Underrail

Underrail

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Bullet time cowboy build on Dominating
By birminmin
Based on some other bullet time builds posted on Youtube, with modifications for better crafting. Completed on the latest version.
   
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How to start and survive through early game.
Starting stats focus onto perception then dexterity, both are required for pistols. Wait till lv12 to put 1 point into Dex for Bullet time. During early game requires a lot of bear traps at chokepoints and explosives as shots are very limited. Basically draw monsters into trap field and shoot then move out of sight. Pistol depending on drops until lucky enough to encounter rapid reloaders. During my run it was until I finished the drill parts. Most money used for trap components and grenades during early game.
Skill points are pretty divided for many skills, Stealth is most important for dominating and almost everything needs to be crafted.

Building up feats and crafting points to complete the build

Dependent on quite a lot of trap spamming until the end of Foundry quests, as the build requires a combination of temporal contraction, rapid smart pistols, critical rate boost equipments, specialization points in bullet time, to be fully effective. Stasis which increases bullet by another round, will require finishing some main quests at Core city to be available.

Had to stock up on rapid reloaders whenever possible, happened to be quite hard to come by during my playthrough, smart modules is required for the pistol for using special attacks.

Equipments and Crafting
Early game crafted pistols were those using 5mm or 7.62 ammo due to bullet time not yet available and other ammo very rare at that point. Smart modules to utilize special shot feats as early game was dependent on those skills. Critical were unreliable until you can craft both the seeker googles and infused rathound armors. Trap spamming at chokepoints to take potshots at enemies for larger groups.

Once bullet time can be taken, start crafting and using stronger pistols 9mm and .44, these ammo should be more common at this stage. Still may need the help of traps for groups of stronger enemies such as the group in the rescue Hugo quest.


With the complete set of feats playing this build, you should have a variety of pistols available, one .44 hammerer with rapid reloader and smart modules for unloading the skills, then another pistol with rapid reloader and extended magazine for the rest of the shots during the bullet time turn. Laser pistol is for robotic enemies and bladelings. W2C ammo can be hard to find, crafting limited by amount of cases.
Shield used was efficient high/ low frequency, not going to make you invincible but can make a difference in some extended combats.
General playstyle with completed feat set
For most enemies simply start with bullet time, contraction, adrenaline, switch on night vision goggles and start unloading, starting with skills with the smart module hammerer (for the extra critical damage and .44 bullets) then normal shots with the sub pistol after running out of bullets. Premeditation for zero AP cost using Stasis. After Stasis roload and unload for those remaining. Cover and retreat will be the best defense afterwards, flashbang can be useful at times, but there are few scenarios extending beyond the 2 rounds.

Boosting base critical rate being an important part as well, in order for more critical with normal shots.


Final build

The pistol shooting feats taken as soon as they were available, of course Gunslinger and reckless were also taken early. Sharpshooter and Critical power comes next after Bullet time, boosting critical damage equally important as rate. Spec Op was taken at max level just to try out some sub machineguns as build was complete before level 30.