Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Underrail: The Incline Awakens

Decado

Old time handsome face wrecker
Patron
Joined
Dec 1, 2010
Messages
2,674
Location
San Diego
Codex 2014
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?
 

Ghulgothas

Arcane
Joined
Feb 22, 2020
Messages
1,610
Location
So Below
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?
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*

Keep Con as is though, you'll need it.


*as well as the dialogue options it gets you later.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,503
Not that you can't do it without those, will just take a bit of tryharding.
I disagree. I made a pistolero build that could do ridiculous amount of damage with smart silenced neoluger, on dominating.

How much graphite per dreadnaught?

Did you compare to switching to corrosive acid?

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?
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*

Keep Con as is though, you'll need it.


*as well as the dialogue options it gets you later.

5 Con is kinda pointless, either dump to 3 or bump it to get some feats.

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?

You can dump PER to 3 and use versatility with 18 DEX and melee if you don't want any PER feats.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
How much graphite per dreadnaught?

Did you compare to switching to corrosive acid?

44 hammerer could take a dread in 2 shots. The 5mm neoluger could do decent amounts of damage per shot, around 200ish. I decimated most natives using it with JHP rounds.

Damage-wise, pistolero wins. Though chemical pistols are way more useful due to procs and causing non mechanical damage.
 

CappenVarra

phase-based phantasmist
Patron
Joined
Mar 14, 2011
Messages
2,912
Location
Ardamai
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.
funny, i just started this guy a week ago after purchasing Expedition, about to leave for Depot A: https://underrail.info/build/?CAUJAwUKAwcyAAAAAAAyKCgAACgoHh4eAAAAAAAAMhcBMToyAt-_

it's not optimized at all - just fooling around with a .44 Hammerer + Riot Gear with shield, looking ahead to Bullet Time that's also Hammer(er) Time

current crit chance 35% without Ambush or stims, Steadfast Aim included
 
Last edited:

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
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.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
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.
 

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
874
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.
What weapon? Strafe is an essential feat for snipers, it makes spearheads have no move penalty at all. Almost essential on crossbows as well.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,786
Location
Roanoke, VA
Grab the Codex by the pussy
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.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,786
Location
Roanoke, VA
Grab the Codex by the pussy
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.

Weapons only suffer from close quarters and move-and-shoot penalties if those disadvantages are part of the weapon's statistics. For pistols and SMGs, Strafe does nothing; it's a waste for ARs.

Pistols and SMGs have no penalties. Pistols even receive a bonus at very close quarters.

Assault rifles have slight move-and-shoot penalties.

Crossbows have moderate move-and-shoot and CQ precision penalties.

Sniper rifles have high move-and-shoot and CQ precision penalties.
 
Unwanted

Savecummer

Latest Doxxer Account
Edgy
Joined
Mar 6, 2021
Messages
330
Crits work great with ballistic pistols post patch.
This shit makes baldurs gate 2 sorcerer and kensai look balanced.
Made me think of Timestop. Dude goes around full 2 squads of stormtroopers, all get shot in the eye one after another. :lol:
Looks at his watch - Stasis. Looks at watch again. Timestop! Boop boop boop - 3 dreadnoughts dead lol.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,386
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.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,786
Location
Roanoke, VA
Grab the Codex by the pussy
The 12.7mm contaminated seems all right, but extraordinarily niche.

I wouldn't know, as it's been the better part of a decade since I've used sniper rifles in this game.
 

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
874
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.
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.

If you're going to use sniper rifles in any capacity then I recommend taking aimed shot and shooting spree at the very least. Making sniper shots cost no AP on kill is too good to pass on.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
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 don't bother much with unique guns. They're just mediocre. The only one i think it's GOOD is the XAL. There's an AR on deep caverns that it's interesting too. Rancor and Salvation are okay-ish. Styg should buff them.
 

Decado

Old time handsome face wrecker
Patron
Joined
Dec 1, 2010
Messages
2,674
Location
San Diego
Codex 2014
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?
 

Twiglard

Poland Stronk
Patron
Staff Member
Joined
Aug 6, 2014
Messages
7,509
Location
Poland
Strap Yourselves In Codex Year of the Donut
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.

You'll be having a fuckton of problems due to: ridiculously low single-shot damage; ammo usage in DC; low range. Unlike AR builds, you can't really use snipers with minimal perk investment.

On the bright side, you'll be bursting some 5 times a turn with 7.62.
 

Decado

Old time handsome face wrecker
Patron
Joined
Dec 1, 2010
Messages
2,674
Location
San Diego
Codex 2014
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."
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,503
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."

There is a cheat engine table for Underrail, you could do it with that.

But attributes itself you can prob do without a table, just look for value, level up, look for value+1.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,164
i trully suffered and wasted a lot of resources to clear psi beetles on dominating with my thrower. In the end they didnt drop a single brain
 

sebas

Am I the baddie?
Patron
Joined
Dec 20, 2015
Messages
459
Strap Yourselves In Codex Year of the Donut
Classic vs Oddity is such a HUGE difference. I just finished my Dom play and I was level 30 right around Institute with zero Expeditions content done. I had only 2 levels extra at Depot A but afterwards it just exploded.

Next time I'm sticking with Oddity and Hard mode, fuck this drop chance.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
I'm playing Hard with Oddity. But on dominating i wouldn't do it.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom