Underrail

Underrail

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sidd Oct 27, 2016 @ 1:59pm
Scientist Type Build Advice
This time I really want to dive headlong into it and make a scientist character blasting people with those fancy fancy pistols but I have a few questions about it before I start and I was wondering if you guys could fill me in on them: How good are pistol class weapons (I haven't really heard much about them other then the fact that they were nerfed in the beta)? Should I go 10 perception to meet feat requirements for the pistol feats or should I not care about them? Are there any skill caps to crafting material qualities that I should be aware of so I don't waste skill points? Can I go full nerd and forego stealth and lockpicking and rely solely on hacking as my espionage skill?
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Showing 1-4 of 4 comments
destroyor Oct 27, 2016 @ 8:21pm 
Pistol class is pretty weak compare to SMG and AR. There are lot of things going against it: short range, need high dex so per is lower than SMG/AR build meaning lower damage and accuracy, very starve for base abilities.

Right now (ver 1.0.1.10) gunslinger still works with energy and chemical pistols but I expect it to be nerf since the wiki noted that Gunslinger does not affect energy/chemical pistols.[www.underrail.com]. (imho this is the wrong move as energy + chemical pistols are already weak and this will make them totally non-viable).

Yes you should still go for 10 per for accuracy, aim shot + sharpshooter.

Some crafting threshold (note you probably won't find such high quality components but I'm giving you the best case scenario):
  • Chemical pistols: chemical blob dispenser (Q129) + collector (Q163) requires chemistry 130 + mechanics 20 so effective chemistry 130~140 would be a safe bet.
  • Energy pistols: emitter(Q154) + core (Q151) + circular wave amplifier(Q144) requires electronics 123 + mechanics 15 so effective electronics 130 would be a safe bet.
  • Energy shield: two (Q163) modulator + core (Q151) + high efficiency energy converter(Q158) requires electronics 169

You should take a look at this outdated build[underrail.com] and adjust dex according to this Action point cost reduction[www.underrail.com]. Remember you have 50 AP so 16AP per shot = 3 shots or 17AP per shot = 2 shots + one grenade.
Styg  [developer] Oct 28, 2016 @ 12:00am 
Karina Oct 31, 2016 @ 12:14am 
Dont chek it out, it is outdated. Dex have been nerfed since. Now, about the scientist character- you will need this stats- 6 strength, 10 dexterity, 3 agi, 3 con, 8 per, 3 will, 7 int. You will need 7 int for the crafting feets related to energy weapons, 6 str for a great pistol perk, 11 dex (eat food that gives +1 dex) to shoot plasma pistol twice- 1 regular shot and 1 point shot, 8 per for damage and accuracy. Every available attribute point you put into perception. Scientist character is all about annihalating enemys with plasma/electroshock crits, you will have enormous crit damage and chance, but only 2 shots per round. Must have perks- Aimed Shot, Recklesness, Steadfast Aim, Practical Physicist, Point Shot, Sharpshooter, Critical Power, Energy Management. For the skills you must need- electronics (obviously), tailoring (to craft infused rat leather amor), throwing (grenades), chemistry (grenades), lockpicking/hacking, a bit of mechanics since some components need it.
Last edited by Karina; Oct 31, 2016 @ 12:17am
Jew_Santa Nov 11, 2016 @ 11:04pm 
Assault Rifles Bursts(Commando perk and so on)+Jaggernaut+some crafting skills(armor and weapon)+science skills +a little bit of throwing(grenades)WORKS. You craft yourself best possible armor,AR and ammunition; have acces to strongest meds including super soldier drugs. Plus your playtrough is interesting because you can interact with all tech related objects/events.
You will need 2 ARs. One more powerfull but more AP consuming and one bit weaker but with low AP consumption. You will have 3 super long bursts(extra rounds in each burst). And when you kill enemy in your turn- you earn extra +1 free burst. Meanwhile Shrapnel amo and Napalm deal DoT's.

This build may be vulnerable to eletric damage (spiders,doplegangers) if you decide to wear super steel healing armor.

For starting stats you need to do maths.

Strenght :just enough to wear supersteel armor and ARs and be able to pick Jagernaout perk.
Int: just enough to reach amounts required by certain crafting perks, and enough to obtain science points required to craft certain thigns.
Will: low.
Constitution: just enough for Jagernout and other perks you may want.
Perception: high as possible but not as high as Sniper builds.
Agility:your bursts are based on +X round in each bursts perks;commando skill and low AP cost of crafted ARs. You don't need too much here.Just enough to satisfy some perk requirements,

Last edited by Jew_Santa; Nov 11, 2016 @ 11:24pm
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Date Posted: Oct 27, 2016 @ 1:59pm
Posts: 4