Okay, this thread shall be used as feedback for the developer and as an orientation for new players. It can be hard for new players to make a character since they don't know what is awaiting them. In order to help them a little I would like seasoned players to post their succesful character builds. As succesful I will here just determine: Did reach the end of the current storyline.
I'll make the start in order to show what I imagine (PLEASE seasoned players, post your build and experience). First I would like to post screenshots about the current character with level and its skill point distribution and after that people should explain what is good about their build and where it may have problems. I'll start with my second character since I enjoy playing him more. Edit: Okay this is getting more text then I anticipated ^^
Current Level: Transition between 13 and 14
Experience Setup: Oddity
Emphasis: Psi Fighter/Scientisthttp://steamcommunity.com/sharedfiles/filedetails/?id=224127079 http://steamcommunity.com/sharedfiles/filedetails/?id=224127102
The basic ability distribution is concentrated on will and intelligence (since I'm over level 12 I have three more points then in the beginning; all of them went in will and intelligence; start was 7/8 or 8/7) and agility to be mobile.
As you can see the character has nearly now offense and defensive skills beside throwing and that only thay the grenades are not flying around totally random. After my first build I wanted to make two things: A psi character to farm achievements and a character with social skills to reduce the foul taste in my mouth after I had to blast my way through the game again. So I decided to combine those two.
I maximazed the persuasion and intimidation skill and they are, for me atleast, enjoyable since I can determine the outcome of different situations and reduce some bloodshed. The only problem I encountered which I was not able to solve in a satisfying way was a quest at junkyard because someone could not be intimidated even with an effective value of over 100. Rasing both skills is helpful because of the Synergy effects.
The initial motivation for the scientist part was that I wanted to construct my own grenades and raising your chemistry value and mechanics value will allow you to craft MK II grenades early in the game without too much cost and they can solve a lot of the fighting situations. The biology skill is for one because of synergy effects and second to create my own psi boosters and later on I will use it to create chemical weapons (science rules!).
Since my first character had lockpicking and stealth I wanted to do otherwise. So I picked hacking which is useful quite often (and I prefer it over lockpicking overall, mainly because of turrets) and electronics can be used for a few higher end stuff like your own Psi headband and maybe other stuff coming. Since electronics is not that important at the beginning you should first concentrate on the hacking stuff. The rest of the skill points I tried to raise step by step sometimes changing a bit here and there to get something done faster (like raising more points in hacking to hack the computer etc.). The traps is something when I am able to create more powerful traps. So far it is used as trap finding ability.
For the feats: The doctor feat is only there so I could save a person but the additional 20 hp from health hypos and the bandages useable with hp lower 40 % are also useful. Other then that the most important ability is shroomhead followed by premeditation, sprint and cryogenic induction.
The advantages: With the social skills I can solve some situations without fighting (thanks to the oddity experience setup allowing such a playstyle) and with all three psi abilities trained I get a lot of synergy effects. With a value of 45 you can learn all to date existing psi spells and they are awesome. There are atleast three abilities to stop living ennemies for one round atleast which gives you field control so single ennemies are no problem. For larger groups the chemistry/mechanics combination is useful since it allows to craft strong grenades. The hacking skill allows to go different routes and if there are terminals it is quite handy. Also with the ever growing mind shrooms you have an endless supply of Psi boosters (ampules can be a problem). Premeditation reduces your psi costs and the sprint ability coupled with cryokinesis (and the agility value) allows to kite and fight stronger ennemies and with cryogenic induction you can blast them away. With an armor with good acid defense playing the junkyard was also easier then expected. Now at level 13/14 there is few to fear with this build. Although you have still to reload often if you mess up the start or if you 88% hitting value leads to missing the third time in a row.
The disadvantages: At the beginning with learning the spells and buying psi boosters this build is extremely expensive and you have to manage your money very good. Also I missed lockpicking especially in GMS since you can't enter the ventilation system without it .... so you have to load a lot to get past the robots there. Robots in general have been a problem for a long time. As soon as you get electrokinesis it gets much better but till then make a bow around them. Also I would recommand a high value in hacking so you have not to fight the turrets. Fighting them without far ranging weapons may prove impossible. The stealth ability I miss aswell but it is not as bad as I feared.
Edit 1: I will change things here and there if I feel I missed something and if motivated I will upload my first build
Edit 2: I deleted my one post in this thread to keep it as clean as possible.
Edit 3: Corrected the links -____-