Underrail General Thread: Fist Fightin Edition

Last Underrail's unexpected general thread died a week ago. No one made a new one so here goes.

It's an isometric RPG that looks and plays more like Fallout 2 than anything else, yet remains vastly different and interesting in its own brand of combat synergy, builds and humour.

You can basically do anything from a SWAT officer gunning people down with submachine guns and tazing people to popping flashbangs every turn (provided you have the right stats to get the perks needed for that), to a hulking metal armor wearing, machine gun wielding, full auto blasting unstoppable beast from Jin Roh (well, high capacity AR is the best you can do actually, LMGs and shotties are sadly not present in this game), to a stealthy sniper, a stealthy cutthroat, a pchysic manipulator or in a my case, a full physical fist fighters (a lot of people will tell you this build is stupid because PSI makes unarmed playthroughs easier, but fuck em, my build fucks anything it can reach and once I get those anti-immobilizing footwear, I'm god. Pic related).

Aside from AoD, this is one of the best CRPGs to have came out in years since the disappointing releases done by Obsidian and other (used to be) big RPG devs.

So what's your build? What's your tactics and most importantly, are you making crazy builds like a SWAT officer with tactical vest, anti-flashbang helmet, leather boots with springs underneath armed with an old world MP5 and Glock 17?

well fuck, there goes my hopes for a Terminator build.

I really need to get around to playing this.

You basically get fuckhuge pistols to compensate for the loss of shotties.

There's even a very lord commisar pistol skill called execute, and there's perks that make heavier, more action point using pistol crit at a higher rate and with more crit damage. So in the end you turn into some sort of post apocalyptic dirty harry that your enemies have to pray you don't roll a critical

I'm okay with that, guess I'll go Clint Eastwood then.

I just remembered there's definitely an old world .44 magnum revolver in game. It's pretty tough to get it though because a very tough bastard owns it.

Was thinking about picking this up with my birthday gift card.

Any advice?
Are there mods out for this? If yes which should i get?

It's already really good vanilla-wise. I'll recommend at least one playthrough as it is. Unfortunately for now modding isn't possible yet, but the dev had in the past noted that modding support will be considered after the release version is out (which it is now).

Got to Deep Caverns with my pure psi build, then got a bit annoyed at certain elements of that area, and stopped for a while. I need to finish the game on that character still.

Pure psi is fucking awesome, the mechanics are so well-done.

Also, pics related.

Would you wish to know a spoiler for your build?

Go ahead, I am pretty much in endgame with all 3 psi skills maxed out, kitted out with a 150 quality Uni Psi Band with high level psionic mufflers and neural amplifier.

For my first play through should I choose to get xp from the oddities or from the more traditional style of xp gain.

If you got bilocation from the silent isles, the seemingly useless robes you can find around in the game actually reduces the cooldown of bilocation to 1 turn, giving you the ability to either swamp an enemy with up to 4 ghost clones or just have up to 4 clones running around wrecking everything. Though from your pictures, you don't play mind control do you?

I got every single psi skill, including Bilocation, obviously. But I didn't know about the robes, that's very interesting. The problem is, Bilocation is something that I rarely use because I tend to do massive AoEs and then retreat between Force Fields to regen psi points every once in a while. Works out for most fights except the most drawn out ones.

this game really pounds my ass too much

Besides the usual git gud, did you try planning out your build before you started or did you go in blind?

Traditional is for if you're not comfortable with the game enough yet to have killing things not give you exp, but oddity xp actually does the game justice as well.

How much of a SJW cocksucking faggot is the developer and how many privilege checks has the game's story and characters?

And don't say 'none', you shill, it's 2016 and I just want to know if they are full cucks or just a little.

no, if you have to plan out your build in a detailed manner to actually play a game, that game is dog shit.

No as in like tick the "show all perks" button and take a look at what you could potentially get before you make a jack of all trades and complain your character can't do shit well. If you missed that part, you're pretty darn stupid.

None that I saw.

I suppose the character creation pictures choices have quite a few negros and gooks?

It is indie. Like Spiderweb you wouldn't see any SJW shit in a Spiderweb game.

Did I miss anything by failing the gang quest?
I accidentally got both leaders killed, and I'd assume that the feds would take over, but nobody even seemed to react to the mass shootout.

Haven't played the game, but I did follow the updates during its greenlight phase, never noticed anything out of the ordinary.

Game confirmed for being completely unamerican.

The game is pretty full of misogyny, there's one stronk independent women and her only place in the game is for you to kidnap her so the rat king can NTR her into his cockslave and cuck her boyfriend, who's father the rat king has a grudge against. Really, you don't even get to invite her on the epic quest to slay the rat king or some shit because the entire fucking settlement knows they're outclassed by the rat king.

There's also close to no female bandits, unlike fallout


The feds can't be arsed to control the place because they actually want a gang to at least keep the place in order. You failed the quest friendo. I admit that part was pretty sloppily made. They should had at least added some failing reactions to that part

It depends.

If the mass shooting involved white victims or some special snowflake minority being killed by a white person it would have gotten attention. If a hoodrat shoots up a bunch of other gang members, it gets 3 seconds on local news before moving on to sports scores.

The developer is Serbian
that should say everything you need to know

There's also an attractive woman who will try to seduce you if you're male, then drug and try to kill you.

She's a black widow, luring innocent men to her house, fucking then murdering them. You can find a bunch of corpses and evidence of guilt in her basement when you escape/kill her. So satisfying.

Slavs are truly the saviors of the gaming industry.

She went there with my character. Who was spec-ed into nothing but hand to hand combat. She basically got her spined ripped out, then I got dressed, explored her well made bunker (WHICH WAS STILL MADE BY A MAN THAT PARASITIC WHORE!). And then skipped my way to the sheriff to tell him accidentally ripped the spine out of the woman who was killing some poor blokes under his watch

Well, that is pretty refreshing. I already got some shit this sale but I guess I will buy this too like a good goy.

My first character was pure psi, and a guy. When she drugged me, part of the drug was a psi regeneration blocking drug, that fucked me over hard until I realized how to electrocute her with the generator in the basement. It was genuinely spooky being chased by her throughout the bunker, because I really couldn't do much against her, and if she ever initiated combat, I basically had to reload, because you can't use vents during combat.

There's actually another back alley entrance into her bunker, so you can actually sneak into it and get the evidence without ever talking to her. I think what the dev wanted was for the player to feel weird with the widow throwing herself at you and plainly say no. Before checking around her house for the alleyway entry. Obviously people who went Mcgiggityfuck got their just deserts.

wow you're retarded and have shit taste.

You're grasping for straws there.

The dev literally made that button so normally competent people who can plan ahead don't have to go wiki-surfing to enjoy the game. Fucking casuals.

Not really, unless there was an update since I last played certain classes and abilities outclasses almost everything.

I tried so fucking hard to make a unarmed fighter but he always got fucked due to lack of stealth.

Which is king, you need it for basically everything and not having it means getting shit rewards 75% of the time.

Stealth, melee destroys basically everything.
There are few others, but almost always need stealth to a degree.

Unarmed class was actually the easiest (albeit most interesting dynamically, unlike the heavy AR builds) for me to get into. The stealth melee genre is still a very non-noob friendly build (given how half the people who complain about knives not doing anything against robots or heavy amor never took expose weakness).

Pure psi is pretty dope these days, don't think anyone there takes stealth.

Lightning quick pure physical fist fighter with okay augmented levels of health is the really good build I'm running at the moment and I don't have a drip of stealth in me. Blitzing and killing/incapacitating everyone in one turn is what the build is about. If you fail, just flashbang the floor and stun everyone out for 2 turns

Heavy armor sledgehammer or AR will definitely not use stealth since AR build uses all AP to burst and frag while sledgehammer can flash and sprint after tanking for one round.

SWAT build can get flashbang down to 1 turn cooldown so all they really need is a good initiative (But I can see how stealth really helps there).

A lot of builds aren't dependent on stealth and I've played all of the ones I've listed.

A stealth/trap/crossbow build is fairly ace though.
Really places emphasis on planning ahead of your actions.

Sounds good, i bought it. 9.99 Yuropoors seems like a good deal to support a CRPG slavgame.

Some of the best fun I had was during my SWAT build though.

I crafted my own grenades, so I had a constant supply of flashes, molotovs and poison gas grenades (not to mention liquid nitrogen grenades). Popping a corner, finding a FUCKHUGE group of people, what I do was usually to toss gas followed by flashing them. They'll all lose a turn and get contaminated (which increase ALL DAMAGE TAKEN and it has stacks. Oh it has fucking 20 stacks). Next turn I spray them with bullets and flash them again. And then more gas, more flashes, more molotovs, more flashes. It was the ultimate CC build that wasn't psi.

I need help with the mutagen puzzle.

ovid 1:GO MX U9 UB
ovid 2:MX LV B4 PG QU
ovid 3:O3 UZ B4 GO
solis-1:TT NS BW RB GO
solis-2:GG V3 LV JY NS
echo-1:YX LV RB
echo-2:YX NS UB
echo-3:SX TT YX QU U9
echo-4:RB UB YX
Io-1:GO LV TT MX
Io-2:O3 B4 GO V3
Io-3:UZ U9 GO
Helicon-1:NS LV U9 B4 WA
Helicon-2:U9 MX GO O3
Helicon-3:NS UB SX

i need to combine some of them to make THIS

O3 UZ GO NS LV U9 WA V3 JY MX B4

I still don't know how to identify them as negative or positive.

even death is better choice than THAT, any options for the quest?

The other option is the generic Village elder (armed with an AR in this case) requests you to bring him the head of the rat king. Pays you 300 shillings for your trouble and teaches you to shoot crossbows at vermin better because people in this village just does it better like Todd Howard.

...

If you really want to find a fault to sperg about, the fluff content in the game is pretty thin, compared to for example Fallouts. It needs more background lore and quest exposition.

I actually managed to do the sex slave quest AND the quest to kill him
You can abduct her without the village turning on you as long as nobody notices you abducting her, you had to lure her away from the town through some bullshit I forgot as tranquilizing with a silent crossbow in her home will still cause everyone to aggro

Anyone tried it on wine? Heard it works but with sound issues.

Credit to the slav dev is that the game is meant for the PC to be played like an independent contractor instead of a faction player (with the exception to SGS because your "homeland" is supposed to be there). So it means double crossing everyone is the way to win.

My current play rule for assassination side quest for example goes like this.

1) Does my client have a faction support?
2) Can I manage to kill my client discretely, or taunt them into combat?
3) If no to 1 and yes to 2, my client will have to die after I finish the job and collect my reward

For example, rigging mining equipment to kill Olivia after I fucked with the furnace to kill her husband and collected the reward

One build I never ran was the stealth sniper build. Anyone got that up and running before?

I've beaten the game with it, it's completely viable, single-target damage is fuckhuge, you can even oneshot armored targets with dum-dum rounds. You want a bit throwing but throwing in general is useful for any character. I used pistols with crit perks and Mind Control in addition to it, 1v2 it was undefeatable due to amount of control and bonuses against controlled targets. Against groups flashbang and molotovs saved the day. Pistol is useful as you get no penalties for point blank or attack after movement also commissar style execute against CCed targets. Beartraps are good even with 0 trapping.

Overall, you can replace MC with Trapper for maximum mine everything in stealth, then shoot some bastard and watch the fireworks as enemies rush to you through minefield fun and skip pistol and crit perks, and dodge to get more crafting for moar explosives and that general purpose scoped Spearhead commando instead of Reaper commando, using points from willpower to boost intelligence will help with that.

FUCK TUMBLRTALE

Id like to start out by saying, that i think all you people who play tumblrtale suck a big fat goat dick.

now, to move on

I think TUMBLRCUCKS are pathetic. all they do is sit around with their big lips and collect welfare. and if they're not doing that, theyre robbing, raping, stealing, murdering, or in jail. So id like to give a big fuck you to all you tumblrites out there. By the way, im not really racist, i have a tumblrite NIGGER in my family tree. Hes been hanging there about 20 years (badumdum!)

Now on to SJWTALE cucks. they are like a mixture of tumblrcucks and bunnies. they also sit around and collect welfare, but they have a different method. They all reproduce at an amazing rate, and then the welfare collection moves on into the next generation. They really all should be lined up and shot, with their goy clothes and their nigger skeleton flags. And, like tumblrcucks, they go out robbing, raping, mugging, stealing, murdering, and end up in jail.

WHY ARE PEOPLE LIKE THIS ALLOWED IN Holla Forums?

Jews. Hitler was right. They are nothing but money grubbing little fucks. like that guy toby fox, look at him. He makes a pointless game, sells a million some copies, AND THAT ISNT ENOUGH. now he has to make a movie too. That movie is going to suck, just like him, and just like all his fans. Hes a self centered piece of shit, just like every other jew ive met. And whats this deal with jews whining about the holocaust?!?! they gotta make movies, books, whatever. Its all about money with them. they cant spend their own money and get on a public access channel and whine about it, no they gotta set up a holocaust memorial, bug that faggot jew steven spielberg to make a movie that sold out, and a bunch of other shit. fuck jews.

Undertalefags. Well, Undertalefags are their own category. It seems they just dont get it. WE DONT CARE THAT YOU LIKE TUMBLRTALE! GET OUT OF MY Holla Forums! I know if i had kids i wouldnt want em to be seein a bunch of cum guzzlin tumblrtales walkin down the street with their womanly manhood dangling around screamin we want tumblrtale discussion….

YOU HAVE TUMBLRTALE DISCUSSION! YOU HAVENT BEEN B& YET! YOU SHOULD BE HAPPY!

All they do is fuck like bunnies and spread the tumblrcuck virus. I hope they kill themselves off soon.

Tumblrtales are out to ruin the economy. Look at em with their piece of shit meme games. Why do they have to evade our economy? I mean, i dont see anything wrong with them sellin shit over here, but they practically SHOVE IT DOWN OUR THROATS! and YOU FUCKERS keep buying the shit. I say we send a couple more sage-bombs over there, take care of their tumblr asses.

Goat molesters make me sick, but they keep popping up! Whats this world coming to when these guys can peddle their goatkiddy porn over the internet! ITS SICK! All those goatkiddy porn fuckers should be castrated with plastic forks and burned at the stake.

Tumblrtales. God i fucking hate Tumblrtales. LEAVE ME ALONE! All they do is whine about how people are going to go to hell and try and convert people! GET A LIFE! god damn sexually dysfunctional little fucks! You should all be burned at the stake like you did to the pagans! I fucking hate you all!

i feel alot better after doing this. And im not going to hide behind a fake email address and name. email me, i dont give a fuck. all you losers are pathetic. go out and get a fucking life, quit sittin around masturbating to goats behind your computer screen you little scrawny fucks. Im so drunk right now i dont give a fuck if you fags fuckin email me. Hell, i'll give you my fucking fone number too while im at it, feel free to call me, or are you afraid to? afraid i might humiliate you over the phone? 717 867 1292, if its busy 717 867 1679, ask for FUCK OFF TUMBLRTALE, i'll be waiting for all your calls.

oh, and one more thing.

FUCK YOU!

OP

Yeah, thats right you fuck, i hate you too.

Wrong thread again

I have only one question and this will determine if I play the game or not.

Does clothing and armor change your sprite?

are you baiting or do you have legit reading comprehension issues there bud?

Putting a kevlar overcoat on a tactical vest or riot gear does change how you look, but there's like 10 looks in total over 4 types of armor. (11 if you count a unique armor) as well as a bunch of non craftabpe gear that have their own looks

Not interested in coward simulators.

how the fuck am I supposed to beat them if I constantly get stunlocked, frozen, set on fire, mind fucked, and all sorts of shit with no way to counter it with my build?

Flashbangs and selective hammering.

Also sometimes you're expected to flash and fall back. As a melee character fighting against non melee character, corners, especially tight corners are your friends. Don't end the turn with them in your sightline. Force them to spend movement point and if possible action points to reach you. Skills like dirty kick is also your friend as it provides on demand stun (though my lightning unarmed didn't take it and I've already wiped out lunatic holds all over southern underrail).

Barring that, you need the combination of hard head (con 10 perk, never be stunned ever again), combat stims and infused siphoner leather so they can't root you in place.

What about hiding enemies and zerg rushing hordes of critters?

*hidden

High stealth skill lets you detect other stealthed enemies. You'll see them skulking about a mile away.

Grenades, flashbangs, mines, bear traps etc. Not to mention fucking gas grenades.

Usually when exploring you use detection goggles to avoid ambushes and with high perception (which is natural for sniper) you spot even the sneakiest bastards before they come into melee range, then its all about your reflexes to hit "start combat" button and land a first and usually last shot. When in area where it's known that there might be stealthers (usually dark areas with no/little other wildlife and if you were attacked once, you can expect more) you just hide yourself +stealthed movement speed perk is must and stroll through them in your +movement speed boots.

Zerg is a bit challenging but manageable as almost always you're the one attacking due to stealth, so you have time to scout area, place traps if needed etc. During the combat you get grenades (molotov for firewall and happy guys on fire, flashbang to CC/restealth if needed, normal grenades for aoe damage) and the most powerful enemy is always dead, almost always as there are very few enemies that can survive snipe from high caliber sniper rifle, and if they can, you just load 1st bullet as AP and rest normal, just for that one special loser.

As a psi user, the way I dealt with the Crawlers was aggro them (which I determined by trial and error and reloading if necessary), and then placing an electrokinetic imprint on the tile where they would rush towards me. Works every single time, and at higher Psychokinetic skill, they'd get 1-shot.

Ah, the 1st section was for areas where you don't really expect enemies or expect weak shit that you can kill without problems as usually you want to be stealthed in areas where you expect trouble.

...

And this is why you have at least one psi playthrough.

...

I love how the game has unique dialogue for completing a quest before it starts.

Imagedump for current character and loadout.

When playing an unarmed character, always ask the question if your current weapon outdoes the 4AP power of pure fist. In the case of the claw. It does. Oh it fucking does.

Pic 3 is the claw, pic 4 is with the power fist. Once I reach lvl 24 and get 16 dex, I'll get 4 AP use of the claw as long as I have my supply of eel burgers.

COINCIDENCE?!?!

The only way it could be more obvious that that is if the large red pill was to be taken via suppository.

So how well do dodge/evasion work at this skill level? I am thinking of doing a melee playthrough after finishing my psi character. However, I am considering investing into stealth instead.

I played a psi/melee build, even had an almost perfect supersteel sledge. Game was great until the final area which I see several others have complained about. Eventually I got sick of the infinite respawns and lack of anywhere to resupply and quit. The entire end of the game needs serious balancing, other than that it's great.

With a good shield, the only threats I have left are crossbow stealths. Enemies only hit me like once every 6-7 hits and burst from SMG and ARs usually don't even touch me. The only threat I really face are from PSI enemies (sprint and beat takes care of those) and crossbow wielding enemies because they crit for near 200s, my shields don't do shit against low because I need it on high and very high to block out sniper shots and energy damage and crossbows are pretty accurate to boot.

I'll say wrestling is essential to any unarmed build because it debuffs ranged accuracy by up to 35%, making their already lowered hit chance even lower.

...

Psi is like the most fun way to play.

Man, I heard it was like Fallout 2 but the graphics put me off from playing it. They remind me of Fallout Tactic's graphics and how much they sucked.
>inb4 graphicswhore

Nah, you sound like a millennial who missed all the delicious 2.5d

Smg/assault/sniper crafting builds op

Is the guy with the Rambo build in here? I'd like to try that build but I forgot to screencap it last in the last thread

I saved the advice from that thread since I wanted to try it as well.

Funnest build is the psychic boxer that only uses boxing gloves (That 30% daze man). Alternatively, you also have psychic pit fighter since pre-apo knuckle dusters are a thing and they do pretty good things to the receiver.

Thanks mang

Is stealth+traps+crossbow good for a first playthrough?

I'm guessing Matrix reference

Crossbows are tough to use, but with proper planning and feats, you can definitely make them work very well.

Stealth, traps, and crossbow is one of the hardest builds n the game since it is all about setup which you may not get. It is fun to play and crossbows are great against shields while also being very versatile in ammo types, but the problem is the reload.

Jin Roh build (Synonymous with Rambo build)

Starting stats
Str 8 (for metal armor, feel free to leave at 7 if you want to pump it to 8 at lvl 4 and put the point elsewhere)
Agi 3
Dex 3
Per 7
Int 7
Con 7
Wil 5 (dump to 3 if you're sure you can crowd control Psi enemies, which newbies usually fail at and get torn to bits).

If you dump willpower and leave str at 7, you'll get enough points to pump Con to 10, which allows you to take last stand and thick skull, both of which are fairly good but not essential. Pump consequent stat points into Per. This gives you enough to get 12 points at lvl 24 and 14 points if you dumped Wil and pumped the two remaining points into Per. Per affects your gun skills so it's basically very important. Also detects hidden units better.

Skills go to guns, lockpicking, hacking, mechanical, tailoring, electronics. This leaves you with enough points to max 2 more skill provided you max all the listed 6 (you don't since you can safely leave hacking before and the crafting skills as well given your bonus from your high Int). I also pump intimidation for yelling purposes.

Bits of throwing goes a long way into improving your crowd control experience. Pump into biology if you want to use regen vest for your metal armor. Personally, I have slight investments in chemistry and biology. 60 chem and 20 biology (Int bonus inclusive). This allows you to craft your own flashbangs, toxic gas grenades, cyro gas grenade and molotovs. All of which enhances your CC from useful for you to reposition to OH MY GOD WHY ARE MY EYES MELTING level.

Essential perks are (get immediately when available, make your own judgement when to get them):

Sprint - When you heavy, you need to heave that ass all the time.

Suppressive fire - bread and butter of this build. Debuff everyone while you continuously damage them.

Opportunist - The thing that makes this build shine. Suppressive fire counts as a slow debuff, so anyone in your burst cone gets +15% damage applied to them.

Expertise - +1 damage bonus per level. What's not to like? This perk is only useless on crit builds since it boosts non-crit damage.

Full Auto - The only thing better than a burst is a even longer burst. This perk adds two more rounds into your burst fire.

Conditioning - 10% less damage, plus your Con bonus goes a long way to keeping you alive.

Juggernaut - Wearing heavy armor keeps you alive longer. Self explanatory, only considers armor suit armor penalty, not total.

Concentrated fire - effectively doubles your current attack once 10 shots have been achieved.

Commando - Killing someone with a burst gives you another free burst. Best skill of the build. Get as soon as available.

Critical Power - Get this perk if and only if you're crafting your own assault rifles with anatomically aware scopes (which gives +50% crit damage. Be warned that by doing so, you're forgoing High Resolution Digital Scope, which gives you a whooping +10% crit chance)

Armor sloping - Making your metal plates lighter doesn't mean you go light. It means you start riveting more plates on until you have at least 50% armor penalty on your armor suit.

Gun Nut - Need I say more?

The listed takes up 12 perk slots out of 14. Giving you two extra slots. So here's the list of optional perks that you could get but isn't compulsory.

Nimble - Reduces armor penalty by 15%, giving you more movement points, which is always welcomed. Take this much later when you can spare the perk point.

Yell - If you're pumping intimidation, this skill is amazing. Yell at the right time and place and you'll be surrounded by people suddenly to inept (read: frightened) to manage attacking you.

Thick Skull - if you took the Con 10 build, this skill is pretty much a must. What's its for you ask? It's basically a stun-be-gone skills which leaves you with 35 AP instead of a lost turn. You'll still be able to burst at least once (twice with commando) with that amount of AP.

Last Stand - Another 10 Con build choice for perks. Use basically when all medicine are on cooldown and you're not able to overcome the enemy's firepower. Be warned your HP will be degraded to 1 two turns later, so end the fight before then.

Paranoia - Let the special forces in your emerge in the form of constant vigilance. See stealthed enemies more, increase your initiative by 5 (real reason why you even bother with this perk, so you don't start the round dead last) and reduce your chance of getting critically hit (means more of hit to armor, less to fleshy bits that don't like getting hit).

Blitz - Highly optional as you don't have a lot of movement points to begin with. But what little action points you gain from the perk could translate into 3 burst a turn, so don't underestimate it.

Gear next post.

Gear

Assault rifle - Recommended calibre, 7.62. The reason is two fold. 7.62 assault rifles have the lowest AP use among all assault rifles (down to 9AP a shot, 28 to burst on a 7.62 hornet with rapid reloaders). The special ammo for 7.62 is also micro sharpnel, which has 50% chance to do 33% dmg per turn via bleeding. Someone taunts you about their high armor? As long as you're penetrating, he's still eating the theoretical full brunt of the burst. Your assault rifle should have one of the two scopes listed above depending if you're going to take critical power perk. (I personally go with crit rate %).

Another good choice for assault rifles is to sacrifice some AP for the F2000 unique assault rifle. It has 2 extra rounds in its burst, but fires at a much higher AP of 13 a shot (39 a burst). It also has a very high burst precision bonus of 15%. However, using the F2000 locks you at 2 maximum burst a round compared to the 3 burst a round of the hornet. However, the damage of the F2000 is quite high as well.

Armor - Get Galvanized metal armor or regenerative metal armor depending on your playstyle. I personally opt for sturdy vest because it gives 100% of the vest quality as HP when used for making metal armors. This means you instantly gain extra 100++ max HP easy. I use high frequency shields to negate energy damage and the shields hold well enough even without power management perk. Add more plates for reinforcement as needed.

Helm - Personally I go for anti-flashbang helmets with dense padding so that people can't slow you down with flashbangs. You can never have enough mechanical resistance. Change padding to another type of padding once you reach 95% resistance. Crit resistance means less pesky bullets reaching your fleshy bits

Another headgear of choice is seeker night vision googles for that sweet sweet crit chance.

Boots - Metal boots with springs. Again with high density padding until you reach resistance limit. When super steel is available, consider infused cave hopper boots with springs to reduce the cooldown of sprint. I find it unnecessary, but having more sprint does meant getting more AP out of blitz.

Belt: You're torn between bullet strap belt and doctor pouch. On one hand, bullet strap helps with the reloading so you use close to no AP reloading, allowing you to always start the turn with a fresh mag. Doctor's pouch however lets you spam 4 med items at the price of 1. I personally roll with bullet strap given how much bullets I'm hosing out.

Energy shield - Stick with high capacity high frequency shields. Your armor blocks everything else pretty well.

Grenades - You have 3 slots for the little buggers. The usual loadout would be Flash, Frag, HE and special but I usually forgo frag and HE. My loadout is usually Molotovs, Toxic Gas grenades and flashbangs. Toxic grenades gives a contaminated debuff for every turn they spend in the gas area. This debuff gives a 10% to ALL damage taken and best of all, it stacks for 20 turns. Molotovs makes fire. Fire gives beasts fear debuff, resulting in beast using more time to run away from fire, less time attacking you. Flashbangs are pretty self explainatory. Unfortunately this is not a dex build, so we'll not be bringing flashbang cooldown to 1 turn like in the SWAT build.

Other gear to consider - I hope I don't need to tell people why you should always carry around a set of gas mask and biohazard/biotechnician suit in a post apocalyptic game. You can also bring a tazer along for tough enemies so you can stun them and fall back for a turn before resuming your bursting on them.


General tactics
Burst the motherfuckers. If you plan your AP well, you'll have enough to either taze or toss a grenade. You'll always have enough to reload with a bullet belt. Move only after you're done bursting since moving affects accuracy. Use sprint to get extra 30 movement points, or 10 AP if you blitz with it. Use adrenaline whenever. even with the debuff, you'll be bursting twice a round (with commando) as long as you're using sub 11 AP assault rifles. 60+ AP would be enough for a 7.62 hornet with rapid reloader to burst 3 times and reload on the same turn.

If Underrail is a 10, what's Wasteland 2?

a firm 4.5 for mediocre effort despite not having any publishers to push their shit around. Fucking Fargo. If wasteland 2 was fully remade in the clunky engine of dead state, it would had been about 2 times more fun. 98x more fun if it was remade in the Slav duct-taped-together engine of 7.62 high calibre.

I'll check it out then. I remember reading about this game a few years ago.

Be warned that mid game may be a tedious sprint of selling items, bringing charons (one of the game's 3 currency with a secondary, really important purpose) to forge super metal and repeat.

Vendors refresh every 90 mins, making 3 super steel sheets take 60 minutes and 3000 charons each, which is worth like 270,000 in total.

To put that into perspective, you sell a good set of tactical vest for around 12,000 and most vendors only carry around anything from 3,000 to 15,000 in currency.

Some quest however do reward you with up to 1000 charons or so. You need loads of funds if you're going to roll with high quality super metal so feel free to afk the game without pausing.

How am I supposed to get sprint when you dump agility to 3

Whoops, forgot to add that to the agi section. If you dump Wil to 3, you can start with

S 7
A 6
D 3
Per 7
Int 7
Con 7
Wil 3

This is an alternate build where you end up with 8 Str, 10 Agi and 8 Per to unlock blitz. This build, while not as tough nor hard hitting as the original, lets you have the turn initiative from your higher agi and allows you more burst without drawbacks (fatigue from adrenaline)

==FUKC OFF TRUMBLTAEL=
==FUKC OFF TRUMBLTAEL=
==FUKC OFF TRUMB LTAEL=
FUKC OFF TRUMBLTAEL=
=FUCK OFF TUMBLATJF=
==FUKC OFF TRUMBLTAEL=
==FUKC FF TRUMBLTAEL=

sans is the sexiest

This alternate build obviously also allows you to take hit and run (25 movement points possible by keeping armor penalty around 75 ish) and evasive maneuver.

Feel free to either invest highly in evasion to minimize damage from enemy fire and grenades (don't worry about dodge, people tend to die before they get into melee range).

How can someone be so upset that they fuck up red texting multiple times?

So to reiterate and make it less confusing, here's some possible end game stat builds.

Standard -
Str 8
Agi 3
Dex 3
Per 12
Int 7
Con 7
Wil 5

Most Dakka version -

Str 8
Agi 3
Dex 3
Per 15
Int 7
Con 7
Wil 3

Hardheaded version -

Str 8
Agi 3
Dex 3
Per 12
Int 7
Con 10
Wil 3

Blitz version -

Str 8
Agi 10
Dex 3
Per 8
Int 7
Con 7
Wil 3

Sprinty version (recommended for people who're not quite new, yet not quite good yet)-

Str 8
Agi 6
Dex 3
Per 12
Int 7
Con 7
Wil 3

Apologies. Correction to most dakka version

Str 8
Agi 3
Dex 3
Per 14
Int 7
Con 7
Wil 3

I started and abandoned the game a couple of times already. Now I'm thinking of starting again, but this time I want to try a different character.
How viable would specializing in psi and handguns be? What would you recommend for such a build?

Also, how should I treat crafting? Should I invest in it early, or it's better to postpone it?

Starting out. How fucked I am?
Sage for triple posting.

Remember to destroy the cameras, all the cameras. If it's not too late

What's the deal with the cameras?

You just get a fun little dialogue if you destroy the camera during the tutorial, thought it was a nice touch.

Is a psi/unarmed build viable?

Ah, I see. I've just skipped the tutorial altogether this time.

Yeah. Psychokinetics is largely based around unarmed builds.

That's pretty gr8. What stats should such a build focus on?

Yeah you're fucked

In my opinion? Spreading skills too thin. The game is really stingy about skill points. I would also suggest taking electronics and/or tailoring instead of maxing biology. Put enough points into bio to craft basic and eventually advanced health hypos, but not more than that. And intimidation/persuasion are nice, but not when you have basically no spare points to work with.

What about mechanics? I'd really like to craft my own guns.

Very. One of the most OP builds is punching people with body and soul.

Crafting is a commitment unless you know exactly what you're aiming for (a certain level of biology and chemistry to make all sorts of grenades and mines and traps for example). Mechanics, tailoring and electronics do see a lot of overlapping so don't skimp.

Skimping on strength is a pretty bad idea for a pistol build, especially when there's a really decent crit chance perk for heavier pistols (meaning they use more AP to fire) down the line. I recommend you craft your stat points by clicking the show all feats button and see what build your character wants to build towards. However seeing that you're dipping your toes into PSI, I'm assuming you're going for the "shoot civilians, mindfuck soldiers" build?

Yeap, you're going to get fucked unless you start throwing lots of nades or stun/CC psi skills.

Aimed shot isn't really important for you when you're going to be using low AP pistols since you're going to rely mostly on PSI for the heavy damage stuff but it doesn't hurt since it leads to another perk down the line.

Gunslinger is good for when you need to put one more shot in.


Mechanics and at least 7 int for gun nut perk.

Thanks for the tips. I was thinking more along the lines of hitting everybody with status effects from metathermics and mind control then finishing survivors with pistols. I've put some points in both evasion and stealth since then too.

Mechanics and Electronics are pretty much mandatory if you want to craft shit. Many high tier recipes actually require both. Tailoring is pretty good too, if you want to use lighter versions of armor (and there are good reasons to use stuff like leather and cloth armor, the mobility is hit severely by wearing metal armor), and also for certain types of boots. Chemistry is only good if you plan on crafting explosives and special crossbow bolts. Biology has a number of nice recipes like Morphine, Adrenaline etc, but I'd say it's generally not worth investing beyond the requirements for advanced hypos.

Reposting Jin Roh build (Synonymous with Rambo build) with updated alternate builds.

STAT AND BUILDS

Starting stats for noob standard
Str 8 (for metal armor, feel free to leave at 7 if you want to pump it to 8 at lvl 4 and put the point elsewhere)
Agi 3
Dex 3
Per 7
Int 7
Con 7
Wil 5

Starting stats for Most Dakka version
Str 7
Agi 3
Dex 3
Per 10
Int 7
Con 7
Wil 3

Starting stats for Hardheaded version
Str 7
Agi 3
Dex 3
Per 7
Int 7
Con 10
Wil 3

Starting stats for Sprinty and Blitz version
Str 7
Agi 6
Dex 3
Per 7
Int 7
Con 7
Wil 3

First thing you should do is ensure that you have strength at 8 at lvl 4. Next, invest into perception for the rest of the game, except for the case of the Blitz build where your priority is to get agility into 10 first, then pump perception. This means this build will never use tungsten metal armors (Because equipping equipment you're not strong enough to handle reduces your AP)

Ending stats should look like these for respective builds.

Standard -
Str 8
Agi 3
Dex 3
Per 13
Int 7
Con 7
Wil 5

Most Dakka version -
Str 8
Agi 3
Dex 3
Per 15
Int 7
Con 7
Wil 3

Hardheaded version -
Str 8
Agi 3
Dex 3
Per 12
Int 7
Con 10
Wil 3

Sprinty version -
Str 8
Agi 6
Dex 3
Per 12
Int 7
Con 7
Wil 3

Blitz version -
Str 8
Agi 10
Dex 3
Per 8
Int 7
Con 7
Wil 3

SKILLS

Prioritize skills go to guns, lockpicking, hacking, mechanical, tailoring, electronics. This leaves you with enough points to max 2 more skill provided you max all the listed 6 (you don't since you can safely leave hacking before and the crafting skills as well given your bonus from your high Int).

You can consider augmenting your skillset with throwing since bits of throwing goes a long way into improving your crowd control experience. Pump into biology if you want to use regen vest for your metal armor. Trap for better trap detection and disarming. Investing into intimidation may seem useless at first, but being able to yell at people and make them fight lousier can come in really handy when you suddenly turn from fighting crazy bandits to toddlers.

Slight investments in chemistry and biology. 60 chem and 20 biology (Int bonus inclusive) to be exact, allows you to craft your own flashbangs, toxic gas grenades, cyro gas grenade and molotovs. All of which enhances your CC from useful for you to reposition, to OH MY GOD WHY ARE MY EYES MELTING level.

NEXT POST FOR PERKS

PERKS/FEATS

Essential perks are:

Suppressive fire - bread and butter of this build. Debuff everyone while you continuously damage them.

Opportunist - The thing that makes this build shine. Suppressive fire counts as a slow debuff, so anyone in your burst cone gets +15% damage applied to them.

Expertise - +1 damage bonus per level. What's not to like? This perk is only useless on crit builds since it boosts non-crit damage.

Full Auto - The only thing better than a burst is a even longer burst. This perk adds two more rounds into your burst fire.

Conditioning - 10% less damage, plus your Con bonus goes a long way to keeping you alive.

Juggernaut - Wearing heavy armor keeps you alive longer. Self explanatory, only considers armor suit armor penalty, not total.

Concentrated fire - effectively doubles your current attack once 10 shots have been achieved.

Commando - Killing someone with a burst gives you another free burst. Best skill of the build. Get as soon as available.

Armor sloping - Making your metal plates lighter doesn't mean you go light. It means you start riveting more plates on until you have at least 50% armor penalty on your armor suit.

Gun Nut - You need this perk since you'll be crafting your own assault rifles to use rapid reloader (-2 to base AP use). Get this when you've gathered the parts required for your first custom made AR.

The essential covers 10 of 14 perk slots you're allowed throughout the game (14th and last slot being at level 24). Next we'll look at perks that are build reliant or situationally useful depending on your playstyle.

Sprint (Agi 6) - When you heavy, you need to heave that ass all the time. Use it after you finished spraying everyone with bullets to escape through the nearest corner, forcing people to spend movement points and AP points to chase you down instead of letting them turn the fight into a slugging match (Which result in you seeing people complain about PSI enemies being OP 9 out of 10 times)

Critical Power - Get this perk if and only if you're crafting your own assault rifles with anatomically aware scopes (which gives +50% crit damage. Be warned that by doing so, you're forgoing High Resolution Digital Scope, which gives you a whooping +10% crit chance)

Nimble - Reduces armor penalty by 15%, giving you more movement points, which is always welcomed. Take this much later when you can spare the perk point. Everyone can take this and pretty much should.

Yell - If you're pumping intimidation, this skill is amazing. Yell at the right time and place and you'll be surrounded by people suddenly too inept (read: frightened) to manage attacking you.

Thick Skull (Con 10) - If you took the Con 10 build, this skill is pretty much a must. What's its for you ask? It's basically a stun-be-gone skills which leaves you with 35 AP instead of a lost turn. You'll still be able to burst at least once (twice with commando) with that amount of AP.

Last Stand (Con 9) - Another 10 Con build choice for perks. Use basically when all medicine are on cooldown and you're not able to overcome the enemy's firepower. Be warned your HP will be degraded to 1 two turns later, so end the fight before then.

Paranoia - Let the special forces in your emerge in the form of constant vigilance. See stealthed enemies more, increase your initiative by 5 (real reason why you even bother with this perk, so you don't start the round dead last) and reduce your chance of getting critically hit (means more of hit to armor, less to fleshy bits that don't like getting hit).

Blitz (Agi 10) - Highly optional as you don't have a lot of movement points to begin with. But what little action points you gain from the perk could translate into 3 burst a turn, so don't underestimate it.
Gear next post.

Pack Rats - Take this if you have already taken everything you need. 50 extra encumbrance means that your gear is now effectively weightless.

Recklessness - Take this if you find yourself wanting that extra 7% critical strike at the expense of 3% more critical strikes to you

NEXT POST FOR GEAR

GEAR

Assault rifle -
Recommended calibre, 7.62. The reason is two fold. 7.62 assault rifles have the lowest AP use among all assault rifles (down to 9AP a shot, 28 to burst on a 7.62 hornet with rapid reloaders). The special ammo for 7.62 is also micro sharpnel, which has 50% chance to do 33% dmg per turn via bleeding. Someone taunts you about their high armor? As long as you're penetrating, he's still eating the theoretical full brunt of the burst. If it bleeds, we can kill it. Your assault rifle should have one of the two scopes listed above depending if you're going to take critical power perk. (I personally go with crit rate %).

Another good choice for assault rifles is to sacrifice some AP for the F2000 unique assault rifle. It has 2 extra rounds in its burst, but fires at a much higher AP of 13 a shot (39 a burst). It also has a very high burst precision bonus of 15%. However, using the F2000 locks you at 2 maximum burst a round compared to the 3 burst a round of the hornet. However, the damage of the F2000 is quite high (for a 7.62 AR) as well.

Armor -
Get Galvanized metal armor or regenerative metal armor depending on your playstyle. I personally opt for sturdy vest because it gives 100% of the vest quality as HP when used for making metal armors. This means you instantly gain extra 100++ max HP easy. I use high frequency shields to negate energy damage and the shields hold well enough even without power management perk. Add more plates for reinforcement as needed.

Helm -
Personally I go for anti-flashbang helmets with dense padding so that people can't slow you down with flashbangs. You can never have enough mechanical resistance. Change padding to another type of padding once you reach 95% resistance. Crit resistance means less pesky bullets reaching your fleshy bits

Another headgear of choice is seeker night vision googles for that sweet sweet crit chance.

Boots -
Metal boots with springs. Again with high density padding until you reach resistance limit. When super steel is available, consider infused cave hopper boots with springs to reduce the cooldown of sprint. I find it unnecessary, but having more sprint does meant getting more AP out of blitz.

Belt -
You're torn between bullet strap belt and doctor pouch. On one hand, bullet strap helps with the reloading so you use close to no AP reloading, allowing you to always start the turn with a fresh mag. Doctor's pouch however lets you spam 4 med items at the price of 1. I personally roll with bullet strap given how much bullets I'm hosing out.

Energy shield -
Stick with high capacity high frequency shields. Your armor blocks everything else pretty well.

Grenades -
You have 3 slots for the little buggers. The usual loadout would be Flash, Frag, HE and special but I usually forgo frag and HE. My loadout is usually Molotovs, Toxic Gas grenades and flashbangs. Toxic grenades gives a contaminated debuff for every turn they spend in the gas area. This debuff gives a 10% to ALL damage taken and best of all, it stacks for 20 turns. Molotovs makes fire. Fire gives beasts fear debuff, resulting in beast using more time to run away from fire, less time attacking you. Flashbangs are pretty self explainatory. Unfortunately this is not a dex build, so we'll not be bringing flashbang cooldown to 1 turn like in the SWAT build.

Other gear to consider -
I hope I don't need to tell people why you should always carry around a set of gas mask and biohazard/biotechnician suit in a post apocalyptic game. You can also bring a tazer along for tough enemies so you can stun them and fall back for a turn before resuming your bursting on them.

GENERAL TACTICS

Burst the motherfuckers. If you plan your AP well, you'll have enough to either taze or toss a grenade. You'll always have enough to reload with a bullet belt. Move only after you're done bursting since moving affects accuracy. Use sprint to get extra 30 movement points, or 10 AP if you blitz with it. Use adrenaline whenever. even with the debuff, you'll be bursting twice a round (with commando) as long as you're using sub 11 AP assault rifles. 60+ AP would be enough for a 7.62 hornet with rapid reloader to burst 3 times and reload on the same turn.

use stealth or throwing items. I also noticed that most psi abilities will be hindered by shields.

Only pure energy skills. Bio damage (from special .50 cal ammo), fire and cyro all bypass shields and can only be defended against with armor. Which is why i am always insistent that builds can at least craft their own toxic gas grenades because very little people wear bio resistant armor

I'm interested in a pure physical fisticuff playthrough. Is OP still around?

I was thinking of something similar. A character who doesn't carry a gun or start fights because he don't believe in violence or something. I'm wondering to myself if it's practical.

Maybe he carries a gun or some sort of weapon for pest control, ie rats, burrowers, and other wildlife.

AoD wasn't good. It was okay, but it wasn't good. UnderRail is the best isometric RPG I've ever played.

Underrail is way better as a video game than AoD. Only thing AoD has it beat is at having an option to skip the gameplay with a shitty VN.

user…

Damn, I'm getting my shit kicked in in Junkyard Depot A. Are there any places that would allow me to level up a bit before returning to Depot?

Did you already do all the areas around Junkyard and south, below and west of SGS? They should have quite a few conclaves of bandits and a lot of animals.

But the solution to getting your shit kicked in at depot A (considering your build doesn't allow you to survive as it is) is frag grenades and molotovs to seal you off from the mutants.

How have I not heard of this game before?

Sounds good. Do you know what a good type of metal armor is? Should you just go for regualr steel metal armor?

There's 4 types of metal armor. Steel, Tungsten, Titanium-chrome and super steel.

Since this build has a strength of 8, you'll never use tungsten. Steel is the first available and it has the shittiest weight-to-resistance ratio.

Note that the recipe for metal armor goes like this. 1 mandatory slot for the carrier vest, 1 mandatory slot for armor plating and 3 optional slots. The 3 optional slots can receive additional metal plates for reinforcement.

Titanium chrome has the best heat resistance and super steel is the best all around (except for heat resistance) but it takes 3000 charons (90000 value) and one hour of IRL time to make one (which gives you a random quality between 70 to 160. Which means you need 12000 charons and 2 hours to make a fully reinforced super steel armor. Even more if you want to autist for best quality plate armor.


Check out instead for a better version of that build's guide.

Sounds like its best to deal with Foundry asap to get that sweet Super Steal, too bad it's not the easiest area but not like you can't take a break if you find some part too difficult.

Undertale was meme of the month when Underrail was released.

I almost ignored the game because of the first thing I saw being irrelevant shitposting.

My stats right now. Trying to fight siphoners, but they overwhelm me.

If I wanted to try a sledgehammer build, how would I go about doing that? I wanted to try a melee build next.

Enjoy throwing grenades at yourself.

With 3 Con and Str you need Stealth, also Evasion, Dodge is not as important but useful. You cant just go full offense and expect not to die. Siphoners are fucking blind so you can simply stealth past their "spawn" spots. Get some gear with +Stealth like balaclava and some edgy black coat, it should be more than enough even with your current stealth, your crafting should help with that too. Also get throwing to 30-35 (or until you're fine with hit chance), it's very useful and you don't even uses your uselessly high dex.

I do. Finding a good chokepoint to start the battle in is halfway to victory.

the only fucking way that shit was possible was for me to constantly reload until I got an ass load of critical hits in a row
how the fuck is this supposed to be beatable?

~3 shots with sniper build.

Is there any way to get the keycard off Elwood without pickpocketing or a massive shootout?

Turn off the light, wait for him to go to another area, kill him when he's in the room between alone, use silenced weapons/psi/melee.

BumpBump

Yeah, I was confused when I heard the name mentioned the first few times. Really unfortunate situation with releasing alongside Undertale.
There were a lot of accusations of shilling, too. But isn't that the case with every new game?

Anyway, as a fan of Fallout 1+2, I had a lot of fun with this game, but I dropped it maybe half way through or so. I got bored of my sniper build and when I tried out other weapons and found more fun stuff (that I couldn't effectively use), I felt too invested to restart. This thread has inspired me to try it again, though.


This looks pretty fuckin sweet. Nice work.

Low Str builds can be fun. Being forced to play a sneaky psi/smg user who can throw grenades and run around the field is pretty alright.

did you do the optional puzzle to weaken it?

Bam

So what arena name did you guys get?

Hellfire. I used both tons of molotovs and pyrokinetics. I first thought it was odd the designated arena name fit my combat method so well, before someone told it was actually customized.

I got Lead Storm, though I only really use grenades, psi, and SMG's.

They have some pretty good ones. I think one of them is 'Weatherman,' which is odd because I doubt they have weather miles underneath the Earth's surface.

I'd guess the unrealistically massive underground seas would cause some weather like phenomena. I almost remember them talking about storms at the middle of the sea?

How clunky is the combat/gameplay exactly?

I tried Fallout 1+2 during the weekend while visitan my parents and jesus fucking christ were you guys masochists or was it just the case of there simply not being any better games yet because that gameplay is one of the worst i've ever tried and made me go uninstall.exe on both.

the combat in Fallout 1 and 2 is fairly medicore and unbalanced, it's the other elements like roleplaying and world design which makes it stand out so much
In Underrail, nearly every build works if you know what you're doing. The combat allows for a fuckton of variety

>the case of there simply being any better games yet

5/10, decent effort

I think I remember that too. I forgot about the whole giant riverway or whatever down there.

Criticals where completely retarded in early fallout games though, especially with energy weapons.

bam

What kind of combat does it have?
Is it turn based?
Is it riddled with RNG bullshit like most of these games are?

Less RNG, more dice rolls designed as percentages.


I got sandman because my arena combat focuses on ending turns with the opponent incapacitated.

I think that's what he meant by RNG.

Nah there's minimum chance worked with distance. It's way less noticeable than RNG fests like xcom.

Love it. Everything was excellent, except for the last area. Highly recommend putting points in stealth only because of that fucking area.

The gauntlet was also really fun. too bad it's limited to only once per playthrough.

I'll get a guide up for the current unarmed character I'm playing soon.

Just reached Core City. The soundtrack is great.
How do you defeat the first gladiator, though? He just kills me in two swings whenever he gets close and my attacks barely penetrate his shield.

If you just reached Core City, you just might not be well equipped and leveled enough to make it in the Arena yet.

But if you really want to kill him, throw molotovs on the bridges and run away while he burns.

This is another build guide, this time the pure physical unarmed bastard as seen in the OP picture. I dub it the Wing Chun build after the rapid hard hitting norm in said martial art.

Does 4 AP an attack (leading to 12 attacks per round), loads of movement points, 235-250% max bonus damage, 15% chance to incapacitate, 6.5% chance to stun, decent amount of dodge and evasion and 20% -30% (depending on your loadout) crit chance with 225% crit damage sound appealing?

You deal shit damage against armored enemies (until you get crits huge enough that is), unless you remedy it by sacrificing 2 attacks for a 5 AP attack using 12 base AP unique leather gloves (The claw unique glove for bleed and contaminated debuff or Ripper's glove for 3 separate bleed debuffs per attack). You will also have very little HP to work with as well as requiring you to be face to face with all the people you plan on killing, so bring loads of flashbangs.

So without further ado, here's the stats

STATS

Starting stats should be like this

Str 7
Agi 8
Dex 10
Per 3
Int 6
Con 3
Wil 3

There's actually still one more skill point left over that I have added into agility in the build above (as you shouldn't have any perks that require more than 7 strength or 7 agility). Feel free to put it into strength for more damage, agility for more movement points and initiative or intelligence for cloth and leather crafting perks. Personally I went with 8 agility. You will be pumping dexterity throughout the game, so you'll end up with:

Str 7
Agi 8
Dex 16
Per 3
Int 6
Con 3
Wil 3

SKILLS

Skills to prioritize goes to melee (your high dex will boost it into near 300 as you near max level), dodge, evasion, hacking, lockpicking (watch how much you put into it as you might overinvest in it. Your dex has a hefty amount of bonus for lockpicking), mechanics, electronics and tailoring. Side skills worth putting points into once you have sufficient lockpicking and crafting skills (since you'll need much less mechanics than usual weapon wielding builds) are throwing and trapping which are probably the wiser choices and persuasion. You'll not be investing into chemistry or biology because you'll probably be swimming in grenades.

NEXT POST FOR PERKS

PERKS

Essential perks are:

Sprint (Agi 6) - When you start the game, you can only punch 6 times a turn. The last thing you want is to dip into your AP from all the running you're doing. Starting the game with this perk is recommended.

Expertise - Increases your bonus non-critical damage based on level. Extra 25 damage to your bare fist's non critical is very significant. Can be a starting perk

Recklessness - Deal out 7% more critical strikes at the expense of 3% more taken. Can be a starting perk, but I would hold it off until a bit later because getting crit by enemies before having enough dodge and evasion to overcome it is a pain

Nimble - Reduces your armor penalty by 15% and increases your dodge and evasion by 15% when your armor penalty is 0. This means this build will have an upper limit of armor penalty of 15% so watch what you're wearing. This can also be your starting perk, but should be taken as soon as possible if you don't take it at character generation as that 15% less armor penalty does wonders to your movement points.

Lightning Punches (Dex 8) - Reduces AP requirement of unarmed combat by 2 AP as long as your current armor penalty is below 20%. We'll be 0% throughout the game so this perk is pretty much a must. Grab as soon as available.

Wrestling (Str 7) - Attacks with fists have a 50% chance to cause a debuff of -8 movement points, -3 AP and -7% chance to hit with ranged weapons, and it stacks 5 times. Meaning it does -40 movement points, -15 AP and -35% chance to hit with ranged weapons. This is the perk that turns your build from a normal fist fighter to a full on unrelenting wing chun fighter. Grab as soon as available and before any other perks below in this list.

Cheap Shots (Dex 6 Int 5) - Increases your critical damage bonus by 50% (this is very important for the end game) as well as adding 15% incapacitate to your punches. This build lets you go around effectively stunlocking people since incapacitate doesn't come with the anti-stun buff. The drawback is that damaging an incapacitated person cancels the debuff. You can use this to your advantage to stunlock multiple enemies and whittle them down slowly, though this remains a gamble. Grab as soon as available.

Bone Breaker (Str 7) - Critical attacks have give the enemy a debuff for 25% more damage received. This buff last for 3 turns (so feel free to refresh it with 36 hits) and can stack twice, effectively giving you 50% extra damage. At this point, your high dex should afford you a high enough crit rate even if you didn't take recklessness.

Fancy Footwork (Agi 7) - This skill pretty much completes the build. You get 8 movement points per successful hit, meaning you get up to 96 bonus movement points a turn. You normally have about 50 to 60 movement points from your natural agility and tabi boots, so 96 bonus movement points is well within the limit of twice your max movement points.

Combo (Dex 8) - Increases your third consecutive successful punch damage by 100% along with 20% chance to stun the enemy for 1 turn. Pretty much a must get since it boosts your damage output like crazy.

Taste for blood - This perk is a pretty nifty one. Attacking a bleeding enemy (as long as they have the bleed debuff) or killing an enemy gives you a buff of 5% bonus damage that can stack for 10 times, giving a bonus damage of 50%. However, this buff needs to be refreshed every turn so you either need to be able to kill something at every turn or be able to cause bleeding (This is where The Claw and Ripper's gloves shines the most).

Critical Power - For every 1% of critical damage bonus you maintain above 100%, this perk gives you another 1.5%. Remember the 50% critical bonus of 50% from cheap shots? Yeap, this perk here just turned that to a hefty 125%.

Essential skills take up 12 out of 14 slots already. This build is kind of rigid that way, but such is the way of the martial artist. Up next is the perks that are very helpful to have but not essential.

Opportunist - This is a skill you can take from the start of the game, but not useful at the start. However, after you've taken wrestling, it effectively boosts your damage by 15% and 25% when cheap shot or combo procs.

Expose weakness - Having problems with heavy armor? This attack here debuffs mechanical resistance and threshold by 50% for 2 turns while dealing normal damage and it has a cooldown of 4 turns. I find it marginally useful at best since I roll with the philosophy of "If it can bleed, I can kill it" and robots are often much less armored than some bloke in a wearable tank. Useful for anyone who finds needing to alternate between stunlocking meatheads and killing other opponents every turn too much of a hassle. Personally I just pick up the heavier gloves for heavily armored enemies like bladelings.

Crippling strike - This FREE attack can be done once a turn and it causes 150% damage and a debuff of -2 strength that can be stacked 3 times and last for 5 turns. What's the use of getting rid of their strength you ask? First of all, meatheads in metal armor become marginally less useful on the battlefield when they can't even waddle for 3 meters a turn and they can't shoot their assault rifles straight anymore. Also useful for disabling the already disabled (from wrassling!) sniper enemies who now are not only too wrassled to shoot straight, but they don't even have the strength to level their rifles anymore. Did I mention it does 150% damage for free? Highly recommended if you don't plan on taking any crafting perks or are willing to sacrifice the other optional perk slot (opportunist or vile weaponry) for it.

Ballistics - 3 mechanical threshold when crafting may seem trivial, but with tactical vests that an extra whooping 9 damage threshold with their 200% increased defense against bullets. To put it into perspective, a Q100 laminated plate would land you between 11 to 12 damage threshold for 10% armor penalty, so the ballistic perk effectively increases the Q100 plate to a Q125 plate. This perk can make your crafted tactical vest go from SMG resistant to completely SMG proof (whooping 51 mechanical damage threshold against bullets). This is significant especially when you spend most of the game getting sprayed by firearms whenever you screw anything up.

Vile Weaponry - This perk only works if you're CAUSING bleeding wounds (so anything from The Claw, Ripper Gloves to bladed boots). It grants a debuff of 10% extra damage taken and 25% less healing to the enemy. It stacks 3 times and last for 3 turns so you're effectively getting 30% more damage and they are getting 75% less healing. This means when they go to use their advanced hypos, at the expense of 10AP, they are only getting 40 laughable HP back. Only recommended if you're rolling with bleeding gear.

Deflection - When you're unarmed or wielding fighting gloves, you'll gain 30% of your melee skill as dodge. This seems laughable until you realize you'll eventually have around 270 melee, and 90 extra dodge skill is nothing to laugh at. It means bosses with sledgehammers are now bosses wielding jellos. Quite recommended if you find yourself not getting out of melee without a scratch (which is frankly not so hard to do unless you don't have a corner to bait people with).

NEXT POST FOR GEAR

GEAR

Weapons -
Your fist. End of story. It hits like a brick, bypasses energy shields and you can hit 12 times a turn (13 times if you took crippling strike). Crafted fist weapons are just not worth the AP loss until you start getting unique gloves like The Claw, Ripper's Glove and Power Fist. What's so special about the 3 of those gloves?

The Claw does 35% bleed and 35% contaminated debuffs which are awesome against any enemy that can last long enough for the debuffs to be useful. Ripper's glove rolls for 3 separate bleed debuffs but it only does 85% damage, but it basically ensures the enemy is bleeding from at least a dozen places at the end of a turn. The Power Fist is the only glove weapon to feature both pneumatic hammer (which does 250% damage, try to time it with combo or crippling strike) and does AoE energy damage to boot. However you'll only ever be able to lower its AP use to 7 AP per hit with both lightning fist and tabi boots. Both The Claw and Ripper's Glove can be lowered to the lowest 4 AP a hit with 16 dex and an eel burger (which raises it to 17 dex).

Armor -
Get Sturdy Tactical Vest since you're going to need all the bonus HP you can get. I'll stick with laminated plates since getting shot at from a distance is a bigger threat than getting smashed up in this build. You can put on black cloth for some bonus sneak for no extra armor penalty or aluminized cloth for 5% more armor penalty, bringing the armor penalty to the limit of 15%. You can swap out sturdy vest for galvanized vest or regenerative vest but those are marginally less useful for this build.

Another choice for armor if you're confident with your evasion rate is leather armors. Siphoner leather armor is marginally worse than a sturdy tactical vest for the early game choice, but it can be worked with if you just can't find that vest or plate. The bonus dodge and evade is really useful and the leather itself only incurs 5% armor penalty, allowing you to use high density padding and aluminized cloth, or soft padding and kevlar cloth.

Consider changing your armor to infused rathound leather armor with high density padding and black cloth since it increases your critical rate by a possible 10%, which is pretty significant. This loses the ballistic protection you gain from tactical vest, but you'll hit much much harder with a crit rate of 30+%.

Helm -
You don't really have a choice for head gear. Metal helmets are completely out, googles hurt you more than anything else and we're not some fancy pants psi user. So that leaves you with some choices of balaclavas. You should go with either aluminized or kevlar since you have no business being stealthy. Aluminized ones give you decent hot and cold resistance and kevlar ones do a flat 6 damage threshold against bullets. So just make both since kevlar quality doesn't affect the balaclava stats.

Boots -
You should gain Tabi boots as soon as possible. They give no armor penalty, more movement speed, more movement points and -1 melee AP at a cost of 1.5% more critical hits to you. Early game is dominated by siphoner tabi since the dodge and evasion bonus from a siphoner boot with springs can't match up. If you're using boots, never ever let the boots have armor penalty that would put your over the 15% limit.

Once you have super steel, consider a few options. My personal favourite is infused siphoner tabis/boots with springs are they make you completely immune to immobilization, which is besides being stunlocked the only way you'll be dying a quick death. Infused rathound boots give too little crit chance to be worth a damn. However, infused ancient rathound boots with springs may be worth a thought as it increases critical damage bonuses.

If you took vile weapons without the unique gloves, you might want to consider checking out bladed boots.

Belt -
You should be using the lifting belt. 10% less incoming mechanical damage translates well to sniper/crossbow shots that do actually hit you. Other belts to consider is the doctor's belt for obvious reasons.

Energy shield -
Stick with high capacity high frequency shields. You should be able to dodge melee attacks and normal gunfire. Energy weapons and snipers should be blocked by the energy shield.

Grenades -
You have 2 slots for the little buggers (3 if you use doctor's belt). I roll with the standard flashbangs and frag with spare HE and EMP to switch out with.

Other gear to consider -
I hope I don't need to tell people why you should always carry around a set of gas mask and biohazard/biotechnician suit in a post apocalyptic game.

AND FINALLY GENERAL TACTICS

GENERAL TACTICS
You really need to play smart with this build. You have the ability to decrease their movement points and their action points, so make them work to attack you in their turns. You have superior movement points, so make them bleed, make them heal less then run away to a corner to force them to come after you. Don't be afraid to end the turn with AP remaining if everyone is incapacitated and you don't think you have enough punches to proc it once again on one of the enemies. Don't be shy about running away if the odds are against you. This build allows you to take care of multiple enemies at once, not a freaking horde with guns (though I've done 5 gunners, 1 crossbow and 1 sledgehammer at once without any problems). Be smart about when and how you use grenades. Even throwing a flashbang at your feet to stun everyone for 2 turns can be a valid tactic for this build. Be creative, hit fast, hit hard and most of all, kill everything up close and personal. You'll be feared as the sandman in the arena due to how many people not even having the chance to as much as throw a punch at you in duels.

Forgot to note that you'll need 10 points in biology to get vile weaponry. So watch for that.

Also forgot to note that tactical vests with super steel sheets have a armor penalty of 15%, so you'll be locked to black cloth to go with it.

So you guys went with artifact xp or default mob killing xp

Oddity EXP of course. The game is designed around it (save maybe the last area I didn't like at all), it incentives exploration even more. And you still get the bulk of your EXP from quests, so you don't have to go through absotely every container not to feel underleveled.

I like oddity to until the part where I'm getting fucked up by rats in the first dungeon and is 1 point away from getting a good spell, I skimmed the thread and despite going full psi it looks like having no stealth means you gotta restart?

My next character will definitely be oddity xp, because I will be focusing at least partially on stealth, and I've done 1.5 playthroughs on normal xp.

I can't remember the point you are talking about exactly, but if you getting fucked up by the rats at the start, you might have messed up something with your build or just not explored the SGS enough before venturing forth.

I think what he means is that you need a certain skill in metathermics to get the good stuff like fireball, and he's 1 oddity point away from being able to purchase that.

He seems to be stuck at some point where he feels sneaking is necessary, but I don't remember any point where I didn't kill every rathound I saw on my psi build.

either waste all resources at your disposal, semi complete the quest or walk to the junkyard and look for oddities there. I don't remember if you can go there from the start. also you can export your character and start again with that same character and collect the oddities again for exp.

Oddities carry over imports. So if you exhausted one type, you exhausted it forever. Import characters are designed for classic system.

I am actually playing a very similar build but with PSI right now. I got kevlar tabi boots which have the same effect as tactical vests of reducing bullet damage by 200%, atleast that's what the tooltip says. This way I can get a riot suit and won't have to worry about bullet damage.

I know that but they can still acquire oddities that they can't find that aren't exhausted. Do quests only grant xp once or can they be exploited for xp in oddities mode?

Quests give XP even if you've already done them once before on the same character.

The 200% reduce bullet damage only applies for the mechanical threshold listed on the tabi/balaclava. Which means they only contribute 6 threshold to bullets each.

Does money hold much value other than bus fare, I have 300k in stygian coins and the shops don't sell anything good.

You can make Super Steel plates out of charons at Foundry after you killed the Beast.

those serbs really thought of everything.

Not a fan of 3 con as 4 is no penalty and penalties are higher % than bonuses, so getting 4 is advised. On the other hand you can full burgerdrone and switch to barbeque only when you need that extra str for lewt.

Constitution does nothing except affect max health gained and fortitude. Since you don't plan on getting hit very often, the fortitude penalty would be neglectable compared to a build that relies on armor.

Bump

When it comes to gaming devs, the slavs are the master race.

Are there any places to buy this game besides GOG and Steam, maybe the website or hopefully a physical copy.

kat.cr
Though you shouldn't expect physical versions of indie PC games in the current year.

sage because talking about videogames shouldnt happen on a videogames board !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

What more a slav indie game.

Why hello new faggot, gas yourself. Sage for way off topic.

Boom

So pretty early into the game I'm supposed to do a thing for that grumpy powerarmor guy, and I get gangbanged by security drones. Chainstunned with flashbangs and shot to death.
Can't open the ventilation shafts, can't sneak by, can't kill them with my elf magic.
Am I stupid or did I fuck up my build?

There's a tool somewhere at the start of the complex which should let you open vent shafts. I stealthed past most bots on my playthrough, so the only advice I can give you is to bring EMP nades and energy weapons.

If everything else fails, go search for Oddities somewhere else until you get a level and can put a few points into opening them vents.

I got the tools, but I think I spread my points too thin and my lockpicking isn't high enough to actually open the vents. I guess I'll try to level up elsewhere and come back.
Who would've thought elf magick is powerless against robots.

It's not elf magic, it's ayyy magic. And you need the a bit higher level psychokinesis for robot raping electric damage.

I got the elf lightning spell, but then they throw 3 flashbangs at my head.

The key is to attack and retreat on your own turn. Preferrably to behind a corner and up into the vents.

Fuckers cant manipulate doors, find some room with camera, dance in front of it, then run away and hide somewhere till robots get inside the room, then lock the assholes.

I think I'll try this, sounds silly enough to work.
If that doesn't do it, I might just start over and not spread my skills so goddamn thin.

There's a pure psi user here somewhere. See if he can advise you instead.

Also it's ayyy magic.

Fine, ayyylf magic.

Bump

Psionic Unarmed, leveling T-Control and Psi-Kinetics. This has got to be the nuttiest build ever. With Expose Weakness, Unarmed Combo and Force Emission, if I can reach it, it becomes my cocksleeve, and there is little I can't reach. Obscene movement points allow me to fly across rooms. I don't even use fist weapons. With 2 AP per punch anything that that impedes that DPS is discarded. Psionics make a great option for combat tactics and take primary roles in endgame tactics, where you begin relying on your half-AP-no-PSI cost AoE Enrage and Bilocation to enter fights. I got the name Cripplina in the Arena.

3 STR
13 DEX
5 AGI
3 CON
10 WILL
7 INT


PROTIP the first time through, make friends with the Fascist Federation people, and not those freedom fighters. The armor you get from completing the quest line for them is priceless in the final area.

I thought the game's limited the minimum to 4 now. What version are you on? Because I remember older version can have high dex characters reducing knive attacks to 1AP per attack.

You're right, it is 4 now.

OK

What's your character setup? It's very easy to make a bad character with this game. You should try to specialize with your skills, too. Don't try to get all the combat skills, maybe just focus on throwing and a gun or melee skill. Also dodge and evasion, if you're using light or no armor. I didn't find dodge to be particularly useful mid-late game, though, so maybe consider evasion more-so. After that, try just a handful of auxiliary skills, don't spread yourself too thin.

If you're having trouble with rats at the start, invest some points into dodge and make sure you have plenty of points into a combat skill. Don't worry too much about ammo and money: it's a little sparse to begin with, but you'll be swimming in it in no time. Also, there are areas where you can trap the rats behind those chainlink fences and shoot them. Remember: you can activate doors while in combat mode. Using terrain and space can be important in this game. For example, try to lead groups of enemies into choke points and, if you have enough ap, run and gun tactics are great for melee enemies.

It's a tricky game sometimes, but as long as you make a decent character and think about what you're doing in combat, you'll be okay.

You can kill rathounds by shooting through the fence or camping by the door if you have at least one combat skill ofcourse. But that post is either a bait or made by a "wide audience" casual that wants instant gratification cancer, in that case this game isn't for him.

I'm feeling like replaying this game but the sour taste of Deep Caverns is still in my mouth. And I'd really like to complete the Union/Rebels questline.

Seems like a bump disguised as an "ironic" shitpost like

dead

Would be nice if an user made a psi user guide since I've never played psi.

Has any Undertale autist ever sperg about the game's title sounding almost like this one?

politely saged for off topic

No, but these threads used lots of 4chin/plebbit kids who either posted undertale memes or shit like "fuck off undertale". Their posts got moderated/banned though. Now with undertale not being meme of the month it's pretty chill.

Ded

It's dead because this game seems to have a low playerbase and there's only so much to talk about a game with a more traditional RPG build.

Yea, and if you make a shit game like Fallout 4 which is not Fallout at all you get a horde shitting on it for free who totally haven't played/bought it and totally not casuls, but when game is good and solid, suddenly a ded thread.
p.s. disguised bump~

I'm going to perhaps make a few screen shots and show my Psi/SMG commando build. But only when I get around to it cause reasons.

It's ma furst bill

Slightly retarded but still can hold its own against the various horrors of underrail so far. As I seem to always run out of Psi - SMG's as a secondary attack seems fitting. Haven't tried the arena yet - trying to get some more exp before i attempt it.
Some feats I wish i hadn't taken, for example mental subversion. Some feats I wish I had like opportunist.


Thoughts?

change siphoner tabi boot to infused boots with spring/tabi so that you gain immunity to movement disabling debuffs?

Is there any talk of expansions or sequels?

Even though I liked the setting, the story was pretty incoherent. It felt similar to ones in games based on existing tabletop RPG settings, like VMTB and Shadowrun, that they needed to showcase the whole setting leading to constant change of scenery and themes. Funny that as I don't think the setting of Underrail was based on anything. I think now that the setting has been properly introduced, they could make a more focused story to compliment the great gameplay.

Apparently there is one, and it's delaying the release of the mod tools because based slav dev doesn't have the time to put some user friendly gui on the tools while he's making the expansion.

Mod tools? I didn't expect this game was going to get those.

People have been pestering him for years, but the dev only had dev tools and would need time to convert it into a modding tool package.

So i think i'm getting close to the end now, went to core city and did the Job for the SGS-officer, got him a base.
Now i need to find some cunt and his gang who stole a macguffin from the Faceless.

I really like the game so far, but there are also a few annoyances.
I don't need a game to hold my Hand but i would appreciate it if the Journal would either be more specific on locations or allow me to make Notes.
Often enough and most notably in Foundry the game boils down to endless running from one person to the next and then backtracking again, pretty annoying because some areas are shit to navigate or just fuckhuge.

You're not even past midgame yet mate.

Bump for the bump god?

Final bumo