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A few tips to Supreme Jerk...
1) You don't have to start with every character with assault rifles and sniper rifles, but you really want at least 2 characters to start with them. You can start the other 2 with short range weapons like either melee, shotguns or submachine guns. Avoid pistols completely -- their damage and range is awful. This is actually a really good strategy in the beginning of the game as you won't have the depth of ammo or the firepower to take enemies out with 1-shots.
2) Load up leadership and put skill points into weapons asap. Increased accuracy and crits makes your fights tremendously easier, especially when you are facing opponents that use cover aggressively.
3) Range and accuracy are king. Have a character with high level weapon smithing so you can get those critical mods like Long barrel, good magazines and underbarrel mods.
4) Upgrade your weapons asap. Get M16's, AK47's, Bullpup's, m-37 shotguns and Uzi's/PP-81's in the hands of your characters as soon as possible. Better weapons early offset the firepower gap considerably. Remember, the Citadel vendor will restock their base items so if you buy a M-16 and go on a trip, when you come back they'll have another M-16 in stock.
5) Before you hit California, try to have every character with viable long range weapons at a decent level. I tend to go 2x snipers + Assault rifles. You'll want 1 high level energy weapon user for the Gamma Ray Blaster. For example, I might have builds like Sniper/blunt, Sniper/shotgun, SMG/Assault rifle, and Energy/Assault rifle.
6) Do lots of random encounters to get more levels and skills topped up and to raise cash. This is especially important in Arizona as you want a few levels of cushion before you hit the tough encounters in California.
7) Try to have at least 10 AP on your core characters. 10 AP gives a LOT of advantages in that you can fire and hide, crouch and fire, move and heal, move and put down a cover ambush, and most importantly fire TWICE using 5 AP moves. 2x sniper shots, or the abililty to choose between a 3x burst vs 2 x single shots with your assault rifle gives you combat flexibility. 9-10 combat initiative isn't necessary for every character but I consider it a major advantage on your long range specialists. First fire with Sniper rifles and assault rifles makes a BIG difference.
8) Make use of environmental advantages as much as possible. Fighting robots? As soon as they close use Computer science and convert them to your side. Set up your party and send a single member to trigger aggressive events, then have them hoof it back to the party using cover asap while you pick them off at range. Use cover and manage your angles. And sometimes you're best off having your computer science specialist make a gauntlet run to turn a turret than to waste the ammo and time to kill it.
9) Carefully prioritize your targets. AE damage is the first priority as field medic packs can quickly become a drain on resources. I usually go by Heavy Gunners/Energy weapon users (when I have armor), Grenades/Shotgunners, Sharpshooters, Melee/gunners.
10) Remember that you can swap gear in combat. I usually keep a Long/short weapon in primary secondary, then switch in the character screen to things like grenades/rocket launchers only when it's appropriate. And swapping gear against specific enemies (like COC with their energy weapons) makes a BIG difference.
11) I'm a big fan of intelligence. 8 or 10 intelligence goes a LONG way when you're getting 4-5 skill points per level. The ability to get your weapon skills up fast really tilts the balance in your favor in the early going. And remember that co-ordination gives an action point every other point, whereas you need 3 points for intelligence/strength/awareness. Don't overdump charisma if you plan on recruiting the higher charisma npc's (or resign yourself to collecting dog collars and saving the honeydew melons).
12) Make use of healers as much as possible. Don't waste med packs as you'll need them during the tougher fights. And don't sell the lower level med packs as you level... use them to top up characters between fights when you're in a long slog or tough fight.
13) Explosives are gimped in SJ, but they are still very useful when used smartly like against multiple wounded targets (I'll often wound multiple clustered targets with the intention of using a sabot, law or grenade) and more importantly for destroying cover like crates.
14) You don't have to have every character be a speedster, just remember that some characters will depend more on mobility. Adjust their stats (and gear) accordingly.
Anyway, you don't have to min/max, just remember that in SJ the biggest disparity is in damage differential. That means you'll want to tilt that back in your favor as much as possible. Know the armor mechanics so you're not putting on armor that's pointless (like tactical vests in California don't do squat as virtually every enemy has a higher penetration than 4).
Hope that helps.
Still building my party on the stats screen (all part of the fun lol) and am looking at an assault rifle/sub-machine gunner; a sniper/shotgun; assault rifle/energy weapon; and a brawl/heavy weapons so all have long and short range covered, now to figure out the stats...
I would consider putting SMGs and Energy Weapons together (SMGs are good against enemies with low armor and energy weapons are good against enemies with high armor). Sniper + shotgun should work okay, I prefer brawlling+sniper, but shotgun and sniper will work. You might also want to rethink heavy weapons, you can't mod them and with the number of bullets they fire per round they jam often (they also use the same ammo as AR users, at twice the rate, so you might end up competing for ammo). It's not an issue once you get to CA and pick up the minigun, but weapon jams aren't fun on SJ. I'll echo avoiding pistols. You don't need to min-max to the hilt, but I would recommend 9-10 AP and at least 13 CI on two characters to start (and you'll increase their CI with awareness every 10th level), just so you can out CI the enemies with explosives.
And then finally, I click the "Start" button and wait.
and wait...
then realise the game has crashed and I've lost all my work.
Do I despair? No, this is just a part of my journey and an opportunity to make an even better team tonight.
OORAH!!
And before you go to CA make sure you have bought enough ARs ammo as you can still strip dynmite and sell junk for high price..
As I said only use ARS!!! all guns useless on jerk diffic, and you have extremly hard time, and u might have to restart ur gameplay!!! All characters should have all ARs!! Strip dynmites and sell their junk for high price!!
Going back to ARs, I want a challenge that remains difficult throughout so want a team that isn't ideally suited to the Wasteland, like it would be in real life... like you say though I'll probably end up hitting a difficulty brick wall and have to start again but it's the way I'm rolling for now although I'm tempted to scrap my self-impsed iron man challenge, I may allow myself say 10 reloads as I'm sure some surprise encounters will wipe me out until I have knowledge of what coming ahead... or is that wimping out? Let me know what you all think!
OORAH!!!
I have a guide for Jerk diffic, click on my name, look through my guides, you will find it, enjoy it :)
AG woman has 5 skill points per level, you will be able spend on non-combat skills while others focus on combat skills
other than that I've tried to have good awareness and coordination (between 5 and 8) so they all have around 8/9 acton points and between 11 and 13 combat initiative.
skill-wise i've gone dual weapons for everyone so i get to experience more variety in combat: assault rifle/melee, energy weapon/smg, sniper/shotgun, assault rifle/handgun.
for general skills and knowledge i've gone for two characters with surgeon skill (already proved very useful twice in random encounters and I'm not even at Ag Centre yet (I aim to get Rose)).
I've also gone for all the talking skills (hard azz, smart azz, kiss azz) across three characters, perception, computer science and medic. I'm hoping to have other skills covered by NPCs that join up so I can focus on boosting my weapon skills ASAP, aided by my high intelligence :)
one interesting thing i stumbled across, using kiss azz at radio tower at the start to get rid of raiders reveals an interesting marker on the map.
in ironman mode, i can see this being a very short journey but we'll see...
OORAH!!!
holy bejesus!! it was all going so well, i was cruising through ag centre but then my entire party got infected by stumbling into a pod, and then when i realised i only had 8000 seconds left to get the pumps turned off i came across doctor larsen who wiped out all but one of my party, and the one left was not one of the three with surgeon skills...
even though i'm attempting ironman mode i thought i'd resort to the 15-minute autosave but sod's law, it had saved after most of my party had been slain. now that's the wasteland for you, will have to restart now, love it!