New enemy types as well as additional enemies, updated AI behaviour, boss hp modifier. As long as you don't expect what you've seen on lower difficulties you'll be fine.
PS: you might wanna keep some Antithermic gear if you want to use lots of Molotovs.
Oh yeah, Silent Isle was a pain in the ass because of these big cunts. I got like 70% of them before I could rush the crate and book it before they could force combat. No stealth.
Siphoner leather keeps me rather cosy in the fires. I just got to run 'em glowing bastards over.
These waves are kinda annoying, especially when you're forced to stop whatever you do and rush for defense. So I usually solve the problem as soon as possible, with extreme prejudice.Not to mention their serpentine cocaine. I don't even raid villages right away because i'd rather farm them at my trapped biological napalm ridden acidic beach shore. They die painfully so i can party hard with their awesome drugs.
How do you raise the damage for silenced guns? Invest in Guns skill, farm high quality frames, Opportunist + Supressive Fire combo as I use silenced SMG, later Gun Nut to up base damage a little, W2C ammo - this I know of, what else? I found silenced SMGs to be completely non-viable because of abysmal damage early on, so I carry Steel Cat as a real deal in the other hand.Could pull off stealth kills and even use it in straight up battles, firing it for like 5 AP doing tons of critical damage.
I'm going to wrap myself and my head in tinfoil for protection against the glow in the dark's.Siphoner leather keeps me rather cosy in the fires. I just got to run 'em glowing bastards over.
Siphoner Leather is pretty decent for the beginning but it only matches the basic Molotovs. You will need bigger guns... khm, more reflective gear if you want to walk in Napalm Grenade fires :D. You might be a Cooked Shot/Incendiary Pistol kinda guy at the end of the day.
I'm going to wrap myself and my head in tinfoil for protection against the glow in the dark's.
How do you raise the damage for silenced guns? Invest in Guns skill, farm high quality frames, Opportunist + Supressive Fire combo as I use silenced SMG, later Gun Nut to up base damage a little, W2C ammo - this I know of, what else? I found silenced SMGs to be completely non-viable because of abysmal damage early on, so I carry Steel Cat as a real deal in the other hand.
There's so much I need to learn about this game, jesus. Not complaining.
Your entire first playthrough will be a learning experience. But everyone here will be happy to flex their Underrail knowledge by helpin' you cheat a bit.There's so much I need to learn about this game, jesus. Not complaining.
I'd take tailoring to craft good leather armor for stealth bonuses so you don't have to invest so many points in that skill. Mechanics and chemistry are necessary for most grenades. If you also want to craft EMP grenades you'll need a decent electronics investment. Eletronics is also useful for a stealth based character because you can craft googles that give you a pretty sizeable bonus to your critical chance. Mix it with reckless, and possibly survival instincts if you're really going for a suicidal glass canon character, and you can easily see yourself having >50% critical chance. If shields aren't your main defense, you can easily get away with shields you scavenge or buy from the traders IMHO. Don't be afraid to consult Wiki to double check blueprints and how much investment a specific craftable requires. Also having traps is a pretty OP tactic for a stealth based character since you can scout ahead and make chokepoints everywhere and then direct the combat as you want it to be once the fighting begins.So let's say I was going to roll a SMG/Pistol dependent character who uses grenades and stealth. What are the crafting skills I should take? Tailoring and Chemistry? Is it worth taking electronics just to have shields?
Your entire first playthrough will be a learning experience. But everyone here will be happy to flex their Underrail knowledge by helpin' you cheat a bit.There's so much I need to learn about this game, jesus. Not complaining.
I'd take tailoring to craft good leather armor for stealth bonuses so you don't have to invest so many points in that skill. Mechanics and chemistry are necessary for most grenades. If you also want to craft EMP grenades you'll need a decent electronics investment. Eletronics is also useful for a stealth based character because you can craft googles that give you a pretty sizeable bonus to your critical chance. Mix it with reckless, and possibly survival instincts if you're really going for a suicidal glass canon character, and you can easily see yourself having >50% critical chance. If shields aren't your main defense, you can easily get away with shields you scavenge or buy from the traders IMHO. Don't be afraid to consult Wiki to double check blueprints and how much investment a specific craftable requires. Also having traps is a pretty OP tactic for a stealth based character since you can scout ahead and make chokepoints everywhere and then direct the combat as you want it to be once the fighting begins.So let's say I was going to roll a SMG/Pistol dependent character who uses grenades and stealth. What are the crafting skills I should take? Tailoring and Chemistry? Is it worth taking electronics just to have shields?
Laaaaast bit of backseat gaming from me. Get the Opportunist, Suppressive Fire, Concentrated Fire and Commando Perks in addition to all the stealthy stuff. That cocktail of perks creates a fantastic synergy of damage for burst fire weapons, one that can only get better with the addition of ones like Spec Ops and Blindsiding.So let's say I was going to roll a SMG/Pistol dependent character who uses grenades and stealth. What are the crafting skills I should take? Tailoring and Chemistry? Is it worth taking electronics just to have shields?
Underrail RPG system is a thing of beauty: it looks intimidating at first, but after some time you'll be swimming in it like fish in the water. Comparing it to Fallout RPG system, it's more punishing and restrictive, but on the other hand, paradoxically, allows for more variation in your builds and playstyles.There's so much I need to learn about this game, jesus. Not complaining.
Good combo, but my particular build is supposed to be based on Silenced SMGs. Steel Cat is already more than capable of bringing destruction, it is its silent partner that currently sucks.Smart Modules + Rapid Reloaders + Critical Power + Sharpshooter + Rapid Fire + Point Shot + Execute = 5mm carnage. With JHPs, i shredded natives like there was no tomorrow. Didn't even use Gun Nut on that run. But this kind of weapon only gets to cause serious damage at later levels, early game i only used .44s. Taking bursts with rapid fire is SO satisfying. With crits, each 5mm shot would take around 150hp using the correct ammo. The secret is using those special attacks to activate the Smart Modules. Rapid Fire was like a "conditional burst" on this build.
At first I thought that Versatility is a pure support, QoL feat, but now I see entire builds based on it... My current build is more conventional, but well, I had to try that Versatility thing with pistol build that I wanted to do for a long time.I think focusing on increasing the damage of the Silenced SMG might be the issue.
A melee opener with Expose Weakness could probably increase the damage of a 5mm SMG well enough to the point of it matching a heavy perk investment into SMGs. Shock Bullets/JHP shouldn't be underestimated. Spec Ops seems like it's a must. Won't do the math, but I think you will be down to 10 AP per burst if you're powering it through high Dex Versatility. That will also give you a ton of other options to consider, as well. Infinite Flashbangs, for example.
https://underrail.info/build/?HgMQB...AAAAGliMcKjCCgWUxdNJ0smKcKzd1sR4qiSBeK1rgrfvwVersatility SMGs are weak in the beginning, but they scale both in damage and AP reduction making them extremely strong later on.
Good combo, but my particular build is supposed to be based on Silenced SMGs. Steel Cat is already more than capable of bringing destruction, it is its silent partner that currently sucks.Smart Modules + Rapid Reloaders + Critical Power + Sharpshooter + Rapid Fire + Point Shot + Execute = 5mm carnage. With JHPs, i shredded natives like there was no tomorrow. Didn't even use Gun Nut on that run. But this kind of weapon only gets to cause serious damage at later levels, early game i only used .44s. Taking bursts with rapid fire is SO satisfying. With crits, each 5mm shot would take around 150hp using the correct ammo. The secret is using those special attacks to activate the Smart Modules. Rapid Fire was like a "conditional burst" on this build.
Smart Module + Rapid Fire. Farmed 160 Smart Module gives 60% of dmg, with Rapid Fire it's 1.6x3=4.8. With regular burst it's 1x5=5. Not a big deal.
Critical Power - all silenced SMG have 100% crit bonus, making CP useless.
Sharpshooter doesn't work with SMGs, as well as Execute and Point Shot.
Also, I planned to take Expertise, but with a full-crit build it's almost useless.
Thus, silenced SMGs are at active disadvantage to silenced pistols!
https://underrail.info/build/?HgMQB...AAAAGliMcKjCCgWUxdNJ0smKcKzd1sR4qiSBeK1rgrfvw
Something like this for pistols, eh?
https://underrail.info/build/?HgMOA...AAAAMKgYjEWF1snTVMIJksRwrN3Ah4p4qiSBeKrpQrfvw
Compared to non-Versatility build it really looks better. I post it for the reference so I can find it later.