Tigranes
Arcane
- Joined
- Jan 8, 2009
- Messages
- 10,350
Second one is more engaging. The goal is simple - not to get hit. Here, pure damage output matters less as long as people can't hit you back. Underrail sports the wide selection of various means for that: simple pumping up your MPs so you can run from any danger, breaking the LoS, bear traps, wide assortment of crowd control grenades and caltrops, various PSI abilities, passive weapon bonuses and such. See sniper? Get in cover. See the guy with sledgehammer? Incap or trap him. See crossbow user? Fix him in place and finish him off. See the group of people? Trap the chokepoints, drop caltrops, start the fight with molotov to heat up the party, when they get uncomfortable close to you - flashbang. Given the choice between trading shots and retreat, always retreat, unless you are sure than you won't take much damage (or malign stat effect) and will kill the guy soon. Never stay in enemies attack range. If you are pressed up against active and dangerous enemy, you either kill him in the current turn, or disable him/run in cover.
That's what I was attempting to do with my first character. I suspect I did a big dumb by pumping Perception above all else though and never leveled Throwing. Probably need to restart.
I suspect you'll be fine once you work it out - the game isn't easy by modern standards and like any complex game has its own quirks you need to get used to. Feel free to share your build or specific issues in the thread. https://underrail.info/build/
If first time, you're on what, Hard/Oddity?
Normal/Classic - I've restarted as a melee guy with more focus on crafting and the game already feels nicer to play.
I can't recommend Oddity highly enough on Normal/Hard. It's well designed, the game's balanced for it, and it probably trains you to collect crafting ingredients, whereas trying to kill every critter around isn't the most fun.
Anyway, normal is easy enough that you can fool around a bit and get the hang of it. It does require some metaknowledge to understand the right crafting skills & thresholds for your build - e.g. the 20 chem for molotovs, 15 bio for psi boosters, or mech+elec for electrocharge weapons.