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Een vertaalprobleem melden
WTF? Hand-to-Hand does not work on Hyenas!
https://steamcommunity.com/sharedfiles/filedetails/?id=3156370237
https://steamcommunity.com/sharedfiles/filedetails/?id=3157676111
https://steamcommunity.com/sharedfiles/filedetails/?id=3158278015
1. Which Perks do you choose for your Leader Build?
2. Any suggestions for the rest of the Team?
I currently run:
- IMP (undecided/ AR)
- Barry (Demolition/ Shotgun)
- Livewire (Stealth/ Sniper)
- Buns (Support/ Sniper)
- Fox (undecided/ Sniper/AR)
- Open Slot (prob. Melee)
Surprised you got Buns and Fox to work together. You will have to choose between the two in near future.
No real idea about the build. I would assume Teaching and Negotiation. High wisdom and leadership.
Whatever else depending upon what kind of battle style you would want. Close quarters for Melee, Auto weapons for battle riffles / smgs. Stealth for snipers. Forgot the one for pistols / shotguns but it's right next to full auto.
Ice is always a good merc. Blood for silent kills with his knife. Since you are going to train you might consider Nails. He can do explosives and mechanics. With training he is one of the best melee fighters in the game. Grizzly is a good heavy weapons guy once trained, as is meltdown if you can stand her mouth.
Vicky is best mechanic in the game.
Usually i want a well balanced team with all "roles" combat and "Out of Combat" (*OoC) and "social talents" present.
But i'm really unsure what the combat role of the "Leader" should be. Maybe Overwatch? I'm open for suggestions.
So far i'm thinking:
Combat: Open for Suggestions
OoC*: Negotiator and Trainer
Combat: Explosives/Shotgunner
OoC: disarm and secondary mechanic
Combat: Heavy Weapons, maybe Overwatch perks?
OoC: Psycho
Combat: Melee
OoC: nothing special
Combat: Sniper/Stealth
OoC: Scoundrel Mechanic
Combat: Support?
OoC: Scoundrel Medic
Which Combat Role would Vicki fulfill?
Is dual wielding worth it?
A few suggestions:
-Meltdown is... slightly above average. Her unique perk is quite meh, but she's by far the "least worst" of all the available psychos, with solid well-rounded stats. However, she doesn't pair well with MD.
-Medic skill isn't really useful provided you know what you are doing and don't end every fight riddled with bullets. However, there's a few Medic checks here and there for some small bonuses and one of them is a Med 80 check tied to one of the main quests. It's not mandatory though, since you can do that quest without it, but keep in mind that Fox will need a bit of training/manuals to improve her subpar 69 Med skill in order to be a fully-fledged.
-For me, Vicky is mainly a secondary team mechanic. Being claustrophobic is a real issue in this game, because there's quite a few important underground areas, especially with the addition of the Ubahn, which is why it's best to put her in a secondary team meant to defend mines and towns.
-Fox is arguably the best stealth killer in the game thanks to her awesome unique perk, but she needs a bit of Marksmanship training to truly shine. Before that, she's much better with throwing knives thanks to her 100 Dex.
-Dual wielding is viable, nothing more. It's only useful on Fox and Vicky imo, and for different purposes. With two guns with silencers, Fox is much more reliable as a stealth killer, whereas Vicky can dish out quite a punishment with fully modded Glocks, but besides that, I wouldn't bother with it on Meltdown for example, except if you are struggling with ammo and looking for a way to spend your 9mm ammo instead of your precious rifle calibers.
-For melee, I prefer Blood over both Igor and Ivan.
Igor is quite decent right from the get-go and comes with well-rounded stats and a low level allowing you to build him in an optimal way, but his unique perk becomes irrelevant as soon as you get better ways to generate Grit.
Ivan's unique perk gives him the highest potential of all the available mercs, but I find him to be a bit "win-more". What I mean by that is that he comes with quite a few levels already and no melee perks, which means that you will need to gain a fair amount of XP to make him really melee relevant. Sure, once he's lvl 8 or so, he can chain-kill 25 soldiers in a row with ease, but by the time you get there, the game should be almost over anyway.
Blood is a fantastic melee character thanks to his unique perk giving him both damage and mobility, which allows him to close the gap with ease and makes him melee relevant right from the start. I tend to give him a shotgun early game and slowly transition into full melee once he gets a few levels.
Actually not overall a fan of relying too much on the IMP to be honest. Despite the ability to minmax, the stat point distribution will always leave them quite a bit behind other mercenaries with comparable niches, and they have special abilities on top of that.
As a leadership based merc, they can at least buff better mercenaries and fill a niche that they only compete with bad mercs in, and 85 leadership is enough to pass probably every skillcheck in the game. Unlike say, Wisdom where 85 isn't even enough to pass every check on Ernie. With high leadership, you can easily drop your IMP out of your main squad once you get someone like Len or Scully and have your IMP just do support BS and hang back defending towns or whatever.
Also, her dual wield ability is crazy good. Take two anacondas, mod them with a quick scope, an extended barrel, and she turns into a crit machine with dex perks. She will also get two shots per round which is actually four. Vikki and meltdown are the same.
For the IMP I prefer a melee build, but any will do. If you don't like meltdown you could make your IMP a heavy weapons toon.