Agility. Someone with more experience can likely break down how much Dex gets you how many attacks per-round, but Agility is what gets you better initiative. Int is good for upping your crafting game with skill synergies, as well as gettin' the most out of energy pistols*Thanks.
For a pistoleer type, I'm wondering how to prioritize stats -- Dex seems like the most important, then Perception. But the then what? Agility? Int?
I disagree. I made a pistolero build that could do ridiculous amount of damage with smart silenced neoluger, on dominating.Not that you can't do it without those, will just take a bit of tryharding.
Agility. Someone with more experience can likely break down how much Dex gets you how many attacks per-round, but Agility is what gets you better initiative. Int is good for upping your crafting game with skill synergies, as well as gettin' the most out of energy pistols*Thanks.
For a pistoleer type, I'm wondering how to prioritize stats -- Dex seems like the most important, then Perception. But the then what? Agility? Int?
Keep Con as is though, you'll need it.
*as well as the dialogue options it gets you later.
Thanks.
For a pistoleer type, I'm wondering how to prioritize stats -- Dex seems like the most important, then Perception. But the then what? Agility? Int?
How much graphite per dreadnaught?
Did you compare to switching to corrosive acid?
funny, i just started this guy a week ago after purchasing Expedition, about to leave for Depot A: https://underrail.info/build/?CAUJAwUKAwcyAAAAAAAyKCgAACgoHh4eAAAAAAAAMhcBMToyAt-_Hit hard, first, and frequently. All you need to do.
On an aside, I'm now wondering on the viability of a critical focused build. For pistols.
Reckless - 7%
Per 11 for Scrutinous 7%
Seeker Goggles for Critical shooting (10% or more)
Infused Rathound Armor for Critical Increase (10% on avg)
Body Horror 3%
Steadfast Aim
Ambush
Not counting focus stim and hardcore chips, you have some brutal potential for the .44 Hammerer.
Assuming 10% for Seeker goggles, and not counting steadfast aim or ambush
10 - Base Pistols
7 - Reckless
7 - Scrutinous
10 - Seeker Goggles
10 - Infused Rathound Armor
3 - Body Horror
15 - Focus Stim
5 - Hardcore Chips
--
67% critical chance.
I never really thought about it, but that's kinda brutal. .44 Hammerer with Explosive Shells, decent throwing for Molotovs, well that just got nasty.
Shit.
What weapon? Strafe is an essential feat for snipers, it makes spearheads have no move penalty at all. Almost essential on crossbows as well.Also, i'm running a build and taking strafe for the first time. Feels like a wasted feat, this thing is broken or what? I feel no difference in the penalties at all.
Also, i'm running a build and taking strafe for the first time. Feels like a wasted feat, this thing is broken or what? I feel no difference in the penalties at all.
Made me think of Timestop. Dude goes around full 2 squads of stormtroopers, all get shot in the eye one after another.This shit makes baldurs gate 2 sorcerer and kensai look balanced.Crits work great with ballistic pistols post patch.
Explosive damage from the explosive 44 rounds don't crit. Most special ammo is useless in some way:
5mm shock rounds won't crit electro damage and won't shortcircuit robots = trash
9mm acid rounds won't crit with acid damage = trash
44 explosive won't crit = trash
7.62 rounds are okay-ish with the bleeding damage but you're better off with W2C ammo.
12.7mm contaminated rounds will leave a ridiculously small gas cloud that won't affect anyone because they'll move out of the way
The only special rounds i do enjoy are the tungsten shells and the incendiary 8.6 that have a fairly high chance to set stuff on fire. At least JHP and AP function as intended, unlike fallout 2.
You can mitigate the effects of crippling strike with adrenaline/vitality powder - former nullifies one stack for 3 turns, latter 2 stacks for 2 turns. You better finish the fight within that time though.I'm having fun with my SMG guy (the build I ultimately decided on), but I've realized that I'll essentially be pressing Burst for the rest of the game. Also, unlike ARs, I foresee running into the annoyance of realizing that I needed more DEX/could have done with less DEX once it's too late to do anything about it.
However, also unlike ARs, Crippling Strike won't reduce my precision to 5%. Crippling Strike is the ultimate Achilles' heel of tin can AR builds. You absolutely cannot let little dagger pansies get anywhere near you, or you'll be fucked; at the very least, you'll have to bomb yourself with your own grenades. Self-bombing is one of the great privileges of wearing a tin can, though.
Traps should make things more interesting once I've invested into them properly, since this is a stealth build which can place the traps in relative safety behind enemy lines, then utilize sniper rifles (even with zero feats) to draw enemies into trapstravaganzas from a fairly safe distance.
Also, it's been so long since I've played that I thought traps had to go into utility slots. Imagine my delight when I realized that I could drop Quick Pockets in favor of something else. I should have known better, since I knew that you require a feat to arm traps during combat.
Explosive damage from the explosive 44 rounds don't crit. Most special ammo is useless in some way:
5mm shock rounds won't crit electro damage and won't shortcircuit robots = trash
9mm acid rounds won't crit with acid damage = trash
44 explosive won't crit = trash
7.62 rounds are okay-ish with the bleeding damage but you're better off with W2C ammo.
12.7mm contaminated rounds will leave a ridiculously small gas cloud that won't affect anyone because they'll move out of the way
The only special rounds i do enjoy are the tungsten shells and the incendiary 8.6 that have a fairly high chance to set stuff on fire. At least JHP and AP function as intended, unlike fallout 2.
All of the special bullets seem designed to suck on their own, and only be good if spammed at maximum volume out of a specialty weapon.
Shock bullets are to be spammed out of Rapid Muzzled Jaguar or this https://stygiansoftware.com/wiki/index.php?title=NF_R90
Incendiary bullets out of a Rapid Muzzled Steel Cat
Acid bullets are definitely supposed to be spammed out of this https://stygiansoftware.com/wiki/index.php?title=K&H_MP6
Explosive rounds out of this https://stygiansoftware.com/wiki/index.php?title=Tommy_Gun
Even then they're seldom better than W2C, just an ok alternative while you find more crafting components for W2C bullets.
Most interesting fix would be for the unique guns to be even better at triggering the special bullets' effects than they already are... more burst shots, slightly lower base damage, that type of thing. As it is it's very tempting to say that special bullets just plain suck.
I'm having fun with my SMG guy (the build I ultimately decided on), but I've realized that I'll essentially be pressing Burst for the rest of the game. Also, unlike ARs, I foresee running into the annoyance of realizing that I needed more DEX/could have done with less DEX once it's too late to do anything about it.
Nevermind, I found a cheat engine called "Reroll your character and pay attention this time you fucking retard."Is there a saved game/character editor so I can fix the fact that I fucked up my build yet again, because I dumped perception when I meant to dump int?
Nevermind, I found a cheat engine called "Reroll your character and pay attention this time you fucking retard."Is there a saved game/character editor so I can fix the fact that I fucked up my build yet again, because I dumped perception when I meant to dump int?