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Повідомити про проблему з перекладом
Enemies and XP-boosting items do not respawn, if that's what you're wondering.
And even with all the cubes that grant extra skill points, and progressively getting more skill points per level up on the higher levels, I don't think it's possible to max out all skills. Right now, having used every skill cube available and at level 14, I got 6 Endurance, 4 Melee, 0 Firearms, 3 Hacking, 2 Charisma, 2 Lockpicking, 0 AR, and 2 Barter; IIRC.
(Someone please correct me if I'm wrong.)
I found the important ones to max out were Hacking (6), Lockpick (2), Charisma (2), AR (2) and Barter (2). The one I didn't max out, but attempted, was Endurance (about 4) for its extra implant slots.
You can get away with leaving the rest alone if you play your cards right.
Higher levels of Endurance let you install more implants. Three implants are needed to reach some of the areas: artificial limbs, respirator and electrostatic conductor.
Mileage may vary with Melee - level 1 or level 2 should suffice.
Ranged at level 4 will let you use shotguns and submachine guns. Strongly recommended for taking out tougher enemies.
Hacking at level 4 or 6 is strongly recommended - there are several hacking sequences mandatory to finish the game.
Lockpicking level 2 - there are locked doors and safes you can only open with that.
Charisma - might be effective in some places, though I'm not sure if there's much reason to go above level 1.
AR level 2 - disabling turrets and hacking enemies to paralyze them is very helpful. Faster hacking time lets you avoid the viruses in AR.
Barter - level 1 would help with some of the prices, but honestly I'm not convinced even that much has a point. At the end of the game I had far more cash than I needed.
Started with charisma and all-trades little by little after that.
Also contrary to Fifth Horseman I'd suggest to have 3 melee (or 4?) to have all moves, because it's make melee combats interesting. Hacking 3 was enough for bigger part of game. And charisma provide nice diversity of dialog choices almost in every quest, starting at Lorraine at sewers. I'm not sure, but I think charisma 2 add even more dialogs in late game.
Alternatively, if you can install Advanced Implants, you can have Niles install the (somewhat expensive) Nanites which gradually regenerate you for 10 HP each tick.
How do I get the ability to install those? Also, from what I gathered some implants have strictly better versions of them, so you should avoid installing the basic version of those. Is that correct? Any obvious I should avoid? The high-jump one?
It really depends on how far you want to take the Endurance skill. For instance, if you like using melee a lot and have slots to spare, you can combine both melee-damage boosting implants and their bonuses will stack; alternatively, if you don't want to spare the slots, you can wait and save up for the better of the two and use only that one. I'd personally skip any eye-ware, they seemed fairly useless to me.
But definitely get the three suggested up thread: artificial limbs (for higher jumps), respirator, and electric conductor. These three are essential to explore the entire game and do everything possible, because there are areas you can't reach or get past without them.
There's a hidden "upgrade" to the artificial limbs you can find in the game, but it doesn't require another slot, it automatically replaces this augmentation. You can only reach it if you have the artificial limbs in the first place.
It´s important to get Endurance 6 to get all the good implants (meelee damage boost, the 3 mentioned above, and whatever you like. Although the ballistic armour and focus enhancements are pretty useless. You´ll never have problems hacking if you invest a few points (level 4 will suffice) and buy the software upgrades and if you play carefully you can sneak up on almost every enemies and choke them out, or if not deadlock them in meelee. So meelee 4 (for the 4-hit kombo with knockdown) is mandatory, 6 even better for the damage.
Firearms? The points you got left
Hacking: 4 will suffice
AR: At least 1, 2 if you got points left
Barter: You end up with a ton of mony, even after buying every datacube, software upgrade and implant you want. Especially if you don´t buy weapons (you´ll find them anyway) and ammo.
Lockpicking: Basically the first skill I max
Charisma: Very interesting, the secons skill I max.
http://steamcommunity.com/sharedfiles/filedetails/?id=535296965
I'd recommend against Firearms. From what I experienced, Melee is much more usefull overall, and it's not like you can't use Knock-17, a Magnum, or the Laser Pistol with zero points in the skill. I can't really comment on the effectivity of the SMG or Shotgun, but judging from firearms overall, I find the combination of melee and firearms far more effective anyway (kick enemies down onto the ground, then shoot them while they're down—why fight fair when they don't?).
All the 2-step skills are far more interesting in this game: Charisma, Lockpicking, AR, and Barter. Next to them, I have to say Endurance is fully worth every point so you can just take a whole truckload of implants. Finally, Hacking level 4 will make things a bit easier, though I think that fully upgrading your cyber attack programs and AR 2 is more cost-efficient overall. I took up Hacking late and got by fine. The game is generous with expendable Cyberspace items and Neurostims and they'll help you get through any tough spots.
Anyway it wasn't intended min/max grind, it was stealth/charisma playthrough, but later with search for DLC stuff combat/takedowns starts to be too big fun-factor to avoid, big plus to game I think.
I don't agree with that at all. I took down Connor in two shots with the shotgun (or at least it seems that way in my memory). I also had the dart gun to disable his regeneration, but the fight was over so suddenly that I didn't even think about using it. I thought he was going to be an epic challenge, but beating him with the shotgun was remarkably easy.
Firearms are way more efficient than melee in this game. Except that ammo is highly unbalanced against the player by being way too expensive and only coming in clips that are way to small. So due to those poor design choices that unfairly gimp a firearm-using player, melee might be better for that reason, since melee is free & unlimited.
Endurance 6/6
Melee 6/6
Ranged 0/6
Hacking 6/6
Lockpicking 2/2
Charisma 2/2
AR 2/2
Barter 0/2
I maxed Lockpicking then Charisma first for more loot/quest possibilities. Then Endurance for implants (choose carefully; implants are NOT removable/swappable).
Hacking and combat can all be done to your preference. They can all wait to this point too, because with patience and skill, it's all beatable at low levels.
AR I didn't use, and was the last thing I added to. Made hacking faster later, but otherwise...
Barter I didn't need. In the end, had a few thousand $ to spare (bought max implants, skill points, XP boosts). Not sure if it's more necessary in a build using Ranged (for ammo). I still had expensive weapons to sell too.