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Also, only memory I have is that sometimes you will have stuff (loot) lying in unreachable places, that I guess you can only grab if you have the telekinesis psi power, but I wouldnt base my choice on that alone. Not much information I know but hoefully this will get the conversation going :p
Marines - Direct combat oriented skills
Navy - High Tech skills
OSI - Psionic abilities
Beyond these focuses though, they play no serious role in what the player can or cannot do. In theory, a marine could train the psychic abilities to do what an OSI character can do. Mainly, this matters for high difficulty playthroughs, where the cost of upgrading is significantly increased, and thus the ability to train becomes more scarce.
Marines = warrior
Navy = rouge
OSI = mage
*shoots self*
Even this time around again I pick OSI after telling myself to try one of the others. I'm not too far in and can hack up to level 2, I didn't bother picking up basic weapons this time, going to try playing through without them.
Plus there is always the wrench if I run out of psi :)
Next time I will definately try one of the other branches tho hehe.
So I just installed the game yesterday and daaaamn the interface is so small at 1920x1080 (doesnt help that I play sitting 5-6 feet away from the tv). I just picked Marine
For example, I chose OSA. I am just finished with the first level (MedSci) and have 1 in standard weapons (I can use a pistol), 2 in hacking (I can hack security computers and crates), and 1 in research (I can research all the items I've found so far).
If I had chosen Navy, I'd have already had the hacking, but I could have used my cybermods to purchase the Psi powers that were granted by default for OSA.
If I had chosen Marines, I would have already had the standard weapons skills, but I could have used my cybermods to purchase the hacking and Psi powers.
You can't really screw up by making a "wrong" choice in the beginning. Unless you forget to grab the basketball. ;)
Oh ok thank you that explains alot :)
A navy start means you can immediately start hacking open the security crates and alarm panels, which finds/saves a ton of bullets for the pistol. Being able to turn off turrets and cameras right from the get-go is immensely helpful. You can also hack the Val-U-Reps to get better selections and better prices.
The real trick with the game is surviving long enough to turn on the elevators. Once you've cleaned out the engineering deck and are able to get to Hydroponics, you'll have picked up enough cyber modules, weapons, and nanites to be in good shape for the rest of the game. But until then, you're constantly juggling degrading weapons, limited ammo supply, and meager stats.