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Underrail: The Incline Awakens

lukaszek

the determinator
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Jan 15, 2015
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Any other early game tips that will get me through Depot and prevent from rage quitting?
I was able to clear depot with grenades and traps alone on dom, without feats to support them.
Gas grenade is awesome although as far as depot focus goes - mutants are immune. If you truly fear that area - plan for magnesium grenades. Either be able to craft them, or have high mercantile(blaine extra stock got them... i think? SOmeone might correct this).

Id say that important part lies beyond depot, as there are more annoying enemies. For example plan on how you will be dealing with enemies resistant to your standard tactic - spraying enemies with bullets.
usually grenades are the answer

Also, do consider going versatile instead. You might find that its easier dealing with plasma sentries(on dom they will be present in depot) while wielding shock knife. Dump PER, guns high enough just for feats
 

Piotrovitz

Savant
Joined
Dec 21, 2017
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Paris, Texas
There're plasma sentries in depot on DOM? Holy fuck, it's going to be fun.

Also, do consider going versatile instead. You might find that its easier dealing with plasma sentries(on dom they will be present in depot) while wielding shock knife. Dump PER, guns high enough just for feats
Any tips on that one?

Never ran with versatility - I assume moving some pts from PER to STR would work? What feats are worth taking/necessary with such hybrid?
I'm kinda flexible on the planned build - doesn't necessary have to be pure SMG/stealth/commando, but also don't want to deviate too far from that. Definitely no psi nor tin can.

Also - is evasion/dodge even worth pumping on DOM, especially on glass cannon?

Thanks for all the advices mates
:love:
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
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Versality is a VERY good option, yeah. You can read about similiar build here (vers pistols).

Re evasion/dodge. Man, you should've seen some debates here regarding that :lol: I'd say not really but maybe this normie gent will persuade you otherwise.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,640
Also - is evasion/dodge even worth pumping on DOM, especially on glass cannon?
Sure. Just pump it as much as you can, and get some evasion boosting equip on top. Even then you'll frequently die to a random lucky streak of the enemies, but that's just part and parcel of being a glass cannon.

There're plasma sentries in depot on DOM?
IIRC you can turn them all off with high enough hacking from one of the computer consoles.
 

lukaszek

the determinator
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Any tips on that one?
Max dex and melee. PER and guns high enough for feats of your choice. STR as low as possible too.
Make no mistake - its not about using both melee and guns, although you can. Consider it pure guns playthrough, where not only your AP cost is as low as possible, but also your effective gun skill is to the roof too. Also you get free attributes from PER that you can use elsewhere.

besides mandatory versatile, id consider expertise as it adds dmg to each shot that you spray. perhaps consider using https://www.stygiansoftware.com/wiki/index.php?title=Unprojector

As for dealing with tanky enemies, plan for using laser gun(missing crit synergy on your build) or acid one(basically free option). Both benefit from max dex greatly.

Using both melee and guns at once is doable, but taxing on your build planning and I dont think you are there yet. Also dont want to take away your fun of planning a bit.
For example when I did I used both daggers and laser pistols as there are plenty of crit synergies, yet I did waste a bunch of feats that were active only in melee/ranged. Was fine in melee where I was proccing cheap shots+fancy footwork, then I could gain plenty of movement to gain distance and pew pew as needed. Fancy footwork is my favorite feat so I always try to utilize it
 

Piotrovitz

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Max dex and melee. PER and guns high enough for feats of your choice. STR as low as possible too.
This seems to be in line with the pistol build that jackofshadows linked here (with pistols instead of SMGs tho)

Two things I don't get:

1. If shooting is primary for such builds, why not pump guns and let melee rise via versatility, but the other way around? With lower PER, every point in guns makes a difference, especially with short range SMGs, no?

2. Doesn't dumping STR hinder melee too much?

Sorry if this is something trivial - never tried DOM before, and Hard was so easy that it didn't really required any major char planning.
 
Last edited:

Zeem

Scholar
Joined
Sep 25, 2019
Messages
154
Location
Evil Empire
Max dex and melee. PER and guns high enough for feats of your choice. STR as low as possible too.
This seems to be in line with the pistol build that jackofshadows linked here (with pistols instead of SMGs tho)

Two things I don't get:

1. If shooting is primary for such builds, why not pump guns and let melee rise via versatility, but the other way around? With lower PER, every point in guns makes a difference, especially with short range SMGs, no?

2. Doesn't dumping STR hinder melee too much?

Sorry if this is something trivial - never tried DOM before, and Hard was so easy that it didn't really required any major char planning.
With pistols or SMGs and versatility the idea is to max out your DEX to get the AP reduction and high effective melee, and take Versatility to make Guns scale off Melee. You're not doing it to have Melee, you're doing it to scale Guns off DEX.
 

Piotrovitz

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Yeah, but why scale guns of melee (which will be gimped anyway with low STR) and not the other way around - is higher melee preferable here and e.g. synergizes with some feats?

Guess the question should be 'what does melee/versatility bring to SMG build'
 

Zeem

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Evil Empire
Yeah, but why scale guns of melee (which will be gimped anyway with low STR) and not the other way around - is higher melee preferable here and e.g. synergizes with some feats?

Guess the question should be 'what does melee/versatility bring to SMG build'
Melee scales off STR or DEX, whichever is higher.
 

lukaszek

the determinator
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Ah, got it now - always thought it scales only from STR.
yeah versatility adds extra layers of mechanics so it becomes even more complicated. No one in this thread was crazy about it when it was introduced first. That is until someone made a connection between dex, melee, light guns and PER being useless. If I were to try hard to give credit... was it Sheepherder ?
Then we had like 100 pages of builds centered around that.
 

Serus

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Small but great planet of Potatohole
It says so in the character sheet (shortcut S). You make you character there too. In "Skills" tab. Point the mouse over "Melee" and it says in big letters: "Related base ability - Strenght or Dexterity".

I don't want to be an ass here to anyone but I'm starting to see how people can't make a build by themselves and need spoilers. They don't bother to read even the description of skills and stats in the game. On main character screen. Of curse in the true Underrail' way it doesn't say that the higher of the two stats is chosen - or I can't find it - but still, the point stands.
 

Piotrovitz

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Paris, Texas
Then we had like 100 pages of builds centered around that.
Haha yeah, I was lurking this thread once in a while and saw versatility being thrown left and right. Never dug deep enough to really understand what the fuss was about, but now I get it :)

I don't want to be an ass here to anyone but I'm starting to see how people can't make a build by themselves and need spoilers. They don't bother to read even the description of skills and stats in the game. On main character screen.
Relax dude, I'm not here for a ready build or hand holding, just general tips for first run on DOM - like is quick tinkering or versatility worth it - to avoid fucking myself over.
 

lukaszek

the determinator
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quick tinkering
its a legacy thing and reason why you might be finding plenty of old builds with it. It used to be free, hence being one of the most powerful options when dominating was not a thing yet.

Now it costs plenty of AP and honestly - if you learn your ropes and got some stealth, you can prepare battlefield in advance.
Its one of those things that you can live without if you learn how to play better
 

Yosharian

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May 28, 2018
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10,414
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Grand Chien
Yeah, but why scale guns of melee (which will be gimped anyway with low STR) and not the other way around - is higher melee preferable here and e.g. synergizes with some feats?

Guess the question should be 'what does melee/versatility bring to SMG build'
Dirty Kick

It's insanely good for taking out tough opponents with an SMG Vers build
 

Piotrovitz

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Paris, Texas
Dudes, one more thing and I'm starting my run and leaving you the fuck alone (with each question I feel like a hobo asking for pennies):

1. Stat allocation for SMG vers build:

S 3/D 10 /A 7/C 3/P 6/W 3/I 6-7

This leaves me with 1-2 spare points (on hard/no vers I just put them in PER) - where's the best value added for dom? I'm thinking bout:

INT - not needing anything above 6 for any feats, but extra 1-2 points would bump up couple of useful skills and freed up points to put into the combat ones.

STR - the only value added would be extra carry capacity - not much, but even with pack rathound it was always a pain in the ass to carry everything, especially with the most ammo-starved build. Now with traps added (which also weigh a ton), I get a headache thinking about all the backtracking to vendors after every fight :negative:
 

Yosharian

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Dudes, one more thing and I'm starting my run and leaving you the fuck alone (with each question I feel like a hobo asking for pennies):

1. Stat allocation for SMG vers build:

S 3/D 10 /A 7/C 3/P 6/W 3/I 6-7

This leaves me with 1-2 spare points (on hard/no vers I just put them in PER) - where's the best value added for dom? I'm thinking bout:

INT - not needing anything above 6 for any feats, but extra 1-2 points would bump up couple of useful skills and freed up points to put into the combat ones.

STR - the only value added would be extra carry capacity - not much, but even with pack rathound it was always a pain in the ass to carry everything, especially with the most ammo-starved build. Now with traps added (which also weigh a ton), I get a headache thinking about all the backtracking to vendors after every fight :negative:
You should bear in mind that increased STR gives you access to Full Auto which is pretty devastating on an SMG build. For my build (which I absolutely haven't tested on Dominating, I hasten to add) has 7 STR because I like having FA and the carry weight is very useful as you say

I do have a full build written out but it's really not designed for Dominating so I would recommend asking on the Underrail Discord for a detailed Dom build

But anyway in case it helps, this is my point buy:

Strength: 7 (Full-Auto)
Dexterity: 10 [18]
Agility: 6 (Spec Ops)
Constitution: 3
Perception: 6 (Suppressive Fire)
Will: 3
Intelligence: 5 (Versatility)
 

jackofshadows

Arcane
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Oct 21, 2019
Messages
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Strength: 7 (Full-Auto)
Dexterity: 10 [18]
Agility: 6 (Spec Ops)
Constitution: 3
Perception: 6 (Suppressive Fire)
Will: 3
Intelligence: 5 (Versatility)
So now I'm starting to play with this build. Wanted to do a smg run for a while. Fuck you very much.
 

Piotrovitz

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Joined
Dec 21, 2017
Messages
914
Location
Paris, Texas
7 STR just for Full Auto seems like a pretty steep investment. When I was fiddling with SMG builds on hard I realized that with so many bursts each round (commando/adrenaline/psycho contraction), +2 shots are not really worth it, but maybe with HP bloat on dom it makes a difference?
Plus with 6 AGI you're not getting Hit and Run, which is kinda essential for any high mobile SMG build, no? This could be mitigated by putting one extra stat point there instead of DEX though.

OTOH, dumping STR to 3 makes me really fucking worried about carrying capacity and frequent backtracking, especially that I roll with 8.6 steel cat + 7.62 jag, plus Izu for silent kills, which means six different types of ammo (counting W2C ones) that this build eats like crazy. Add loads of bear traps and granades and the only room left is for couple of dirty rags.

Maybe I'm overthinking this and should just play the goddamn game haha
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,640
7 STR just for Full Auto seems like a pretty steep investment. When I was fiddling with SMG builds on hard I realized that with so many bursts each round (commando/adrenaline/psycho contraction), +2 shots are not really worth it, but maybe with HP bloat on dom it makes a difference?
Plus with 6 AGI you're not getting Hit and Run, which is kinda essential for any high mobile SMG build, no? This could be mitigated by putting one extra stat point there instead of DEX though.

OTOH, dumping STR to 3 makes me really fucking worried about carrying capacity and frequent backtracking, especially that I roll with 8.6 steel cat + 7.62 jag, plus Izu for silent kills, which means six different types of ammo (counting W2C ones) that this build eats like crazy. Add loads of bear traps and granades and the only room left is for couple of dirty rags.

Maybe I'm overthinking this and should just play the goddamn game haha
Keep in mind you get to raise your stats as you level up throughout the game. If you're a point short for a feat here or there, you can add it later.
 

jackofshadows

Arcane
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Oct 21, 2019
Messages
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This could be mitigated by putting one extra stat point there instead of DEX though.
How dare you substract from DEX. Nah. Better consider to dump PER as I'm right now. Not sure supressive fire worth it. Actually I hesitate between playing the usual stealthy ambusher and somthing akin to this i.e tin can but very mobile and with SMGs intead of rifles/machine guns.
 

Piotrovitz

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Dec 21, 2017
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Paris, Texas
Fuck it, soon I will spend more time contemplating my build than actually playing.

I went with the stats above, just swapped point from PER to AGI to get Hit and Run. From bonus stats I will sacrifice one at some point to bump up PER to 6 for supressive fire - it's too good with opportunist to skip it.
 

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