Underrail

Underrail

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Karina Jul 25, 2020 @ 3:42am
Weapon for a psi build
Im building a methatermics psionic (mostly for aoe and crowd control) and i need to choose a weapon that complement it. But i cant decide! Every single weapon come with some major downside attached. I also will rather avoid playing with stealth- therefore i value initiative a lot.

Core stats- Willpower 8, Inteligence 6 or 7

Weapon choices im consdering-

Shotgun:
+Great damage
+Not stat demanding
-Character will have terrible initiative.
-Close range
-High ap cost to fire- not very flexable

Assault rifle:
+Versatile weapon
++Very low single fire ap cost- considering the amount of damage it does.
+Good damage
-Character will have terrible initiative.

Firearm pistol:
+Versatile weapon
++Character will have amazing initiative
+Low ap cost
--Very stat demanding- both high DEX and PER
--Poor damage
-Requires special attacks damage modifiers and stunned targets with oppurtunist/execute to get most potential out of it. My only "stun" will be cryostasis.

Knife:
+High crit chance
+Bleeding
+Character will have great initiative
++Not stat demanding at all- all you need is some dex
++Very low ap cost
-Melee range
-Less effective against armored targets and robots
-Knife perks all focus on you continusly hitting target with melee attacks- to stack up debuffs on it or getting multiple buffs on you for max damage. This is not what this character will be doing, at least not often.

Hammer:
+High damage
+Effective against armor and robots
++Not stat demanding at all- all you need is some str
-Melee range
-High ap cost to fire- not very flexiable
-Character will have terrible initiative.
-Weapon gets a lot better with very high str values- this character will not be focusing soley on strength.
-Some melee perks require dex- which i will not have.
Last edited by Karina; Jul 25, 2020 @ 3:44am
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Showing 1-15 of 37 comments
Exodus Of Sound Jul 25, 2020 @ 5:19am 
In the Expedition DLC there are certain weapons that will enhance your PSI abilities:

Høddurform is useful for Neural Overload characters, and may prove useful because it also has the defensive bonus of a spear, and applies both Heartbreak and Leper poison.

Sørmirbæren Spirit Staff is useful because it buffs your PSI crit damage, and also Neural Overload. It too has Spear Guard.

Sørmirbæren Staff-spear is a more balanced version of these staves, in that it buffs some aspects of all of your PSI in small ways, like +3% crit chance, increased maximum PSI points, and adds 1 to your natural PSI regen. If you combine this staff with Philosophy III, you can reach 125 maximum PSI points.

They might've been altered in the PSI update, so some of the info I've pulled from the wiki may not be accurate any more.
Last edited by Exodus Of Sound; Jul 25, 2020 @ 5:19am
Karina Jul 25, 2020 @ 5:28am 
Originally posted by Exodus Of Sound:
In the Expedition DLC there are certain weapons that will enhance your PSI abilities:

Høddurform is useful for Neural Overload characters, and may prove useful because it also has the defensive bonus of a spear, and applies both Heartbreak and Leper poison.

Sørmirbæren Spirit Staff is useful because it buffs your PSI crit damage, and also Neural Overload. It too has Spear Guard.

Sørmirbæren Staff-spear is a more balanced version of these staves, in that it buffs some aspects of all of your PSI in small ways, like +3% crit chance, increased maximum PSI points, and adds 1 to your natural PSI regen. If you combine this staff with Philosophy III, you can reach 125 maximum PSI points.

They might've been altered in the PSI update, so some of the info I've pulled from the wiki may not be accurate any more.
This character will not specilise in thought control though, and this weapons are obtained very late.
dont bother. the expermental build has psy completely nerfed across the board. as soon as the terrible choice gets pushed to the main build, any psy characters you have will be virtually worthless.
Qiox Jul 25, 2020 @ 10:08am 
Originally posted by Chad "The King" Thundercock:
dont bother. the expermental build has psy completely nerfed across the board. as soon as the terrible choice gets pushed to the main build, any psy characters you have will be virtually worthless.

That is a big exaggeration.
gallaghan2000 Jul 25, 2020 @ 11:05am 
Originally posted by Esteban Failsmore:
Im building a methatermics psionic (mostly for aoe and crowd control) and i need to choose a weapon that complement it. But i cant decide! Every single weapon come with some major downside attached. I also will rather avoid playing with stealth- therefore i value initiative a lot.

Core stats- Willpower 8, Inteligence 6 or 7

Weapon choices im consdering-

Shotgun:
+Great damage
+Not stat demanding
-Character will have terrible initiative.
-Close range
-High ap cost to fire- not very flexable

Assault rifle:
+Versatile weapon
++Very low single fire ap cost- considering the amount of damage it does.
+Good damage
-Character will have terrible initiative.

Firearm pistol:
+Versatile weapon
++Character will have amazing initiative
+Low ap cost
--Very stat demanding- both high DEX and PER
--Poor damage
-Requires special attacks damage modifiers and stunned targets with oppurtunist/execute to get most potential out of it. My only "stun" will be cryostasis.

Knife:
+High crit chance
+Bleeding
+Character will have great initiative
++Not stat demanding at all- all you need is some dex
++Very low ap cost
-Melee range
-Less effective against armored targets and robots
-Knife perks all focus on you continusly hitting target with melee attacks- to stack up debuffs on it or getting multiple buffs on you for max damage. This is not what this character will be doing, at least not often.

Hammer:
+High damage
+Effective against armor and robots
++Not stat demanding at all- all you need is some str
-Melee range
-High ap cost to fire- not very flexiable
-Character will have terrible initiative.
-Weapon gets a lot better with very high str values- this character will not be focusing soley on strength.
-Some melee perks require dex- which i will not have.
Unless you're playing on hard or dominating the top weapon available will be grenades. so thrown. Which means you can also use nets, [poisoned] caltrops, and [poisoned] throwing knives for crowd control pretty well as well.

If you want to get a feel for the different weapons on Normal, Versatility is really only a good choice along with a stat of at least six with the proper stat but is probably better off at 7-10 so that you can actually use the SMG/Rifles by level 8+9. otherwise that feat kind of stinks as at level seven I just barely hit 35 effective guns skill, which isn't all that accurate. The only upside is that if you have the minimal stat for that weapon you can bypass the whole purchased skill limitations and actually use those other weapons... eventually.

the follow-up expertise works if you're not going to use chemical pistols or energy weapons.

My thoughts on the weapons themselves (keep in mind that i don't have the feats that make each weapon excel):
Machete - Honestly? There's just something about the energy edge version of this weapon that i like. requires 5-6 strength through.

Spear - the spear guard is pretty neat, they're on my list to use more, there's also an 11 strength feat for using them and a shield in riot armor which might be a high enough strength to use versatility with melee weapons and not stink at the other two categories.

Sledgehammer - haven't used one, my normal builds are 5-6 strength, it's on my "to do" list

knives/daggers - the enhanced versions are nice for crowd control and fast.

fist weapons - the pneumatic enhancement is *nice* i mean, even against crowds you can hit one guy three times and try to land the forth hit against someone you want to try to stun or just hit the primary target again. The only real downside IMO is that the full on metal ones are freaking heavy. force emission enhances them as well.

Pistols - work best with expertise and high dex for the best AP cost reduction.

SMG - a go to weapon if you have 3 strength, just make sure you have, what, 6-7 agility for spec ops and you're still better off with 7 str for things like full auto

shotguns and assault rifles - haven't used them recently, so i can't comment off the top of my head, but things tended to get easier in general once i got a rapid reloading hornet. I *think* shotguns got slightly faster if you attached a forward grip to them and i do remember enjoying using them.

crossbows - a niche weapon, effective on most armors cause it doesn't fire bullets and isn't a melee weapon. I recommend getting the feat that cuts down on the extra AP for special bolt use if you're going to use it seriously, followed by elemental bolts or the poison one so that you can make the most of those special bolts on the targets that need it. Would still be nice to find one or two high strength short bows that use the crossbow skill but are faster than even the cyclone. But then arrows would have to be introduced as well and I'm sure that would be a pain.



just remember strength requirements for metal armor 8 and riot armor with a shield 4-5.

Last edited by gallaghan2000; Jul 25, 2020 @ 11:06am
frank_kretschmer Jul 25, 2020 @ 11:20am 
Just started with a girl using Metathermics, SMG and Grenades, actual I´m Level 15 and it´s not so bad, but still have to try it Endgame, therefore it´s only a suggestion. I put also points in Persuation, and Lockpick, Hacking and crafting to buid better Guns and Grenades, I´m short of stealth and only a very few points in traps, so that I can use them to slow down hard emenys.
gallaghan2000 Jul 25, 2020 @ 11:31am 
Originally posted by frank_kretschmer:
Just started with a girl using Metathermics, SMG and Grenades, actual I´m Level 15 and it´s not so bad, but still have to try it Endgame, therefore it´s only a suggestion. I put also points in Persuation, and Lockpick, Hacking and crafting to buid better Guns and Grenades, I´m short of stealth and only a very few points in traps, so that I can use them to slow down hard emenys.
on normal, you can generally get a high enough stealth to pass the stealth missions with a 7/8 intelligence and 50 or so electronics and tailoring.
Karina Jul 25, 2020 @ 5:48pm 
I settled for AR because it has both high damage and low ap cost while being effective at all ranges. Current stats-

6 str, 6 con, 8 perception, 7 will (will get increased to 8 later), 7 int.

I will probably get Juggernaut at level 12. Its possible to reach exactly 50% armor penalty with tactical vest.
Last edited by Karina; Jul 25, 2020 @ 5:51pm
Exodus Of Sound Jul 25, 2020 @ 5:57pm 
Originally posted by Esteban Failsmore:
I settled for AR because it has both high damage and low ap cost while being effective at all ranges. Current stats-

6 str, 6 con, 8 perception, 7 will (will get increased to 8 later), 7 int.

I will probably get Juggernaut at level 12. Its possible to reach exactly 50% armor penalty with tactical vest.

With a PSI Crab carapace, you'll easily reach 70+, although even a PSI Beetle carapace gives +20 to armour penalty, so a Regenerative Kevlar Overcoat with a PSI armour plate and any panel will give you 50 or more.
NeoG Jul 25, 2020 @ 6:03pm 
The best weapons for a psi build are Grenades (target 70 throwing for accuracy). When Fireball and cryoball are on cooldown, or you are out of mana and the injector is on cool down (or you got that stalker debuff) you can pick the best AOE tool for the situation:

EMP
Napalm
HE
Frag
Plasma
Gas
Flashbang

If you expect to fight wildlife, keep fire ready.
For humans, flashbangs.
For armor, HE.
Unarmored, Frag.
For Robots, EMP.
For anything, Plasma.
Gas works on bugs, but I like to place on narrow access points (doors) to debuff mobs walking in.
Karina Jul 25, 2020 @ 6:13pm 
Originally posted by NeoG:
The best weapons for a psi build are Grenades (target 70 throwing for accuracy). When Fireball and cryoball are on cooldown, or you are out of mana and the injector is on cool down (or you got that stalker debuff) you can pick the best AOE tool for the situation:

EMP
Napalm
HE
Frag
Plasma
Gas
Flashbang

If you expect to fight wildlife, keep fire ready.
For humans, flashbangs.
For armor, HE.
Unarmored, Frag.
For Robots, EMP.
For anything, Plasma.
Gas works on bugs, but I like to place on narrow access points (doors) to debuff mobs walking in.
To me grenades always felt like a crutch for a weak build.
Thrax Jul 25, 2020 @ 6:22pm 
Grenades add a touch of versatility, and going full grenadier is interesting.

They can be a crutch, but if you don't play an optimal build, this game might require a wheelchair.
NeoG Jul 25, 2020 @ 6:42pm 
Originally posted by Princess Soap:
Grenades add a touch of versatility, and going full grenadier is interesting.

They can be a crutch, but if you don't play an optimal build, this game might require a wheelchair.

There are plenty of fights that you need all the help you can get as a full PSI build:

Native area maps (dozens of maps with 10+ mobs that aggro you).
Balor and pack
Lunatic Mall
The Stalker hideout south of Rail Crossing
Pirate base
Locusts
Ruins with lots of robots/strongmen/maidens
Certain fights in the rail tracks
Arena
Depot A
Burrower caves
Spider caves

In general, many fights with over 5 opponents become tricky.
Exodus Of Sound Jul 25, 2020 @ 6:45pm 
Originally posted by Esteban Failsmore:
Originally posted by NeoG:
The best weapons for a psi build are Grenades (target 70 throwing for accuracy). When Fireball and cryoball are on cooldown, or you are out of mana and the injector is on cool down (or you got that stalker debuff) you can pick the best AOE tool for the situation:

EMP
Napalm
HE
Frag
Plasma
Gas
Flashbang

If you expect to fight wildlife, keep fire ready.
For humans, flashbangs.
For armor, HE.
Unarmored, Frag.
For Robots, EMP.
For anything, Plasma.
Gas works on bugs, but I like to place on narrow access points (doors) to debuff mobs walking in.
To me grenades always felt like a crutch for a weak build.

Agreed, however molotovs + bear traps have always been the best way of getting weak late-bloomers through Depot A. If it's available, why not use it? Especially on DOMINATING where you'll need all the help you can get.
Karina Jul 25, 2020 @ 7:35pm 
Originally posted by Exodus Of Sound:
There are plenty of fights that you need all the help you can get as a full PSI build
Im trying to build a hybrid though.
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Date Posted: Jul 25, 2020 @ 3:42am
Posts: 37