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6/2/6/4/4/2/4
lvl4 Assult Rifles
Medic/Doc
4/2/4/4/5/7/2
lvl 3 medic and surgeon...
Maybe drop 1 point from each and put into the weapon of your choice..
Sniper
8/3/8/3/3/2/1
lvl 4 sniper
Make a choice on if you want the sniper to defend at close range, then drop the last two points into handguns or shotguns... if not, save it for sniper rifles
Specialist
Depends on what you want... Charisma if you want a "social specialist"
Intelligence if you want more skill points.
1-. AP or CI:
AP will allow to do "more" everytime your turn comes, but If you go for an AP build you should also consider your ranger AP along with the weapon AP cost. You will be able to get at most 14 endgame AP on your rangers if you start with the correct point distribution (starting with 11 AP, getting your 12th AP by level 10, and finally 14 AP by lv50). The AP milestone depends mainly on the weapons (you'll want AP mainly for double-shotting every turn), so you must take into account which weapon will you use and, at least, the most common AP values for that weapon type.
CI will allow you to act sooner and take more turns than the enemies. CI dictates how fast and how many times you act, so a character with very high CI may be taking his third turn while slower characters are just taking their second. Most enemies in the game have a default CI of 11, so you usually will want ALL your characters to have that value, so you take one turn for each turn an enemy takes. Most common milestones are 14 and 17 CI, both achievable straight from character generation.
2-. Intelligence: Intelligence has four main milestones: 1, 4, 8 and 10 (granting you either 2, 3, 4 or 5 skill points per level-up). You want the INT of EACH your characters to exactly match one of those values. Essentially, every skill point will allow you to MAX a skill by endgame (so rangers with Int 1 will be able to max two skills, rangers with 4 int will be able to max 3...). while not all skills need to be maxed, yuou will usually want to max at least your weapon of choice pretty early, so a decent amount of points is good. A value of 4 for at least three of your rangers is good enough, the last one getting at least 8INT.
3-. Charisma: Your main milestone is 12 points among ALL your base 4 rangers, so eitheror you go for it or leave it at 1 on all your rangers. 12CHA is the minimum value you will require for some of the NPC's to join you (some require more CHA, and some may require a quest to complete in a specific way to join. If you choose to go for 12, is a good idea to make a "leader" (a single ranger with high charisma and leadership skill), instead of splitting the CHA between your four rangers.
4-. Weapons: The game says you should spend some points in a secondary, short range or melee weapon. DON'T DO IT. Skill points are much more valuable than sparing a couple of AP a single turn to move away from an enemy. Focus every ranger on a single weapon. The best weapons currently in the game are the assault rifles which, in the later stages of the game, may behave essentially as semi-automatic Snipers. Other weapons have their niche, but several depend mainly on obtaining a specific weapon of that category. Also, focus early on on leveling weapon skills to a decent amount (don't try to max out them, just prioritize them if possible); it really makes the game easier.
5-. Skills. There are important skills, utility skills and ease of life skills.
Important ones are skills you'll use a lot through the entire game, so you'll want them to be at very high level or maxed. Utility ones are skills that have their uses here and there and/or give you access to some content, so you may place points, but without the need of a heavy focus. Ease of life ones are skills that help you with the game but are unneeded.
Important: Lockpicking, Safecracking, Demolitions, Alarm Disarming, Computer Science, Perception
Useful: Surgeon, Field Medic, Weaponsmithing, Conversational Skills, Outdoorsman, Mechanical Repair
Ease of life: Toaster Repair, Animal Whisperer, Brute Force, Barter
__________
My party recommendation:
This is a 12 charisma, high CI party, allowing several NPC's to join you and netting you first actions almost every battle whith everyone but your leader (that still reaches the 11 CI milestone); you may "move" several CHA points from the medic to the Leader (medic: -3 CHA, +3 Sp; leader: -3 Aw, +3 Cha) , but then the Leader will not perform very good in battle; he/she'll be just a pretty face.
Leader: C1, L1, A4, S2, S4, I10, C6. Sniper, Leadership, Lockpick, Safecrack, Demolition.
Combat Medic: C2, L1, A4, S6, S7, I4, C4. Shotguns or SMGs, Field Medic, Surgeon, Weaponsmith, Perception.
Commando 1: C3, L1, A7, S2: S10, I4, Ch:1. Assault Rifles, Alarms, Computers.
Commando 2: Same stats as COM1. Assault Rifles (change the weapon skill if you want variety, but AR's are probably the most efficient weapons in the game), Toaster and Mech repair.