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Докладване на проблем с превода
Cause clearly if you want a 'themed merc' nothing beats custom-design.
The gear was more about what do you use and why. So rednecks lack medics, hence my IMP is a medic.
What would be your ultimate powergaming squad of 6 IMPs?
Considering how years past since your last post you might have some newer ideas on top squads...
Regrettably, I haven't played much in the last year. I moved to South America and have been busy finding a property to buy, building a house, etc. This thread never really attracted the kind of build ideas I had hoped it would, so I let it die.
Or would you change something significantly?
Each IMP has my post-play commentary at the bottom as to what I might do differently for that particular merc. I have nothing more recent to add.
Absolutely. I have.
If you feel my team is designed for approaches that don't suit you, make changes as you see fit to get a team you like better.
Changes that matter to this thread:
Now can have up to 10 IMP mercs
The bug that I exploited to get an additional trait in 4870 has been fixed in 7609
Possible starting gear for trait changes
I think that's the list. However, with 10 IMPs the tradeoffs change and the "dream team" of 6 IMPs may experience some changes with 10. For one thing, I made a Squadleader... and a Spy. Haven't actually played yet, though. We'll see how it goes.
Bruce "Dragon" Lee
Loner
Martial Arts
Athletics
Thief or something that helps agi / AP
Dex & Agi 90, Str ~80-85, Wis ~75-80, Health ~65-70, Mec & Exp 0, Med 20. Whatever points are left you could do 20 Ldr if you want to be able train militia, or increase XP level, MRK as low as 55 or as high as ~75.
This guy hides around a corner or behind a window, I draw baddies out with some noisy gunfire, then he comes sprinting out karate kicking fools in the legs. Usually two hits takes them to the ground and they don't get back up. Then next turn I steal their gear and finish them off while they're still face down in the muck (which usually yields an extra ammo mag). Excellent way to accumulate gear, especially if you're going to play where you have to equip your own militia.
Jon "Duke" Nukem
Malicious
Gunfighter
Ambidextrous
Competitive Shooter
75,85,85,85,60,20,90,0,20,0,L2 (in order from top to bottom in stats assign screen)
Mows people down with dual wield pistols. Early game go with glock 17s (easy to get from baddies) or Beretta 92Fs - overall good pistols and easy to find ammo. You're unloading so much lead thanks to low AP costs and can hit consistently outside of weapon range. Hit rate is like 40% and I'm shooting from far, FAR away. Don't try to use machine pistols like glock 18 or Calico M950, you won't get all the AP firing and aiming bonuses. This guy hits stuff with pistols from farther away than my own character with an MP5A4 and 80 MRK.
Angus "McGruber" MacGyver
Phlegmatic
Fear of Insects (+25 pts, needed because Engineer forces Exp high too)
Engineer
Radio Operator?
Tech Wiz
60,70,75,65,90,0,55,60,20,70,L1
Repairs fast and can lock pick SAM sites / crates. Radio Operator allows me to do an artillery strike toward the end of the Drassen counter-attack, taking out 10-20 baddies depending on how they bunch up coming up the road to the Drassen Mine bar. Then reinforce. But, recently I've realized I can make my personal LDR / militia trainer the Radio Operator (at the expense of "Teacher"; militia still training fast without it), so I might switch to something else. Perhaps demolitions so he can throw grenades to make up for the weak MRK or athletics to run far and flank / close quickly.
"Horse" (myself)
Assertive
Squadleader
Teaching (Radio Operator? needs ~60-65 STR)
Instructor
60,70,75,55,85,75,80,0,20,0,L2
Good MRK, decent enough AGI, REALLY good at training fast / quality militia, recruiting, giving team members interrupts, and talking to NPCs.
Someday I'll make either a "Terminator" (like Duke but auto weapons), or "Rambo" (stealthy / knives), or other famous / infamous characters.
You can skimp on Leadership at IMP creation, but I tend to use 40 as my typical starting number.
Any inaccuracies re. the Vanilla 1.12 version would be rather irrelevant to a post specific to the 1.13 mod. Other than that, the mod itself has undergone at least one major release since this post was started (Among other changes, you can now have up to 10 IMPs and they fixed the bug I exploited to give each IMP an additional trait.), so I apologize for any advice I gave that is no longer relevant or accurate. Use at your own risk. :)
Seems to me that the idea behind the minimum leadership to train is that some people, regardless of how skilled they are, are "naturals". That is, they lack the ability to analyze and/or generalize their skills in order to pass them on to others or they simply lack an appropriate persona to be heard (e.g. gain and maintain the attention of a pupil).