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I would say that for no-reloads run a agi-7, con-7, will-10, int-7 stealth psion is far superior.
Psi beetle carapace armor is still very solid choice, con-7 makes you much less likely to be one-shot, and you don't need ANY weapon skill besides psi.
Agi-7 allows for interloper, con-7 for jucy defense and healing perks.
Thick Skull is in a weird spot. It requires 10 Constitution, which means you have a lot of hitpoints, which in turn means you have a pretty good chance of just tanking whatever hits you'd take while stunned, which makes the utility of the feat a bit questionable. It can also potentially cause you to being continuously dazed again and again, since unlike stun, daze doesn't render you immune to it when it ends.
That said, a heavy armor rifleman for example doesn't lose much effectiveness even while dazed as long as you're carrying a fast assault rifle with an AP cost of 11 or less, which you always should if using ARs.
Yeah, I tried that, having read that it was good several places. The problem, I found, was that shots miss and your standard abilities do not render enemies unable to act on their turn. (you can throw flashbangs but you get a huge cooldown and you can also throw flashbangs as a psion). I tried psionics and found the build immensely more powerful right from the start because even the first abilty, kinetic punch, stuns enemies so they don't even get a turn. And none of the psionic abilities have a chance to miss as far as I can tell - I've seen the status effect get resisted but the ability doesn't miss the target.
At higher levels I have noticed an ever increasing number of abilities, some of which are pretty powerful, while as an assault rifle/heavy armor character all I get is better burst fire effectiveness.
It feels like the developer noticed this and sort of after the fact beat psionics silly with a nerf bat by restricting the psi points to just 100 (125 with a particular track), while some abilities gobble more than half than in one move, and there's a cooldown on the potion injectors.
A stealth Trans Psi[underrail.info.tm] is stronger than heavy (armored) psi.
Another psi build that would be stronger is Psychosis + Survival instinct + crit psi headband + focus stim = 76% crit chance + Psychostatic Electricity = 100% crit chance. You don't even need Psionic Mania, one single critical Cryokinetic Orb and the combat is over.
A crit brawler[underrail.info.tm] is possibly THE STRONGEST char as a critical Pneumatic strike obliterate almost all opponents. I tested and can confirmed a crit brawler is even stronger than a psi monk.
But yeah it's more fun for you to discover, test, and play your own build. My most enjoyable char is actually a heavy armor demolition expert I build myself from scratch and beating the game on hard. Don't mind my rumbling.
Can you not get a mark V grenade from shops or NPCs when your level is high enough? I ask because as near as I could tell, crafting your own grenades is not worth it at lower levels because grenade quality does not depend on crafting ability. While you can easily make better armor and psi headbands and shields that what they have in shops, simply because when you craft one you choose what goes into it. Also, how does a crit brawler work mechanically? The problem I noticed was that psionic abilities deny enemies their turn in combat, protecting you defensively. Some uber DPS melee build means you may be able to kill enemies in range in 1 turn, but if the remaining enemies get a turn, you still die unless there is something I am unaware of.
A crit brawler will use dodge, evasion, quick tinkering and positioning for defense. Using eel sandwich you will attack at 5AP per punch, and you will keep your health below 30% for 30% crit chance. The char can attack 10 times(min)/14 times(max) per turn @74% crit chance (13% base + 16% infused rathound leather armor + 15% focus stim + 30% survival instinct) w/ 225% crit damage bonus . Finally there's what I call beast mode (on every single drug in the game) = 1k+ raw damage per pneumatic strike or 3k+ raw damage per critical pneumatic strike.
You should be using a doctor's pouch for 2 AP medicine consumption.
So a typical fight against a squad of 4~5 enemies will go like this:
Early game for a crit brawler will involve stealth, The Claw[www.underrail.com], quick tinkering and hiding behind walls. Remember your weapon is silent so you can take out any lone enemy before taking on the main force. Enemies will not walk on to fire but they will sometimes walk through a gas field - use this to your advantage so pack incendiary + gas grenades.
For some scripted long fight (where stealth is not possible), just heal back up fully (remember you have 10 con) and you'll be fine.
Sorry for the long-winded response.
The only limitation I have found so far - maybe there is a perk to avoid this - is that you run out of psi points in the first 2 turns and you have a 4 turn cooldown on the psi injector.
As for hacking and lockpicking — you need those with oddity xp system.