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I don't know what race allows you to be 10+, but its not a human.
I'm pretty happy with Glory, she's batting about .330.
The low hit rates are kind of jarring, but I'm getting used to it now :-)
Wow! where'd you get all the money for that armor and cyberware.
Haven't had an enemy AP problem, but I think some of the enemies have 3AP.
Also, I think buffs and debuffs are in integral part of the game.
By which I mean, in terms of karma spent on actively doing stuff (as opposed to body for heatlh, charisma for dialogue etc), my mage needed Willpower and one subtree - Spellcasting. My adept needs Strength, one subtree (Close Combat) and then another subtree under that (Melee Weapons)?
Seems like kind of an unbalanced design. And that's ignoring Chi Casting, which I'm currently sitting at 4 in, for Stride. Is the idea supposed to be that adepts put points into Chi Casting instead of a weapon skill? Still doesn't seem to balance out if I'm still investing in Strength and Close Combat to hit stuff.
I dunno. Maybe it's less that karma for adepts is too demanding and more that karma for mages isn't demanding enough.
At the final part of the game strenght and close combad have to be at least 9/9 (max for most metatypes). Melee should be taken up to area attack skill (4 or 5, do not remember exact number), you do not need disarm skill (it's more effective to knock out and kill enemies).
The best weapon is katana due to AP damage.
In your build the eye implant is good. Other implants I'd choose differet. Two bioware arm and implants would give you +2 strenght (+hit chance), Hydraulic Jack (+3 or 4 movement for several turns for, activation costs 0 AP) is usefull when you need to get close with enemy quickly. And +1AP implant (the reward for telephone booth quests) of cause.
And you should bring Dietrich on runs to boost your aim. And use +AP drugs.
With this build you will be able to knock out 2-3 enemies and even to do some damage to them on your turn. And there have to be enough Karma to level Charisma to 6, biotech to 4-5, Dodge to 4-5 (not very effective) or throwing weapons (not very effective but fun).
In P&P every spell costs karma to learn, including upgrades. Not sure why they dropped that.
Still, that's why spellcasters are a bit unbalanced in this series in comparisons with weapon users.
Those skills are ok at the lower levels of the game when you occasionally have an extra AP - but they will ultimately be wasted points.
The path of ultimate power for close combat is to ultimately spam chi onslaught as much as humanly possible by the endgame (up to three times per turn, one time for each melee weapon equiped).
As others have pointed out, by adding in Ranged Combat and Shotgun you have diluted your focus in Melee quite badly, probably explaining why you find yourself struggling in the endgame.
I never had a Melee Street Sam, but I do have an bioware-enhanced Unarmed Physical Adept.
These are the stats with 4 major missions left to go ...
Body 6
(remaing Essense balance 3)
Strength 8+2 bioware = 10
Close Combat 8
Unarmed 5
Quickness 3+4 bioware = 7
Dodge 3+2 bioware = 5
Intelligence 3
Biotech 3
Wisdom 4
Chi Casting 4
Charisma 4
I never said they were useless, I just said they were inferior to the chi attacks.
Besides, your example is less stellar when you remember that anything that survives a chi-onslaught is going to be out of the fight for a round anyways if he/she survives it due to the massive ap damage the auto-crits will do.
I would rather use the points that you're putting into melee weapons on more damage/to hit (which melee weapons skill does not really help you with) or maybe some int/chr for dialogue options.
Also, sadly unarmed is massively outclassed by melee in this game. I don't really find it as viable on VH.