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The game has a LOT of OP/BROKEN combos, for instance ;
assault rifle : assault rifles are easily breakable because of +1 burst shot mechanic stat, you can get it on the rifle and on the mods (stabilizator), that means that you get get +3 extra shot on multi shot abilities (so double shot which does 2x65% will do 5x65%). You can also get +1 from kinetic weave shield mod (and I didn't even check every tool). The mods also can add the quick shot/steady shot abilities which are free shots (so you can do a couple quick shots on weaker enemies and do a full auto on the bigger one and you have wiped enemy team with 1 dude). If you roll a rifle with cryo/acid or on hit effects (I have a 10% chance stun, it procs allll the time) it's really easy to apply these (because you shoot fricking dozens of bullet per action)
You also have robotics builds which give free "bodies" to take attacks and extra attacks, I find these great with a leader/team buffers (as he will also buff the minions which can seriously become stupid OP).
But the real MOST op card is crafting supplies (no jokes), I mean in normal playthrough it's already quite a nice card, but hey, imagine putting 4/5 crafting supplies on a technician with tool expertise, that means every time he uses one you get 10 energy (base, it's affected by abilities that increase energy regen), then you can simply pick crafting supplies with crafting supplies and top your energy all the time. Not OP enough for you ?? what about using maintain right before that ?? Every time you use crafting suplies you'll have a good chance to recycle it and get a STACKING +20% damage on your character, that means that you can keep crafting suplies, top your energy get insane amount of dmg buff and then just drop a scrap bomb that will deal 5x20 to 3 enemies (which will have ALSO 60% chances of crit because of the tool expertise). [Now imagine this with functionaire and energy channel :O]
On a Scavenger you can make a combination of divert energy + crafting supplies and if you have the implant that gives 50% chance of energize on crit you can get unlimited turns and unlimited cards from the divert energy loop (divert energy already energize so you'll have 50% chance of free action on crit). [once again this on a functionaire is OP]
[And that's all level 3, once you get to 4 you get advanced spec and you can steam roll even more]
TL/DR : with the right build you are GOD.
PS : power glove mods (both) can have +1 to burst, so right now I'm looking at +7 burst count (so your double shot becomes an octuple shot, quite enough to OS almost anything, without even taking the fact that it's going to trigger tons of effects as well).