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Topics - Firestalker

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1
General / Requesting Crossbow Build
« on: March 15, 2017, 07:31:41 pm »
Hey guys,

Im looking for a more up to date crossbow build which maybe includes bowyer, skinner (if it's worth it), hacking, lockpicking etc. since Im playing oddity system. Not sure about Crossbow builds at all. Wildans thread is bit out of date and has no skill point distribution. http://underrail.com/forums/index.php?topic=2136.msg12288#msg12288

Would put something together myself but since I have no experience at all on crossbow builds so Im not really confident about that.

Appreciate any help!


2
General / SMG/Grenadier Build - Leather/Evasion - Improvements
« on: February 10, 2017, 08:55:22 am »
Hey guys, first time poster here.
Bought the game few days ago and already got 60h into it, loving it!

To the Build:

SMG Build without Junkjard Suprise because I hate wasting time eating that stuff. With Crafting Benches and huxkey

http://underrail.info.tm/build/?AwGloJgVhBmECMMDscQA42obGAWGcEPCRXMmdVKTIgTgUQUyrkwWDrG6KIlIhdYANjZwueRlBhRqXYaWTxkXdPDqwgA

Level: 25

BASE ABILITIES
___________________________

        Strength:    3   
       Dexterity:   10 (15+1food) (Mandatory for reaching 16 dex and 3 8.6mm Bursts)
         Agility:    7   
    Constitution:    3   
      Perception:   8   
            Will:    3   
    Intelligence:    6 (7)

SKILLS LVL 25
___________________________

   OFFENSIVE
            Guns:  135(180)
        Throwing:   45(87)
   DEFENSIVE
           Dodge:    42 (65)
         Evasion:   135(169)

   SUBTERFUGE
         Stealth:  135(169)
         Hacking:   87(135) with Huxkey
     Lockpicking:   58(136) with Huxkey

   TECHNOLOGY with Crafting Bonus
       Mechanics:  91(131) enough for best SMG
     Electronics:  118(170) enough for best NV-Smart Googles/Energy Shield
       Chemistry:   87(128) 112 without crafting bonus for Best Grenade
         Biology:   38 (69) 60 without crafting bonus for some drugs
       Tailoring:  109(156) enough for Infused Siphoner Gear

FEATS
___________________________
   lvl 0   - Expertise (dps mandatory)
   lvl 0   - Sprint (hit and run alternative)
   lvl 2   - Pack rathound (can't stand 130 weight, especially with multiple smg's, bullet types and grenades in inventory)
   lvl 4   - Grenadier (dps mandatory)
   lvl 6   - Interloper (not needed but a huge quality of life improvement, feel free to adjust)
   lvl 8   - Spec Ops (dps mandatory)
   lvl 10 - GunNut
   lvl 12 - Commando (dps mandatory)
   lvl 14 - Skinner
   lvl 16 - Nimble (defence mandatory)
   lvl 18 - Opportunist (only in combination with Supressive Fire, feel free to adjust)
   lvl 20 - Suppressive Fire (only in combination with Opportunist, feel free to adjust)
   lvl 22 - Clothier or Three-Pointer (I suggest Three-Pointer for crit Grenades)
   lvl 24 - Power Managment

Gear:
NV-Smart-Googles because the Burst skill counts as special attack
Infused Siphoners Leather Armor 15% armor penality (soft padded with Kevlar coat or black cloth) Infused Siphoner Tabi
Steelcat 8.6mm with Smart Module, and Muzzle (rapid reloader at 15dex+1food for 3 burst)
Jaguar 7.6mm  with Smart Module, and Muzzle (rapid reloader at 15dex+1food for 4 burst)
Jaguar 5mm  with Smart Module, and Muzzle (rapid reloader at 15dex+1food for 5 burst)

Down below I attached a Spreadsheet for Dex to Burst ap cost. 16 seems to be a breakpoint as you are able to fire 3 bursts with 8.6mm or 4 with adrenalin

Shield: Double High or High/Medium if high caliber bullets like sniper rifle or assault rifle bother you, double low or low/medium if melee attacks are a problem (although energy shields are always better for bullets). Unsure about High Efficiency Energy Converter or Circular Wave Amplifier

Progression:
First TacVest until ratking for the ancient Leather armor after that foundry + Infused Siphoner Leather armor


Thanks for any Reply!

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