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- you forgoe additional turns that high CI chars get during combat which is very powerfull
- High CI chars can use high damage/high AP per shot weapons and get two shots per round (technically three, but that is probably unrealistic for a a balanced build). A head shot + burst with a G41 or headshot with .50 cal sniper rifle for instance costs 9AP. You are not going to get 18AP for two shots. 15 CI will regularly get you two such shots per turn which amounts to about 400-800 total damage per turn depending on difficulty.
- High CI gives you early moves to take advantage of tactical possibilities more likely to be unavailable if the enemy always goes first. Examples are closing on lobbers with melee or focus shooting them down before they unload explosives on you, spreading the team against lobbers, heavy guns and shotguns and taking available cover positions before the enemy does.
I would argue a high CI team gives you greater tactical flexibility and more options in battle, wider weapon selection, higher damage output per turn with high end weapons/special shots and is generally a lot more fun to play because of that. One of the reasons Angela Deth is so deadly and can do so much for you early game is precisely because of her high CI.
Also a caveat about Charisma. CHA controls the range circle for Leadership. In your low CI/high AP play style I imagine you are typically working with a tightly grouped and mostly stationary team relying on multiple shots from high AP to mow down the enemy as they appraoch. In this special case low CHA will still deliver leadership bonuses, but for a more mobile team using a wider variety of tactics you will need a leader with higher CHA to cover.
CI will not always work; for example NPC initiated combat after dialogue or triggered events; but it is generally very good combat stat through out most of the game.
Intellect at 8 is also questionable since you spent 4 extra attribute points to get 1 extra skill point while adding 2 more points into INT will grant you another skill point. I would suggest to go all the way to 10 INT if you want to go above 4. My personal experience is that by lvl30, you have so many skill points between your 4 main rangers and recruitable NPCs that you dont need your combat oriented rangers to have more than 4 INT, ie. 3 skill points per level.
I like to have 2 surgeons, one being Rose with high skill and other with a single point in the skill just in case, and 1 medic. My medic skill was at lvl 3 while in Arizona and I got it to 8 eventually in LA. I guess that playing on harder difficulties would put more incentives on medic skill for the extra healing.
Skill books should definitely be saved for later levels of skill. If you have or know there is a skill increasing trinket available, you can use a book for lvl7 or more since it costs 6 SP from lvl7 to 9.
Weapon skill wise, I would suggest to get 1x Assault Rifle, 1x Sniper, 1x Blunt melee and 1x Energy weapon specialists. You dont necessarily need energy weapons early as you will not face many high armor enemies in Arizona. You can even have it on recruitable NPC since they only become important in LA. You should definitely get Gamma Ray Blaster from Mercaptain's requisitions--one of the best energy weapons available.
My weapon setup is as follows:
1st Ranger: Sniper (10) & Handguns (6)
2nd Ranger: Assault Rifle (10) & Brawling (6)
3rd Ranger: Blunt weapons (10) & Shotguns (6+)
4th Ranger: SMG (10)
1st NPC: Energy weapons (10) & Brawling (6)
2nd NPC: Handguns (10) & Energy weapons (6+)
3rd NPC: Handguns (10)
2. mechanical repair is practically worthless, it and barter and animal whisper can be jettisoned without worry. I think I had 1 mech repair skill check in my entire game. In any case there are a couple mech repair NPCs you can get later.
3. I only ever needed one weapon skill per char, with the exception of adding an energy weapon skill to the shotgun/SMG type for when enemy armor really ramps up late game. Plenty of time for that though.
4. Use the rockets/good grenades to get you through tough encounters, any char can use them perfectly without missing, so don't worry about it.
5. Brawling is crazy good, make one guy with it. He can do brawl/harda$$/brute force and get by fine with a 4 int.
6. Your backup surgeon only needs skill 1-4 for most of game, s/he exists solely to rez your main surgeon.
7.There are late-game trinkets that give CI and a couple that do AP, usually a trade off, but understand that you might be able to get 3 CI by giving up 1 AP, and if you can get to 19 CI it might be worthwhile trading away AP for someone like a sniper or minigun user (anyone with a 7+ AP weapon might be better served with a high CI, debate continues...)
That is only true if you save scum. If you don't you need high mechanical repair to fix the locks and tumblers you get a critical fail on from your locksmith/safecracker.
No you really don't, you just leave them until you get a locksmith level up or you break them with an explosive if its a safe, accept some broken gear if its a locker (which if you arent savescumming you'll be blowing up half the time from the attached bombs, so why bother wasting the points?
There are very, very few traps that you can't easily handle at demolitions 10 (90+luck% is pretty common, and there are trinkets giving you as much as +3 demolitions, and at least one skill book for it, too -- it's one of the easiest skills to boost because of this).
Safecracking, computer, have some -very- hard checks. Demolitions are mostly easy.
Take only two skills per character when you start, with the majority of points going into the weapon skill of the character. On my Sniper - 4 sniper rifles, 2 lockpicking for example.
By level 10 or so, I had 7-8 in the main weapon skills for all characters. Sure I had to leave safes and other skill check items alone since my party did not have all the skills needed, but all my characters are in the high 90%'s to hit with good critical chance and they stomp everything (rarley ever miss).
I went high Awareness, and every third combat round I get two attacks. At level 20 (?) my characters had 4 skills; generally 8 weapon, 6 skill like lockpicking, and two skills with 3-4 in them. Taking high INT to start for skillpoints is a waste imo; I have many more levels to get, and can easily max the skills I have. I'll take the extra attack over being able to have 6 maxxed skills.
Make a team character A aware 1, B aware 10, C aware 13, D aware 16. Play the game, then check the characters stats tab and see damages and number of kills and how it follows the aware stat. There's no arguing on that.
I won't advise high awareness for all your characters but aware 1 is stupid. Aware 10 is low but fair enough, 12 is ok, starting from 13 it's good aware, 16 very good, above will burden your character creation.
10AP is interesting but 11AP not that good, so it's also good to start with 9AP and at level 20 add 2 point in coordination for 10AP. INT 8 for all 4 characters is pointless, it's better do one INT 10, and one INT 4 than 2 INT 8.
Luck definitely seems pointless and that's the only point I agree with OP, otherwise OP see necessity where there's none.
EDIT: About skills go for one per SP gained at level up this including one weapon skill. INT 4 support only 3 skills, INT 8 is ok for 4 skills and INT 10 for 5 skills. Some skills will be pointless at low value when some other will be ok, so try spread those less demanding skills on multiple characters. And there's 3 recruits it's a lot, and count on them to support some skills. OP advice will require plenty scamloading with skills check at very low chance of success that is very boring play.