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
MC: biotech&electronics&streetwise/persuasion(just one of the speech skills is enough)+weapon skill(I suggest smth with a low action cost like a shotgun or pistol)
Faythe: sneak&lockpick&computers+weapon skill
As for how to boost the durability of yr MC id recommend using an energy vest/energy shield+a dermal implant... alternatively using a stealth gadget in combat and only serving as medic/grenadier may also work well.
I am sure you're right, but assuming I don't want to restart, where would you put that stat for mid-to-late game?
Appreciate the response.
Frankly, restarting will trade headache now for headache later, when you find that you won't be able to pass many of the checks.
Just as a reference point so you know how far behind the curve you really are: a well plyed science oriented build will be leaving the pit with these stats: lvl7(or close to it) in comps,electros,lockpicks and without tagging a lvl5 in biotech&steal(but assisted by npc training/&tokens)
Sorry to say it but with those stats in the habitat you have pushed yourself into a dead end when it comes to science&tech and that is not smth you want as a lot of excellent equipment/income can be made via scavenging trough high tech 'vaults'.
Regarding what to do now, you should pick Computers on your main character. It'll help out a lot.
Also, you can talk to Eli the Monk in the Maintenance Tunnels after you offer the machine to a faction. If you have an INT implant, he'll double its effects for you, and you'll get one more tag.
You can pick either Electronics or Lockpick and it'll again help you solve situations and explore.
I'm starting to see what you mean. So I kept playing this run, and I have about 12 hours in now. Well, I got to the part of mission control where you're interacting with Shadow, and because my electronics isn't 6, I can't reprogram the computer. And combat is just wrecking me. There's no way I can win.
So, my options right now are to lose access to the lower levels (if you do this can you ever get access again?) or start over. And the completionist in my is telling me to start over.
Damnit.
The strongest defense in combat is the elusive stealth gadget. I think there is one in Mission Control behind a level 6 check.
Energy weapons are cool and all, but they have a few serious disadvantages. Ammo is very limited, like something between 140 and 180. The second problem is that these weapons use several cells per shot. Makes the ammo scarcity more critical and you need to reload more often. However, they are very nice to have in one or two key fights (Ol'Bub or the cyborgs).
You can still train up Faythe in stealth, since many challenges are still there. This may make fights easier, if you can stealth kill foes. Stealth gadget is highly recommended. Just remove heavy boots and armor for the mission to negate their penalties.
I believe it was a mistake of yours to start on Underdog. You have large penalties everywhere, and raising skills is more difficult. I did the same and restarted on Hero, which was more enjoyable. Doing an Underdog run afterwards was easier with knowing what to expect and a better idea what I wanted to do.