Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Max leadership goes well with Teaching to get Militia training done faster.
Then you could get Auto Weapons if you're looking to run around with an assault rifle.
Heavy Weapons could be good since your suggested team doesn't have one.
CQC Training is pretty good for both melee and Shotgun builds...
But honestly, I wouldn't necessarily follow that guide, since among other things it suggests you hire Fox AND Mouse.
One thing that suggested team comp is *severly* lacking is good marksmanship, unless you picked Kalyna (bad mechanic) or Steroid (low agi, low dex, Fox hates him...)
And if you were to pick Wolf, you could risk swapping out your early game mechanic for a marksman/all-rounder like Omryn or Igor.
Keep in mind if you're thinking of hiring Grizzly sooner or later is that he's a racist who doesn't like working with too many non-americans.
EDIT: Just remembered that Fox does have Teaching trait already, and it doesn't stack. She's likely going to be your Militia training helper, so you wouldn't want to pick that for your IMP, probably. Also, personality-wise you're looking to become a Psycho or a Negotiator to have all the personalities covered. Choice should depend on who you intend to hire later (either a Psycho or a Negotiator).
Hand-To-Hand is the only perk in the IMP perk list that can give you free kills after you're out of action points. When you end your IMP turn, any enemy soldier standing next to your IMP will die during the enemy's turn.
You take a hit at any enemy attempting to do anything standing next to you as long as you're wielding a melee weapon/empty hand and with CQC or Martial Arts you will probably hit them.
But there's no guarantee you'll kill them with that one hit, even if wielding The Thing.
https://steamcommunity.com/sharedfiles/filedetails/?id=3102417053
https://steamcommunity.com/sharedfiles/filedetails/?id=3102417921
https://steamcommunity.com/sharedfiles/filedetails/?id=3102420786
https://steamcommunity.com/sharedfiles/filedetails/?id=3102499107
Never use the word "will", it implies certainty. It confuses less experienced players asking about right perk choices. Then they come back here complaining because someone promised them that some perk will absolutely do something and it didn't work.
What may not be obvious, is that you no longer can get the hand-to-hand perk later on, as you are leveling up.
When that is in fact only a possibility if you take the right perks and equip the merc with the right gear. And even then there are enemies that can take more punishment than what you may be able to deal, or you may simply miss.
To the OP:
I didn't read the guide, but Uncle Nick's suggestion is the correct one for a melee IMP. You can get The Thing, which is a suped up machete, from The Good Place. You can also get an almost equal machete from Ile De Mort by giving the engineer parts.
Take Hand to Hand. It is mandatory. Next is your choice. Stealthy if you want to sneak kill. Teaching or Martial Arts. I favor teaching since it helps to train militia.
The personality trait is a wash. Physio is fine. Scoundrel gives you a free weapon switch. Negotiator is okay too. Take which ever one fills a hole in your squad. I usually take Scoundrel.
You will gain strength from attacking and agility from moving. Dex is hard to get and Wisdom is really hard. Train and read magazines. Fox is great to teach DEX. Wolf trains health and strength.
Dump marksmanship, mechanics, explosives, meds. You will not need them. Wisdom needs to be high. Leadership above 65. Dex at least 75. Health at least 70. AGI as high as possible.
Str = damage, Dex = to hit, Agl = movement. Movement if life for this build.
Perks
Full Body Contact. Then Hit and Run. Then Fast Runner.
Then Killing Spree, Shock Assault, Sudden strike. Then take True strike and Linebreaker.
Last you can take Frog Leaping or Breach And Clear.
Play style is up to you. This build can sneak kill with stealthy and Camo Armor, or you can just run up into a pack of enemies and stomp their ass. Stay with all light armor. You can put a shotgun in your off hand or grenades.
How badly would I be handicapping myself by opting for Martial Arts vs Teaching? And what about CQC Training, how does that stack up vs MA?
Martial Arts adds 15% to your melee hit and lowers enemy melee hit chance by 15%, IIRC.
CQC adds 20% hit chance at 0 tiles (IIRC) and does work with melee attacks as well, so it in fact adds more hit chance, and works with guns as well (less bonus, the further away you are, of course). It does not lower enemy hit chance, however.