Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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):
You should take a look at this outdated build[underrail.com] and adjust dex according to this Action point cost reduction[www.underrail.com].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.
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,