Stats:
STR 4 > 6. This one was an obvious mistake, you want at least 6 STR to have a comfortable range of weapons to choose from. Even with base STR of 6, I'd still pick Pack Rathound, amount of junk you have to carry around, especially as crafter, is huge, and at DC some quest items also have weight.
I wouldn't take it further than that. I don't think perk that shoots more bullets for 7 STR would do me any good - enemies can easily die from first bullet or two, and 25 rounds for Chimera is not a lot to spare.
DEX 8. Since I ended up not using any light weapons, I'd put points from here into AGI and PER instead. Slav suffered from low mobility for quite a while, until I got AGI to 6 and crafted better set of armor.
AGI 4 > 6. With very good tabi boots, at the endgame I could reliably kite enemies and they didn't have a chance to catch me at all. So I'd start with at least some AGI.
CON 4. I haven't noticed any problems playing with low CON, especially once I made high level energy shield. Don't know how much higher CON would have helped against stuns or psi. Perhaps I could survive initial psi barrage from enemies like tchort scaners from DC tho, so I'd probably go with 5?
PER 8 > 10. High chance to hit is important if you don't use rifle with extra burst precision. I was disappointed with my ability to find stealhed creatures tho, even when wearing Sam Fisher's goggles. I did find all the secret places. Overall, this one seems like "the more the better" for ranged char.
WL 4. Like with CON, didn't matter a lot. I had good chance to pass Intimidation checks too, until I stopped to bother with that skill.
INT 8. Allowed to craft everything even without investing into very big numbers. Probably could have taken a point out of here.
Skills:
- Guns 135(203). Increased every level.
- Throwing 60(80). At about this level I stopped throwing flasbangs under my own feet and could accurately land molotovs without burning my ass.
- Evasion 135(157). Increased later in game when I switched to +crit leather armor. Can't say I felt invincible, enemies missed 1 out of 3 shots or so.
- Lockpicking 105(140). That's a bit too much, 130 is most I found I believe.
- Traps 100 (135). Feels about right, I could find and disarm all traps.
- Mechanics, Electronics, Tailoring 120(160). Didn't need more than 150, I think.
- Chemistry 75 (101). Was enough to craft Tier IV grenades and mines.
- Biology 10 (24). Didn't need it in the end, since I didn't use armor with regen.
- Intimidation 40(45). UR doesn't feature a solid social roleplay base, like AoD. And you miss on items and Oddities when sparing various lowscum. If I'd take dialogue skill, I'd rather go for Persuasion - it had more applicability and interesting consequences.
- Mercantile 60(80). Took this one (and feat) because I have a habit of abusing economy in RPGs to umpth degree (one of my favorite characters in Fallout and Arcanum was one with maxed Gambling&Trading skills, who could dress up 5-6 companions into Power Armor).
It is not that useful in UR of course, although people who want to fully skyrim their house or need lots and lots of supersteel could take it, maybe.
Feats:
1. Pack Rathound. TBH, I'd probably take it for any character. There's a lot of crap you have to carry around.
2. Recklessness. Combat in Underrail feels heavily skewed toward offense, so I think this was a good pick. Paranoid seems like a natural c-c-combo for this feat, although again, I wasn't impressed with my ability to notice high level stealthy enemies even with Detection >300.
3. Aimed Shot. A good all-rounder. At the endgame I did ~2000 damage with it with all critical modifiers set up.
4. Expertise. This seemed like a decent pick to combat growing armor of enemies, but from long term character building perspective, it's a better feat for people who like shitton of special attack modifiers, not for a character that has 50% critical chance - it wouldn't work half of the time at the endgame.
5. Nimble. I took this one after I switched from "lolbullets Matrix coat" defensive paradigm to good shield and maxed Evasion, since I wanted to try highest crit chance, also switching from Steyr Auch to Chimera.
It's not a bad feat, but enemies seem to hit you quite often even with high defensive skill and even if they stand far away. All or nothing skill mefeels.
6. Skinner. SKIIINEEEAAR!!!11. I took this feat at level ~5. It became useful at level 20 when I learned about infused leather. Before, bullet protective vests with upgrades like burrower shell and kevlar worked good enough.
Instead of crafting feats, even stuff like Gun Nut, I'd rather pick feats that allow me to do something new in combat, like increasing my mobility, options in battle or new special attacks. There is such thing as too much damage in UR (at least on Normal difficulty), and there are too many passive feats too.
There is one exception, however, and that is Power Management. Shields play huge role in your defense, so if that perk would indeed increase their capacity by a third, that is a good deal, and I'd rather take that.
7. Kneecap Shot. This one was a savior up to about level 8 or so, as I was still using SMGs, but became useless later. Also, Quick Tinkering is just better all around for CC.
8. Quick Tinkering. Combat begins, but you can't see enemy? Place bear trap in front of yourself. Shoot the knife-faggot. A go-to feat for CC and anti-melee. Can't recommend this one enough. Giving it shorter cooldown than actual CC from bear trap is great design, lol.
9. Grenadier. When everything fails, throw TNT at them. Like in Arcanum, solves lots of problems in Underrail too. With Chemistry, allows to turn impossible fights into just moderately difficult.
10. Salesman. See Mercantile reasoning.
11. Concentrated fire. It would suit AR specialists who rely on raw damage more than my character I believe - enemies really died so quickly sometimes I didn't even notice stacks pile up. But it's good with Commando.
12. Sharpshooter. There weren't many feats to pick that used PER to it's utmost potential, picked this one anyway, to max my opening shot damage.
13. Critical Power. Bread and butter. The more critical damage you put into your weapons with crafting, the better this thing works.
14. Commando. A musthave feat for AR lovers.
So, what I would have changed various trash feats for to make playing this guy more comfortable? Well, I'd take more shield capacity, and also some mobility feats. Until I made uber tabi boots and increased AGI to 6 I mostly relied on traps to deal with mobility problems, so Hit&Run or Sprint would be nice to have, probably. Aside from that, there isn't anything game breaking I didn't take I think.
Equipment:
- Chimera AR (Smart, Digital Scope). My basic weapon of choice. With feats 175% critical rate and almost 50% chance to land a crit. That means enemies generally died in a single burst, sometimes multiple at once, with just regular bullets. What I liked most were casual click 'em till they dead 300 dmg shots without any special attacks.
- Reaper SR (Smart, Anatomical Scope, Bipod). Elephant gun, basically. With 360% critical damage it one-shotted pretty much everything even with regular rounds. For everything else, there are green bullets.
- Goggles +16% crit chance. I used these instead of +special attacks damage for more balance in actual crits happening and damage, and to mop up trashmobs easier without wasting too much ammo.
- Medium Frequency shield. Felt balanced and useful against things that were not bullets (cryo psi/acid).
- Infused Rathound leather (+14% crit chance).
- Bullet strap belt.
- Infused Ancient Rathound tabi. It was a choice between nifty bonuses from froggy leather or highest quality. I just chosen highest quality to get most movement speed.
- Grenades: Napalm (great through whole game because of Fear CC), Frag, Flashbangs, EMP. Gas grenades are shitty, it ain't your JA2.
- Traps, bear traps for casuals, acid for bosses.
Tactics:
Trapping, sniping, bursting, kiting, bursting, blowing them up.
After I set up everything for my assault rifle, it turned mostly to "waste them in first round in a hurricane of critical striking lead", with occasional "fuck, it's a stun specialist/wizard - gotta kill him with sniper rifle from afar first".