Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Yes, Psyhchopath has a cap. The max is +40% accuracy and +20% crit. chance. It's really good on SMG or Heavy Weapons.
How good would Psycopath be with a melee character? I'm thinking of creating a Blunt Weapons-focused front liner. Maybe a Brawling melee fighter would be best since you dish out more attacks per turn, but I'm thinking Blunt Weapons would be better in the long run due to the armor penetration mechanic.
Finally... what Quriks would you personally suggest? I'm thinking to give everyone Delayed Gratification for the extra skill point at level 11 and upwards.
I'm coming back to this game from a dry, pre Director's Cut run and there's several mistakes in my previous squad composition I'd like to fix, but there's also Quirks and Perks to take into account now.
Thanks for your time.
For example I put a SMG and Psychopath in my squad leader, Brittle Bones to my ranger with AR for max AP and Heavy Handed to my guy with blunt weapons, because the crit chance is the lowest and the bonus damage si fine.
Brittle Bones increases AP but reduces the distance your character can move in combat, right?
I find delayed gratification terrible. By end game you are drowning in skill point anyway. I ended the game with dozen of unused skill point on my 4 rangers.
Especially considering every non weapon skill have a book, and you can find +2 and up to +3 trinket by endgame. It just saves a lot of skillpoint. Not to mention the +2a** skill, which is huge (2+1book+1trinket, that's 6rank only to cap the skill entirely).
On the other hand, you need them at low level, before they are capped at 10.
Brittle bone is almost essential for a sniper and a heavy gunner (even though heavy weapon is really weak by itself). Added to tinkerer and the sniper perk, you have 3AP for free.
Psychopath is great for SMG, but twitchy is neat to, as you can flank pretty much anyone with it (and hit chance is almost meaningless late game on non precision strike weapons, especially when flanking).
If you think I'd just "hear your advice" and not give any opinion of my own, there you have it.
I used delayed gratification on all my characters. 3 have 4 int, the other 10 int. I didn't hurt for not having those extra 9 skill points at level 10 at all. I was able to open pretty much everything except for a few extra high level safes, and I made most conversation skill checks.
I don't say it hurt to not have those point. But it doesn't help much more to have those points later.