, but that solves the issue of initiative and positioning the best.

Gun nut: large bonus to damage

Bullshit, that's a 7% bonus.

Tranquility: required for the opening temporal de/buffs

It's too costly to take PSI with AR on Dominating. It doesn't synergize well either.

Full-auto: pretty obvious huge bonus to damage

Yes, and you should also use the weapon mod giving 2 additional shots.

The build is made with ARs in mind and not sniper rifles, which I'd rather not use too much because they are known to be OP.

Sniper Rifles aren't OP. You'll revise that statement after going to Hollow Earth. SMGs and ARs were more useful while Smart Module worked with Burst.

Opportunist: I am stunning egregiously, so this is a natural +25% damage bonus

And you have no Suppressive Fire.

Power management: while I would hope to avoid getting hit via the force field, ranged stuns, and slowdowns, it is good to have a seriously enormous shield

And unless your shield reaches 1600 HP it's not OP. Shield power is a dick measuring contest and you can't not play it.

To summarize, in order of priority:

- For AR: Muzzle Brake (+2 shots), Anatomically-Aware Scope, Rapid Reloader (use rifle model for 2 bursts a turn without adrenaline)

- Commando (!)
- Expertise (!)
- Critical Power, Sharpshooter
- Suppressive Fire
- Ambush
- Snipe

Expertise is pretty meh for AR at best and useless for sniper riles.
 

Humanophage

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Dec 20, 2005
Messages
5,060
Sorry if this sounds too personal or harsh. That wasn't my intention. I'm criticizing your build, not your person. Really.

This is pretty worrying because I'm playing on dominating (last difficulty), not medium. I was hoping to use bursts a lot with ARs, hence the feats.

You're missing Commando, Expertise, etc. That is, you took no actually useful feats. So late in the game it's pointless to take Ambush and Critical Power since there are too few dark areas in DC.

Take Commando, then Expertise. You don't have enough DEX for Grenadier :(

On Dominating you have to either burst through (see above feats) -- the mobs respawn as fast as you kill them -- or have 300 Stealth (which is actually possible due to your AGI score) if your armor penalty isn't too high. You can go for 10% armor penalty vest for stealth's stake. Just deprioritize crafting and put a ton of skill points into it every level up.

And yes, Dominating mobs in DC are fucking hard.

If I do craft a spearhead, I will be using the anatomical scope (boosts critical damage rather than chance), the -AP thing, and the retractable barrel.

That's good, then take Critical Power. Also take Snipe (doesn't proc Critical Power), requires stealth.

Agility is needed for passable initiative checks and blitz, as well as mobility.

Running doesn't synergize with assault rifles.

You should always explore new areas with stealth. Just don't come close to anyone, but that solves the issue of initiative and positioning the best.

Gun nut: large bonus to damage

Bullshit, that's a 7% bonus.

Tranquility: required for the opening temporal de/buffs

It's too costly to take PSI with AR on Dominating. It doesn't synergize well either.

Full-auto: pretty obvious huge bonus to damage

Yes, and you should also use the weapon mod giving 2 additional shots.

The build is made with ARs in mind and not sniper rifles, which I'd rather not use too much because they are known to be OP.

Sniper Rifles aren't OP. You'll revise that statement after going to Hollow Earth. SMGs and ARs were more useful while Smart Module worked with Burst.

Opportunist: I am stunning egregiously, so this is a natural +25% damage bonus

And you have no Suppressive Fire.

Power management: while I would hope to avoid getting hit via the force field, ranged stuns, and slowdowns, it is good to have a seriously enormous shield

And unless your shield reaches 1600 HP it's not OP. Shield power is a dick measuring contest and you can't not play it.

To summarize, in order of priority:

- For AR: Muzzle Brake (+2 shots), Anatomically-Aware Scope, Rapid Reloader (use rifle model for 2 bursts a turn without adrenaline)

- Commando (!)
- Expertise (!)
- Critical Power, Sharpshooter
- Suppressive Fire
- Ambush
- Snipe
No worries, I'm all up for criticising builds. I am not trying to come up with the strongest build, but rather something that wouldn't be too straightforward or too popular whilst still packing a punch. It is good that ARs and psi are not seen as a popular combination.

The issue here is that 'synergy' seems to mean simply taking all the feats that mention assault rifles and sprees. I would prefer to have a more interesting unit than just an auto-gunner with repeated feats to maximise the burst, especially early on. I was already playing the gunner on Hard, and it was uninventive. The force field adds a significant new dimension to fights, I find, and the temporal spells are a good bonus. I actually might take psycho-temporal acceleration later down the road.

Stealth: I am already maxing out my stealth. I max out crafting whenever I want to switch from one weapon to another. No crafting = no fast sniper rifle with smart module.
Initiative (and paranoia): of course, I attack from stealth. Unfortunately, sometimes you just accidentally bump into someone or you have an unexpected fight. Simply reloading in such cases seems unfair. Also the invisible enemies are annoying.
Sniper rifles OP: well, smart module doesn't work with burst any more. Also psi sniper is a bit stereotypical and seems to be widely used so it needs to be diluted with AR.
Mobility: I find that I'm constantly running away or towards enemies.

Commando: I plan to take it later on after level 18.
Critical power: will probably take it, although not sure it would work so well with ARs because they only potential bonus to crit comes from the crit damage scope - and that reduces the chance to crit since you're not using the +crit scope.
Expertise: doesn't work with SRs, and might not synergise so well with ARs either if I focus on crit - which I should. Seems kind of mid-level when your level is high enough for a significant bonus, but your crit chance is still low.
Grenadier: I wish I could have it, but I'd rather put those points in Per if they were free. Although it would have been beautiful synergy with the no-AP psi cooldown boost.
Ambush: as you say, I doubt that I will be able to use it in DC, so it will be a waste of a slot. It's cool that it affects positioning and it would work with my stealth, but it seems a little too finicky. Also I am not sure I'll be able to burst from afar and I'm using aim with the sniper rifle.
Snipe: I am very much on the fence about this. I fear that I will switch even more to sniper rifles if I take it. Other than aim, it is the only feat to be used with sniper rifles that benefits from smart attacks, which get a large multiplier. Also my stealth is obviously high, plus it's amusing to boost this attack further with the cloaking device. The downside is that the critical multipliers are wasted on it, plus it has a high miss chance because you can't paralyze the target first. Missing with sniper rifles is very unpleasant. Lastly, I don't re-enter stealth in combat much, although that may be a question of habit and it may work well with the force field.
Gun nut: it's not 7.5% - that would be if every weapon had fixed damage instead of a range. It boosts both ARs and SRs, unlike other more particularistic feats. Also it uniquely affects base damage that is later multiplied instead of being added to skill bonuses like other feats. In addition, it reduces the chance that you will roll one of the lower range numbers that benefit less from multiplication.
Suppressive fire: I used to have it on my gunner and found it pretty useless because the effect is minor. I can see the synergy with opportunist, but it probably applies after the burst, so it's just every second burst. In any case, if the target is serious, it's already either stunned for accuracy or slowed.
Sharpshooter: it's nice, but doesn't affect ARs. Might take it but critical power goes first, as you say. This would make the reaper look like a pretty attractive competitor to the spearhead, though I still love the flexibility.
Power management: I'm at level 12 and my most recent shield is already 1000. I'm certain it will be a lot bigger eventually.

There is also an issue with equipment. With sniper rifles, you do not really need to increase your crit chance because you have Aim and Snipe, so you're better off with smart goggles. With ARs, you should go for the crit goggles.
 
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Sheepherder

Augur
Joined
Feb 4, 2014
Messages
657
Sorry if this sounds too personal or harsh. That wasn't my intention. I'm criticizing your build, not your person. Really.

This is pretty worrying because I'm playing on dominating (last difficulty), not medium. I was hoping to use bursts a lot with ARs, hence the feats.

You're missing Commando, Expertise, etc. That is, you took no actually useful feats. So late in the game it's pointless to take Ambush and Critical Power since there are too few dark areas in DC.

Take Commando, then Expertise. You don't have enough DEX for Grenadier :(

On Dominating you have to either burst through (see above feats) -- the mobs respawn as fast as you kill them -- or have 300 Stealth (which is actually possible due to your AGI score) if your armor penalty isn't too high. You can go for 10% armor penalty vest for stealth's stake. Just deprioritize crafting and put a ton of skill points into it every level up.

And yes, Dominating mobs in DC are fucking hard.

If I do craft a spearhead, I will be using the anatomical scope (boosts critical damage rather than chance), the -AP thing, and the retractable barrel.

That's good, then take Critical Power. Also take Snipe (doesn't proc Critical Power), requires stealth.

Agility is needed for passable initiative checks and blitz, as well as mobility.

Running doesn't synergize with assault rifles.

You should always explore new areas with stealth. Just don't come close to anyone, but that solves the issue of initiative and positioning the best.

Gun nut: large bonus to damage

Bullshit, that's a 7% bonus.

Tranquility: required for the opening temporal de/buffs

It's too costly to take PSI with AR on Dominating. It doesn't synergize well either.

Full-auto: pretty obvious huge bonus to damage

Yes, and you should also use the weapon mod giving 2 additional shots.

The build is made with ARs in mind and not sniper rifles, which I'd rather not use too much because they are known to be OP.

Sniper Rifles aren't OP. You'll revise that statement after going to Hollow Earth. SMGs and ARs were more useful while Smart Module worked with Burst.

Opportunist: I am stunning egregiously, so this is a natural +25% damage bonus

And you have no Suppressive Fire.

Power management: while I would hope to avoid getting hit via the force field, ranged stuns, and slowdowns, it is good to have a seriously enormous shield

And unless your shield reaches 1600 HP it's not OP. Shield power is a dick measuring contest and you can't not play it.

To summarize, in order of priority:

- For AR: Muzzle Brake (+2 shots), Anatomically-Aware Scope, Rapid Reloader (use rifle model for 2 bursts a turn without adrenaline)

- Commando (!)
- Expertise (!)
- Critical Power, Sharpshooter
- Suppressive Fire
- Ambush
- Snipe
No worries, I'm all up for criticising builds. I am not trying to come up with the strongest build, but rather something that wouldn't be too straightforward or too popular whilst still packing a punch. It is good that ARs and psi are not seen as a popular combination.

The issue here is that 'synergy' seems to mean simply taking all the feats that mention assault rifles and sprees. I would prefer to have a more interesting unit than just an auto-gunner with repeated feats to maximise the burst, especially early on. I was already playing the gunner on Hard, and it was uninventive. The force field adds a significant new dimension to fights, I find, and the temporal spells are a good bonus. I actually might take psycho-temporal acceleration later down the road.

Stealth: I am already maxing out my stealth. I max out crafting whenever I want to switch from one weapon to another. No crafting = no fast sniper rifle with smart module.
Initiative (and paranoia): of course, I attack from stealth. Unfortunately, sometimes you just accidentally bump into someone or you have an unexpected fight. Simply reloading in such cases seems unfair. Also the invisible enemies are annoying.
Sniper rifles OP: well, smart module doesn't work with burst any more. Also psi sniper is a bit stereotypical and seems to be widely used so it needs to be diluted with AR.
Mobility: I find that I'm constantly running away or towards enemies.

Commando: I plan to take it later on after level 18.
Critical power: will probably take it, although not sure it would work so well with ARs because they only potential bonus to crit comes from the crit damage scope - and that reduces the chance to crit since you're not using the +crit scope.
Expertise: doesn't work with SRs, and might not synergise so well with ARs either if I focus on crit - which I should. Seems kind of mid-level when your level is high enough for a significant bonus, but your crit chance is still low.
Grenadier: I wish I could have it, but I'd rather put those points in Per if they were free. Although it would have been beautiful synergy with the no-AP psi cooldown boost.
Ambush: as you say, I doubt that I will be able to use it in DC, so it will be a waste of a slot. It's cool that it affects positioning and it would work with my stealth, but it seems a little too finicky. Also I am not sure I'll be able to burst from afar and I'm using aim with the sniper rifle.
Snipe: I am very much on the fence about this. I fear that I will switch even more to sniper rifles if I take it. Other than aim, it is the only feat to be used with sniper rifles that benefits from smart attacks, which get a large multiplier. Also my stealth is obviously high, plus it's amusing to boost this attack further with the cloaking device. The downside is that the critical multipliers are wasted on it, plus it has a high miss chance because you can't paralyze the target first. Missing with sniper rifles is very unpleasant. Lastly, I don't re-enter stealth in combat much, although that may be a question of habit and it may work well with the force field.
Gun nut: it's not 7.5% - that would be if every weapon had fixed damage instead of a range. It boosts both ARs and SRs, unlike other more particularistic feats. Also it uniquely affects base damage that is later multiplied instead of being added to skill bonuses like other feats. In addition, it reduces the chance that you will roll one of the lower range numbers that benefit less from multiplication.
Suppressive fire: I used to have it on my gunner and found it pretty useless because the effect is minor. I can see the synergy with opportunist, but it probably applies after the burst, so it's just every second burst. In any case, if the target is serious, it's already either stunned for accuracy or slowed.
Sharpshooter: it's nice, but doesn't affect ARs. Might take it but critical power goes first, as you say. This would make the reaper look like a pretty attractive competitor to the spearhead, though I still love the flexibility.
Power management: I'm at level 12 and my most recent shield is already 1000. I'm certain it will be a lot bigger eventually.

There is also an issue with equipment. With sniper rifles, you do not really need to increase your crit chance because you have Aim and Snipe, so you're better off with smart goggles. With ARs, you should go for the crit goggles.
AR don't mesh very well with snipers. They're more of a stand alone weapon because commando needs both weapon slots to be ARs.

Even so, I'd recommend getting commando as soon as you can. Even if you plan to use one weapon slot for snipers isntead of hornet+chimera, it's too good to put it off for later.
Don't use +crit% scopes, +crit% is piss easy to get. Drugs, food, armor, feats etc. Without SI ARs can comfortably at least 34% crit% without using goggles or scope right after Depot A. Over 44% crit% with goggles and over 74% with SI.
Grenadier is a crutch imo.
Gun Nut is not worth 4 points in INT. The measly 7% increase to base damage shouldn't matter when all the rest of the multipliers come into play. Power management is meh for shields alone, as shields without it can go up to 1600 at oculus store component quality. Plenty enough. With power management, shield go over 2k. If these are your only int feats, you'd be better off leaving int at 3.
Suppressive fire activates at the first bullet of the burst, so the second bullet get the bonus. With high PER ARs can burst down several enemies per burst, so an aoe +15% dmg is very good.
Don't get Blitz. It's too big of an investment. I don't think it's ever worth it to get 10 AGI for blitz alone.
 
Unwanted

Sweeper

Unwanted
Zionist Agent
Joined
Jul 28, 2018
Messages
2,394
>Huh I really have to complete this game, just one full playhtrough. Which build should I go for?
>Well pure PSI is OP.
>Yeah but I already did that and got bored with it half way through.
>But it's got a huge will bonus for persuasion and dialogue checks, that's a pretty good choice for my first full playthrough.
And I fucking went for it. And now I've done everything minus the Oculus and Tchortists and it's sooooo fucking Goddamn boring.
I hate how retarded I am.
I've got almost 400 hours in this motherfucker and I haven't actually completed it.
Guess I'll just have to stop being a faggot and power through this shit.
 

Xeon

Augur
Joined
Apr 9, 2013
Messages
1,858
I kinda enjoyed a trapper build but it was kinda of a hassle setting up a kill zone and then clean up again and crafting all the time.
 

Humanophage

Arcane
Joined
Dec 20, 2005
Messages
5,060
Sheepherder
That's very helpful about the ease of getting high crit.

What do you think about Snipe? I am currently torn between getting snipe and full auto. Snipe hits like a train with my stealth and agility, one-shotting a burrower warrior at level 14 for just 24 AP*. It one-shots regular burrowers even with ordinary ammo. On the other hand, it delays me on the path towards making the AR workable. At the moment, burst can only bring down a regular burrower if I go full auto with regular ammo and is pretty pathetic against a warrior (I am using +2 burst). I don't have enough W2C to be bursting with them yet. For now, I am leaning towards taking snipe.

I'll take Commando after Full Auto.

Also, how good is Thermodynamic Destabilization? It looks like a huge AoE at a paltry cost if I am reading it correctly. I can easily deal a lot of damage to a single target.

* Although it keeps missing at high hit chances, which is obnoxious. For example, I've been testing Snipe with Aim and missed the burrower warrior with an 82% hit chance four times in a row, which is a 1 in a 1000 chance. Maybe the hit chance is determined upon entering the location or the percentage reflects something else.
** I'm using burrowers for testing. Regular burrowers are of course very weak vs. shields and only their spawn are somewhat dangerous.
 
Last edited:

Xeon

Augur
Joined
Apr 9, 2013
Messages
1,858
Thermodynamic Destabilization is godsend, it helped me wipe waves the monsters during the beast boss fight in Domination. You just need to invoke it the highest health enemies and focus him to kill everyone around him.
 

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