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Underrail: The Incline Awakens

lukaszek

the determinator
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Jan 15, 2015
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meh my saves are gone. Someone finally posts shuriken specifics, throwing glove and that new throwing feat.
 

Blaine

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So, here's what I managed to restore from memory and reading the post I caught up:
Hawkeye (hit-n-run sniper)
https://underrail.info/build/?HgUGC...UCfjNLwoUZfzkvwrXCpCbipKIF4q-8BOKvvQHisIYF378

I want to finally finish the game with a stealth sniper build, and yours may be the ticket. I'm thinking I might alter your build thusly:

https://underrail.info/build/?HgUGC...V_M34dSxYmwoUCL8KkwrXipKIF4q-8BOKvvQHisIYF378

Subtracting 2 points from PER, adding 2 to INT, and then adjusting skills a bit here and there brings Guns down from 350 → 323.

In exchange, Mechanics, Electronics, and Tailoring are all boosted from 130 → 160 (which is buffed to 184 in player housing, a crafting sweet spot IMO; compared to 149 boosted if their base effectives were 130). Chemistry is boosted from 103 → 112 so that Mk V grenades and mines can be crafted away from player housing and in DC. Stealth is boosted from 200 → 214, slightly alleviating the Guns loss. In my opinion, 35 additional points of each relevant crafting skill will almost entirely compensate for the loss of Guns skill (higher Stealth ceilings for sniping feats, stronger sniper rifles), and afford stronger utility and defensive armor stat ceilings as well.

Mercantile falls slightly from 113 → 111. Hacking is adjusted to 131 (there's a 130 dialogue skill check; hey, we're min-maxing anyway), while Lockpicking is set to 118, so that the Jackknife + Mk III picks are enough to pick DC 135 locks. If Huxkey is acquired, then DC 140 locks are doable, if such exist.

I'm tempted to switch out Paranoia for something else, such as Nimble (even without Dodge and Evasion, -15% armor penalty is fantastic), but I'm still undecided. With the feat spread of your build and the fact that it's quite generalist for Underrail (Guns, Traps, and Throwing), the feats all seem so necessary that waiting until level 30 to have all of them is even more stressful than usual.

Going Conlet and Will-let simultaneously makes me nervous, but oh well.

As always, the massive investment necessary for Dodge and Evasion coupled with their limited effectiveness against non-trash enemies—especially at higher difficulty levels—and the need to dump at least one feat into them to make them suck less annoys me. Veterans can, and might as well, just go without.
 

Butter

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How does Dexterity affect AP cost of weapons? I have 11 DEX and one knife cost is being reduced from 12 to 9, another from 8 to 6. Is there a DEX ceiling beyond which I can't reduce the AP costs any further?
 

lukaszek

the determinator
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saves are gone so i can only check feat:

remote surgeon requires 8dex, 60 throwing and 25 bio. Basically lvl 10+ feat
 

jackofshadows

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Oct 21, 2019
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Blaine you might want to take a look at my version: (Interlooper and Paranoya are easily replaceable)
I'd say most importantly sinking in w/o temporal manipulation = handicaping yourself. Using electrokinetic imprint instead of traps is also nice (tbh even wasn't using it much often).

Nimble would be a waste imo. And even though dealing damage is no problem whatsoever late game, crafting solid gear pieces mid-game with Gun Nut and Power Management feels GREAT.
 

Blaine

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Blaine you might want to take a look at my version: (Interlooper and Paranoya are easily replaceable)
I'd say most importantly sinking in w/o temporal manipulation = handicaping yourself. Using electrokinetic imprint instead of traps is also nice (tbh even wasn't using it much often).

Nimble would be a waste imo. And even though dealing damage is no problem whatsoever late game, crafting solid gear pieces mid-game with Gun Nut and Power Management feels GREAT.

I've taken Power Management more times than the amount of seconds you've been alive since the day of your birth. I've taken Power Management so many times that if I had a dollar for every time I'd taken Power Management, I'd have more dollars than there are ones and zeros in this game's source code.

Power Management is absurdly strong, but Gun Nut isn't. It only increases the upper range of damage, fractionally. It's still something like a 7.5% overall damage increase, mind you—no small potatoes. It's good, but not insane.

I'm still mad about the psi nerf, although fortunately I got to play through the game with my ambush wizard long before it was implemented. Given Temporal Manipulation's several useful effects with a minimal skill investment, I can see it being worth losing 20% HP (the fucking HP reduction wasn't nerfed! Thanks, Styg!).

Anyway, yours seems like a reasonably solid build. I'd probably change it thusly (also, not all skill points had been spent):

https://underrail.info/build/?HgUEB...CfjNLwoVTKcKHwojCpMK1wq0rKOKnvgrir7wE4q-9Ad-_
 
Last edited:

Fenix

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Russia atchoum!
Yeah, DS in DA - nasty stuff. I'm in the end of GMS now, with pistolero, got ill with corona again, can't play for now.

As for mutant - obviously, melee fist build is the way to go if you want figth like a mutant. High stealth recommended to avoid bloodshed, if only being mutant doesn't set stealth to zero. You could take any feats for mutant, given that later you will anyway get mutant stats, things like Last Stand.
Probably there are many shenanigans you could do with mutant and his stats changing.
 

Parabalus

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sebas

Am I the baddie?
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Strap Yourselves In Codex Year of the Donut
Anyway, yours seems like a reasonably solid build. I'd probably change it thusly (also, not all skill points had been spent):

https://underrail.info/build/?HgUEB...CfjNLwoVTKcKHwojCpMK1wq0rKOKnvgrir7wE4q-9Ad-_

Interloper is an absolute waste. Take the point off Agi and put it in Dex and get Strafe. Strafe+Spearhead means that you will not need an offhand/close range weapon anymore. Also get Stasis and EK imprint, they will be your main defensive tools. You Stasis yourself while everybody wastes shit including their Adrenaline turns on you and then you wake up from stasis and act immediately. It's absurdly strong.

I am close to wrapping up my Dom Sniper with this variation of jackofshadows build and it feels perfect. Early game is rough but go get the AR from Passages and use Rathound barbecue to weild it properly.
 
Joined
Jan 1, 2011
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(which is buffed to 184 in player housing, a crafting sweet spot IMO; compared to 149 boosted if their base effectives were 130)
184 seems excessive. Especially for tailoring. I'm not sure it's even possible for anything to have a tailoring requirement that high.
 

jackofshadows

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Power Management is absurdly strong, but Gun Nut isn't. It only increases the upper range of damage, fractionally. It's still something like a 7.5% overall damage increase, mind you—no small potatoes. It's good, but not insane.
Thing is, you don't really need fat shield let alone armor (hence Nimble = waste) except for a very few tough fights but any extra damage is a must because you have to one-shot stuff all the time, ideally.
Chemistry and Biology are complementary skills here, its nice to have MkV but you can buy up to MKIII I beleive? Crafting your own molotovs is also not a big deal. And Biology allows to mass-produce focus-stims but you can buy a fair amount of them for occational use as well. And I agree with sebas - getting Strafe for late game is important, forgot about that. Stasis is unnecessary but nice thing to have as well as force field if you'll invest in psychokinesis. It's useful even after the nerf.
Interloper is an absolute waste.
Min-max speaking - sure but it's a good QoL perk which this type of build can easily afford.
184 seems excessive.
Yep, unless Blaine will decide to craft something fancy. But the quality cap for infused rat leather is only 160. For a weapon highest that I've seen was this piece but at that point it was irrelevant.
 

jackofshadows

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Oct 21, 2019
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That's cool but you could always get lucky (or cheat) with Constantine and simply buy equivalent of ~150-155q tabis. I was talking about most relevant gear for the build which is a good old-fashioned infused rathhound leather armor (I said 160 cap but that's according to wiki, maybe it's possible to get higher than that) and seeker nightvision googles where 160 is definitely not cap as the wiki implies, I did craft ones with 20% crit chance.

OTOH, skill points are not tight at all and one can always invest more into crafting even in all of them as it seems Blaine is about to.
 
Last edited:

Black Angel

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Jun 23, 2016
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Wonderland
In case some of you missed it, the builds I posted were made with Normal difficulty in mind. Hence why I kinda go to the extreme side of min-maxing, and why I don't put any points at all into TM. Feel free to adjust them as you see fit.
I'm tempted to switch out Paranoia for something else, such as Nimble (even without Dodge and Evasion, -15% armor penalty is fantastic), but I'm still undecided. With the feat spread of your build and the fact that it's quite generalist for Underrail (Guns, Traps, and Throwing), the feats all seem so necessary that waiting until level 30 to have all of them is even more stressful than usual.
Tbh I was kinda confused as to what good lv. 1 feat to take there during chargen, hence why I just put Paranoia mainly for the initiative bonus and for complementing my stealthy play.
 

CHEMS

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Nov 17, 2020
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I take back what i said about the throwing knives overhaul. They feel way better now, especially with the Fatal Throw perk.
 

CHEMS

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Nov 17, 2020
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Just found out a new area on Core City Sewers, really cool... Aparently, a boss fight there with three guys in blast suits that are trying to demolish Core City.

>Master Time Dicer
Fucker that uses Time Manipulation fuckery, the most annoying of the three, will shred you with temporal distortion
>Master Laser Blaster
Fucker with a laser pistol that will crit you for 400+ damage
>Master Skull Smasher
Fucker with a sledgehammer that will cast Last Stand before finally dying

All of the three are equiped with MKV grenades and they have 2000+ health on dominating. One of them also dropped a very interesting item, a fucking suicide bomb belt: it gives you THREE more belt slots and has a special hability that when triggered blows up one of each grenades you have equipped. A nice addition a possible Blast Suit Build so you can allah akbar your foes to submission
 

CHEMS

Scholar
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Nov 17, 2020
Messages
1,694
I take back what i said about the throwing knives overhaul. They feel way better now, especially with the Fatal Throw perk.
paste new glove and shurikens already

Here you go. Sorry about the quality of the image, my printscreen key is busted

PTzDyDN.jpg
 

lukaszek

the determinator
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Jan 15, 2015
Messages
13,164
Here you go. Sorry about the quality of the image, my printscreen key is busted
when you try to craft throwing knives, what is dmg range that you see? Do share your throwing skill too
 

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