Level 13, and *just* crafted my first +100 quality gun, which has been a huge upgrade. Build still feels subpar (compared to the opposition), but at least it's dealing damage now.
Definitely see how a pure Dex build is more powerful and really missed Versatility in the early game, but I'm glad I stuck to this build. There's a lot to like and I do enjoy spotting secrets, even if already from around level 8 or so Perception 8 isn't even enough to spot most enemy traps :D
Skills look like this currently:
Mostly sticking to the plan as you can see, though I actually had to run sub-max weapon skills for a couple of levels - needed Electronics 30 for Laser Sight obviously, and then I needed Chemistry, Biology and Tailoring for Gas Grenades, Molotovs etc., which were especially important for The Beast. That's also why my Stealth and Persuasion aren't higher, had to delay them. I'm really glad I took Persuasion even though people on Discord and other places told me not to. There's a surprising amount of checks with actual effects for a game that is really about the core gameplay and not about reactivity.
I did miss Pickpocketing a couple of times of course, but it was nothing that couldn't be worked around, and even without pickpocketing I'm already sitting on a stash of 5000 charons, which I'm pondering if I should spend on anything.
I also miss Mercantile, not for the discounts so much as for the access to higher level shops - so that's definitely the focus next. I do think it's a bit of a cheap way to add value to a skill. It's really the only skill I feel I must choose to do well on Dominating. Everything else I can imagine doing without.
And here's the feats:
I am very satisfied with the way this has gone down. As many of you warned me, Aimed Shot is showing itself to be more and more a waste of a feat, but a) it's a req for Sharpshooter, b) it really, really helped during the early and early mid game.
Ambush I instantly regretted taking until I learned to work with it. Now it's probably the highlight of my feats. So fun to play around, and Styg really designed a clear and easily decoded lighting system, so it doesn't feel tedious to work with this feat at all. The indicators are also pretty clear. It's also perfectly balanced: it's not always possible to activate, and sometimes you have to work so hard to do it it's debatable if it's worth it, but most of the time you can set it up. And for a build that usually can't hit shit more than 4 squares away, it feels
SO GOOOOOOD when this feat is active and you can snipe targets long distance because their evasion doesn't do shit. Overall, I'm very thankful to
jackofshadows for this suggestion.
Interloper is the feat I'm most back and forth on. On the one hand, it alone allowed me some early sneaks that would just be impossible without it - obviously it was bonkers in Depot A. On the other hand, it feels like a feat that when it does something it's bonkers, but it only does something in 5% of scenarios.
Grenadier is the only feat I'm doubtful about taking. Right now it's perfect - a much needed powerboost without feeling OP. But I can definetely see this getting out of hand once I have a steady supply of high end grenades and Three Pointer. ESPECIALLY with the additional CD lowering from TM. Maybe I'm gonna regret taking those two.
Next up is Bullet Time and Blindsiding though.
One feat I wish I could have fit in earlier is Paranoia. If I could do a do-over I'd probably replace Aimed Shot with Paranoia.
Only thing I'm still not sure of in terms of later feats is whether to take Gun Nut or Psycho-Temporal Acceleration. I could also take both and leave out Paranoia entirely, since maybe it's pointless when I get it so late.
Entire rough outline buildplan is here if anyone is curious:
https://underrail.info/build/?HgMOB...LN1oAAABGZgBgKwEXGR0xAioWw5LChT5LKFPCtcKkM9-_