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But I'm sure it will all work out fine regardless.
luck totaly useless, also sniper with 2 coordination realy?
The guide on melee is making me rethink my melee build though...will look into it further
1. As dufflebags says, you got one at least too many assualt rifles. You''l want Angie early game and she uses one too so you'll be in real trouble for ammo. AR's are the best weapons but not enough ammo for everyone to use them. You melee has too many weapons IMO. Melee is *very* useful as is because a) it doesn't cost ammo and b) closing down enemy shooters interferes with their shooting.
2. Your siniper needs a lot more coordination or s/he won't hit ♥♥♥♥♥♥♥♥♥. Not sure sniper is best weapons match for medic.
3. What you don't know starting the game is that the skill checks have a very steep difficulty curve meaning to be effective you have to pump it up harder than you might think. Even if you save scum. Three high skills is worth a lot more at the end of the day than five or six mediocre ones.
4. This is particularly true of the three @$$s. No % chances with these and often no second chances. You either have the required, say, level 6 Smart @$$ or you don't and the curve for this is surpisingly steep through the game. It is very easy to invest a load of points in them and actually get diddly squat out of it. However they are *very* useful in certain situations. Just utterly useless if you don't have the required level. If you go for them you got to really go for them and sacrifice combat ability upgrades.
5. Related to this is one of the big weaknesses of the game's design IMO. Your additional three party members will all have certain skills already and in many cases these will be significatly better than your four core charatcers. The problem is first time you don't know where they are, when you can get them or what their skill sets are. This makes choosing skills (outside weapons skills) very difficult and almost guarantees duplication and waste. There are two approaches to this. One is to look up the main recuitable NPCs and plan around that. I personally don't think there'a any shame in it becasue i think this is a flaw. The other is to significantly narrow the number of skills you start with for your core party to those that are really necessary, but of course how do you know what skills are really necessary?. It's very difficult to discuss this without spoilers. All i will say is this: you must have someone who has the minumum requirement at least stitch up a wounded ranger and get them back on their feet before they croak. You must have someone with at least some Perception to at least see traps, locks and hidden goodie caches. I think you prety much have to have someone that can do locks and safes or you will lose too many free med kits and ammo. You absolutely must have a weaponsmith.
6. I would go through my characters and double check their Combat Initiative scores. I'm looking especially at your thief here, but the others as well. CI is incredibly important. More awareness and more speed - more CI. That theif would be massively more effective in battle id she was a less lucky some of the time but a lot more aware and faster all of the time for example.
Dont think that 2 10 ints will net you enough skills. Coordinations dont help as much as skill points in weapon skills do.
that 8 luck : / down the road you will dread it. You want solid growth (CON from str and sp from int), not unsure statistic like coordination and luck. Unless you're a rookie or seasoned player, in which case, it doesnt really matter because the game would be pretty easy.
You've got 6 char right, tho. That would be enough to recruit you enough npcs to fill the slots. Dont let anyone tell you otherwise.
Look at this companion list and build your party around
https://docs.google.com/spreadsheets/d/1lZ4lpL4E5PXa1mFAnGaW--TEmCUbX_RUnGCXwutd4ms/htmlview?sle=true# (SPOILER!)
It really wouldnt matter that much cuz enemies tend to sprint to you anyways. To begin with, sniper rifle is a miss that should only be used to not waste ammunition. It's really is not worth putting a char so far back. My sniper medic (8 int) has an smg for close combat, btw.
Dont look down on SMG (their dmg per AP is frightening)
My sniper is a brawler. Run up on em and get your jaw broke. I should of went blunt for the crit. But thats for my next run. Live and learn
Also keep in mind, that you want speed and awareness for everyone as these abilities determine how often you get to act in a turn. More actions means you determine more of the battles.
And find someone else, NPC's that offer you skills in things you don't have or to take the stress off of your leader or your theif character.
Sniper for medic is fine. You'll be able to advance that sniper if needed.
Perception: to see if something is trapped, all u have to do is to use Demolition to see if the object is trapped or not. Also, there are not that much of mines, and u could just avoid them by trial and error.
Toast repair: if u fix them, u will get useless junk.
Alarm, I did not really have to use it at all.
And, for computer science: It is very important, but the Dr. that joins u in AG has it already high. So, u do not have to invest in it with ur first 4 characters.
You skip perception, and not only are you eating land mines but you are missing hidden caches of items all over the world. And considering the OP wants to have more than one AR user, he'll need those caches of items to buy more AR ammo, or there goes another stream of resources.
As for Alarm, yeah, you could live without it. But toaster repair, is risky. You get some great laughs and if you hold onto those items you get some of the most powerful loot in the game at the end.
ur mean sand-covered stuff in the ground?? with one Perc, and seeing a lot of them
Only skill that matters to make a dead body is main weapon skill. Looting anything else can involve up to 3 skills which must be at max to be effective. Comparing that to just one maxed weapon skill? Which is better....?
Dropping Loot skills affords you points for a backup weapon and even a social skill on a Ranger......Your non-com followers pick up the rest if your so inclined.
Honestly Ammo conservation and a total focus on a main weapon go hand in hand. Not bothering to loot every cache leads to shorter game times.
Want better fighter's make better fighter's. You can have level 4 in a weapon at start. Why not?
Spoilers Follow,
Make Combat Rangers
Make Combat Rangers
Make Combat Rangers
All Skills are pretty much all in or wasted skill.
maybe flukes though *shrug*