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Fordítási probléma jelentése
What I'm trying to say is that if brought dual blaster pistols all the way to the final mission on a blind playthrough, you can, too.
A lot of it is feat selection and weapon modding, as previously mentioned. Like most builds in this game, Two-Weapon Fighting is just "double your damage fighting". As for modding, depending on what tier of blaster pistol you're crafting or looting, you can adapt your mods to make the most of its inherent qualities. Good crit range? Throw a keen scope on it and stack massive criticals. Innate debuffing or incapacitating effects? Throw more on, and then Plague them for good measure. Want things simpler? Just stack damage! Having different types of blasters (aural, ion, disruptor) allows you to keep more consistent damage output overall on your enemies, usually at the cost of pure, mitigable damage.
There's also something to be said for the hybrid approach: engaging with 23m-range pistols, letting the enemy come to you, then dispatching them in melee. While the pure ranged build can still accomplish this using the Improved Close Combat feat, which gives them as much of a melee-range bonus as their melee opponent, switching to melee allows for a higher-damage alternative for when things get personal. Besides, if you've already softened them up, there's a lot less work to be done.
When working at a range, you have a few more options in how you engage. Grenades can be more safely utilized, and since you're not in the thick of things, you're able to cast support abilities with far less hindrance. If things go wrong, you can even retreat and regroup. This means that fewer feats and attribute points need to be spent on survivability through most of the game, though towards the end you'll want to invest a bit for the solo parts. I usually have some difficulty with the Czerka station on Telos' surface before going into the abandoned base, so investing a bit before that may help as well.
Hope this helps!
Yeah. I've got like 96 hours on Steam and I wouldn't have even played the game at all without TSLRCM, it makes all the difference.
Dark jedis & sith lords aren't that challenging either if you've been stacking Precise Shot -feats.
As a pistoleer you really want Force Deflection feat so that you can go on prolongued shoot-outs with other ranged combatants (and win, because you're deflecting their pew-pews, which is fair and all).
Let me know if you have any specific questions and maybe I'll be able to help.
Link: https://www.youtube.com/playlist?list=PLWwCbAtdT7FA6AiMBLt3z1LdDOj-d6BjR
There's that, but why would you make a Blaster Jedi without Precise Shot tree? That's like making a dual-wielder without Two Weapon Fighting feats. Rifle is good option for a fresh character, but once you got enough feats two pistols outpaces any rifle by a fair margin.
Where would you toss your feat points anyway?
1. I wanted to use some sort of blaster.
2. After playing a Consular and a Guardian, I wanted to be self-reliant in crafting. A bit pointless technically, since my companions could easily reach those levels on their own, but it saves time and thought.
3. I added a mod that expands the available feats and I wanted to try out a good portion of them.
4. I didn't want combat to be mashing one button until the enemy dies.
With that in mind, this is the build I'm making:
15 feats to pick for Sentinel in total
Demolitions Cross-Class: 1 (1)
Repair Cross-Class: 1 (2)
Shrapnel Burst [augments grenades]t: 3 (5)
Respite [augments LS Force buffing powers]: 2 (7)
Master Sniper Shot [very high INT already present to be able to put all those skill points in]: 2 (9)
Stimpack Treatment [augments medkits, may replace]: 3 (12)
Weapon Proficiency – Blaster Rifles: 1 (13)
Improved Close Combat: 2 (15)
This wasn't necessarily the pick order, just a list. I'm mostly picking things as I need them or as they're unlocked (e.g.: before running into tough melee opponents, picking up Close Combat). As for Force powers, since I'm running LS, I'm planning to take as many buffing abilities as possible to proc with the Respite tree.
It's not that strong, definitely. Combat usually means I'm using consumables in addition to my weapon on Difficult. It's nice to have a bit of a challenge, though.
The funny thing is that on my last playthrough I didn't get the mandlorian disintegrator until malachor v, and it took me awhile to find other decent blasters such as the Onasi blaster until post council meeting. hoping this changes, but if not than it is cool. from what i hear of KOTOR 1, you can find the best blaster pistol at a specific location each time. which helps.
One of my most enjoyable playthroughs was unarmed - no weapons at all (gloves are helpful and I did use a lightsaber purely for doors that I could not open with security skill). Worth a try.
This might help you out in finding where things drop. It's worth noting that the blasters you can create at a workbench come with inherent stun capability from the Scout Enforcer on. There's also dual disruptor/sonic pistols; unfortunately not good for damage (20-20,x2 crit, 17m range) but might be good if you're running a Watchman. Keep in mind you have to be within 10m for that damage bonus on afflicted enemies, though.