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He's a weaker brute, but he's got a higher cap for the other non-physical traits.
Which sounds like a boon, but let's be real, there's hardly a point in pushing past 9 of any trait. Not only are diminishing returns a pain, but the karma it takes to get to that level just makes any investment at that level not worth it.
For OP, however, there's enough karma to go around that you can make virtually any race work for any build. Min-maxing is a "thing", sure, but is largely unnecessary. If you like the ork portraits, roll ork. That's about what it comes down to.
I tried melee troll on hard, but I got "soft locked" during the ares mission, right before entering the subway, those turrets + backups are impossible to beat with what I have, and reloading the save was too painful so I decided to make a new character.
I settled for a rifle elf on hard, and I'll use sniper rifles since Duncan is so good, and he has a standard rifle already.
I really want to play melee but it's next to impossible since you're almost always out of cover, and being out of cover in this game is a death sentence.
Gotta admit, I'm a bit annoyed at the hit chances. 75% chance to hit, miss 3 times in a row, and I even managed to miss with Duncan's mercy kill, with 99%. I don't know what calculations are used behind the scenes, but it's definitely not a real percentage, more like pseudo RNG with guaranteed misses every now and then.
What exactly does playing on hard compared to normal do? Only modify chances to hit?
By the way, when playing an elf, I'm not hearing any footsteps, is that normal? I hear everyone else's though.
Computers can't actually do random numbers which is why all RNGs are more or less flawed. Often weird things like timers and which line on the screen you are standing on can affect them, speedrunners can sometimes use this to their advantage. I remember one game where you could noticeably affect the rate of getting random items depending on whether you got them on an odd or even number on the timer...
Also some games actually roll the numbers before the battle even starts and create a table from them. That means if you do the same thing, you always get the same result even if you load a save. I haven't tested if this game does that though. I don't think the RNG in this is any worse than I've seen elsewhere.
In this game it's almost like it's the opposite. If you hit too much, the game reduces your chances. At 50% it doesn't feel like 50% at all. You might as well not even shoot.
Edit: Yeah... Missed three 90% chance in a row, this has to be a joke. I'd really like to know how this is calculated, maybe modders know. And no, this wasn't a dodge.
I got all the implants that made sense, so I'm sitting at 11 quickness, 10 ranged combat, and 8 for rifles. Getting crits all day, with 95% chance to hit nearly all the time. I have a rifle and a sniper rifle to change according to range. I was surprised to see that the boosts of implants don't really boost the stat though, just adds the bonuses as if you had it. So I cannot boost my rifle spec above 8 because I technically don't have the quickness. But if I boost my quickness higher, it will waste the implant.
Melee just seems like a lot of work for results that may not even come close. With rifles you have two types of weapon available, very flexible, tons of single target damage, no need for a lot of health so you can focus on the 3 skills you need. I like a challenge, but when an option is clearly inferior I usually don't like playing it. I didn't think rifles would end up being this powerful though.
Same here. I have seen medium and heavy cover both lower the visible to-hit percentage. Also, cover has the extra advantage of soaking incoming fire that actually does hit as well, though that percentage is not visible.
I think the problem is that either the RNG the game uses has a really bad algarithm as far as gaming is concerned or that the visible percentage is not including variables which are used in the actual calculations.
Make a troll. The only stats to worry about are Body, Cyber Affinity, Strength, Close Combat, and maybe a few points of dodge. Jack him/her up with subdermal armor, the wired reflexes (+1 ap), muscle augmentation, hydraulic leg, and the Cross Spur cyber weapon. Watch him splat most enemies in one hit.
Make a dwarf. His stats are Body, Strength, Willpower, Qi Casting, Close Combat and Melee/Unarmed. Really try to crank up his willpower/qi for the high end Pain Resistance, the qi-cover spell, stride, and whatever else strikes your fancy. Throw a haste on him from a shaman or take some Cram and slice and dice your way through crowds of people. Cleave is delicious if you get multiple targets. Qi Storm can kill most tougher enemies in "one" action.
And for both of those choices, you need at the very least 4 skills, that's one more than a rifle user, and this makes all the difference.
Granted, with cybers I had so many points left that I ended up boosting charisma. But for your dwarf build, that's 5, possibly 6 attributes, spread too thin.
The difference being that for the most part, you only need str/combat/melee to be around 6-7 each to be effective. There's enough karma to get a decent amount of health, hit%, and qi casting. That dwarf I mentioned above can stand in the open in the final battle of the extended campaign and tell people the bullets tickle.
Edit: You could also remove the Melee skill entirely, it's only there to give you more combat options than Qi Storm and Swing.