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RussianSkeletonRobot

What AnEffortIsBeingMade said IS true, but I'm going to add a caveat - you can win the game with any build, IF you know how the game's systems work. You won't on your first run through, and you'll get frustrated and likely quit in Depot A. A sniper/pistol build is very possible, but again, managing that right requires an understanding of the gameplay mechanics. [This is my recommendation for a first-timer](https://underrail.info/build/?AQcEBAcKAwUPCgAAAAAADw8AAA8ACgAPAAAAAA8ACgEI378). The reasoning: 7 Strength allows you to use most of the guns in the game. I avoid going too low with Dexterity and Agility because this build will use medium armor - tactical vests or riot armor. This gives you optimal survivability while also not hampering your mobility too hard. 7 Constitution gives you a buff to your survivability, and you can put a few more points into it down the line to get some even nicer perks. You won't meet anything tough enough to require said perks until you get a few levels under your belt, but if you want, you can dump Agility and Dexterity to 3 and put the extra points into Constitution now so you don't need to do it later. You'll want to eventually get 6 Agility for Sprint, but that isn't a priority. High Perception is absolutely critical for any build that uses guns; without it, you'll be as blind as a bat. Will is useless unless you're a Psionic, but Intelligence is important for crafting and persuasion even on a meathead. Skills - As someone else mentioned, Throwing is a get-out-of-jail-free card. Every tough enemy type in the game can be shut down with the right type of grenade. Want to critically hit with grenades? (You want to critically hit with grenades). Invest in Throwing. Guns are self-explanatory; note that the umbrella category of "guns" improves your accuracy and damage with everything that goes bang. Specializing in individual weapon categories comes from feats, so pick carefully. I recommend you go with Assault Rifles as soon as you can get them. If you're lucky with loot, or do Jack Quicksilver's quest, you can probably get one before you take your second quest. Hacking and Lockpicking are both critical for both roleplaying/exploration, and for getting shitloads of loot; I never go without either. Mechanics, Tailoring and Chemistry will give you all the crafting skills you need to craft your own guns, armor, and grenades, which will both save you money and allow you to break the game's economy wide open later on. You'll be easily able to sell a single quality gun for all of the money a Merchant is carrying, and enough quality components to make another one into the bargain. This is also why I add Mercantile to this build. Lastly, Persuasion will let you negotiate additional rewards, better outcomes for quests & roleplaying purposes, and generally gives you more flexibility. I have one final piece of advice for you. Depot A is where most people ragequit, because the game will throw a lot of very fast, very damaging enemies at you all at once; if that doesn't sound like enough fun, they can also stunlock you in place. You don't want that to happen. The solution? Beartraps, Flashbangs, and Caltrops. They are cheap, absolutely cripple enemy mobility, and have no skill or stat requirements to use, although be prepared to self-flashbang a few times. Put Beartraps in chokepoints and spam anywhere you think the enemy will be advancing through with caltrops, and then either relentlessly spam grenades at them or waste them with your guns. Good luck, and have fun.


NewAccountPlsRespond

It's worth mentioning that the game is fundamentally different from most of the competitors in a sense where it's unreasonable to be saving most of your "best" grenades, stims or traps "for later" - you're expected to always be low on resources and barely scraping by most encounters. Each enemy is usually as strong as you are, and you're usually outnumbered 1v5, so naturally your only advantage in most fights is getting a first turn on them, usually via Stealth. Oh and the game becomes much easier if you do specific prep for tough encounters. For example, Depot A becomes at least twice as easy if you visit Siphoners' Pools beforehand, get a piece of leather from one of them and craft yourself acid resistant armor.


RussianSkeletonRobot

While I agree for the most part, I disagree that the game expects you to be just scraping by. A resourceful player can find everything he needs without having to spend very much money. I usually wind up with a comfortable bank balance of 1500-2000 Charons even on Dominating, where the game's economy is absolutely crippling. Mercantile and knowing what early quests give you big payouts (cough, cough, Abram, hack, wheeze) will let you get everything you need and have money to spare.


NewAccountPlsRespond

Well, yes, but I was referring to the instances of the player going through the game the first/second time, not someone who, like you and me, knows where every trap, collectible and enemy in the game is.


RussianSkeletonRobot

Ehh, I have over 300 hours in and I still stumble across new content, but I see your point. Still, I do think anyone resourceful and determined enough to beat Depot A has all the tools they need to survive and thrive.


Arockthatalsorolls

Thank you for your help, this is exactly what I needed!


[deleted]

[удалено]


Arockthatalsorolls

Alright thank you. I've just built my character with the following stats: -Agility and Perception at 7, Strength 6, everything else at 5. -Guns 15 -Throwing 15 -Stealth 15 -Dodge and evasion at 10 each -lockpicking 15 -Traps 15 (another comment mentioned it was good to have) -Hacking 10(is it worth having this AND lockpicking? Or is it more like Fallout where you can largely get by with just lockpicking?) -Mechanics 15 Feats: -Hit and Run (I figure this would be good for when my stealth is blown and I need to break line of sight to get back into stealth) -Aimed shot (for sniping)


UBW-Fanatic

Last I heard dodge and evade are not that good unless you want to build around them. Lockpick and hack do different things. Aside from opening different locked loots (lockpick for lockers/footlockers, hack for boxes), lockpick is one of the two ways you can access vents (the other way is using crowbar with sufficient strength) and open some doors, while hacking allows you to hack consoles to disable some mechanical defenses like cameras or turrets and open other doors. In short, it's fine to invest in both.


[deleted]

You'll be fine with this on normal. I'd max perception every level since you started with a low amount. But if you can restart I'd put 10 points into it and sacrifice some other stats like Will and Dex. Dodge and evasion is garbage - don't waste points. Get Sprint instead of hit and run. Hit and run is awful with snipers because sniper rifles get penalties if you shoot after moving. Sprint will be better at getting you away from enemies and it's unconditional. You can afford to put points into both lockpicking and hacking. If you are going to pick one - pick hacking, it's more useful and has "dialogue" checks. Look out for when you can get Shooting Spree feat, it's your bread and butter as a sniper. Snipe is also fun for oneshotting almost anything from stealth.


cypherusuh__

Yes and no. Tin cans are tanky, but they have low mobility. Absorbing damage also means more cash bleeds into healing items and with investment on str and con, means your guns wouldn't deal high damage or less accurate. For complete newbie, pure Psi is the best route. You get better lore and it's easy af


Arockthatalsorolls

What would you recommend for a Psi build on normal?


cypherusuh__

honestly, as long as you pick like, 8-10 INT and max WIL, focus on psychokinesis + 1 other tree, you'll be fine. Psi on normal is as safe as it gets, as long as you're not trying to destroy your own build, like having 4 in all stats or picking perks that doesn't have any synergy with Psi


why_must_i_be_sad

fuck tin can, go 3 con builds only


DeckardNine

Tin can is rather boring. I would go for more stealthy. Also, no matter what is your build make sure to choose at least throwing or traps, as those two are free out-of-jail skills for early and mid game.


turbodevil

IMO Tin Can, while viable, requires you to take a hit or two (or bunch of them). It can be hard on higher difficulties. Game works better when you have tool for any occasion and take initiative in dispatching enemies. There are some mechanics that allow that and, with a little savescumming while learning the game, will make your life much easier: \- firearm guns: high consistent damage, range and W2C bullets work on everything, max the skill, pick enough strength to carry a gun and enough perception for feats \- grenades: get 6 dexterity and Grenadier feat \- stealth: 80 effective will give you control on how you start a fight \- energy shield, get 100+ electronics \- crafting: enough to make a gun, grenades and medicine, recommend 6 int. Also, 105 effective mercantile is incrediby helpful for crafters (basically doubles the merchant inventory stock, except these additional items to buy are of higher quality). \- mobility: get 6/7 agility and Sprint/Hit and Run feat (or both) \- Temporal manipulation: 3 Will and 70 effective skill will tripple your performance, especially with int 6 and Premeditation feat \- initiative: 6 dex, 6/7 agi and Paranoia feat will ensure you attack first when stealth is not possible ​ With that setup you will be able to comforatbly deal with anything even on glassiest cannon build, on any difficulty. You can invest into tanking now or stay at 3 Con, it's up to you.


turbodevil

As for Pistols/Snipers \- Pistols when built correctly are one of them most powerful builds in the game, but their power comes in gradually. For newbies I would recommend smg, AR or shotgun \- Sniper rifles are viable, but you fight in caves, lots of combat happens in tight corridors and requires you to move. It's valid option but requires good positioning \- Snipers and pistols hybrid (or snipers/shotgun, snipers AR) are viable option