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Play the game, don'tt stress yourself, you can do a second run whenever you want.
Quick tips i can give you
1)Mechanic
2)Lockpicking
3)SneakyShit
4)Explosive
This one are core perks to access loot in the game and/or disarm turrets,bombs,discover hidden stuff
You can increase those each one to a single char, or, Explosivee and mechanic on a single heavy gun user.
Anyway the game has all the info you may need.
I think I spent two weeks obsessing over character builds before icewindale 2 and I'm reliving that damn nightmare.
I am with you.
When I play games like these, I want to play a "perfect run," so not knowing what to build or what choices to make gives me incredible anxiety.
I might have to uninstall and come back later in 30 days when everyone has beaten the game and written in-depth guides.
Compliment your team and most important of all... have one with toaster repair, so you can find the Golden Toaster!
Ohh.. "Survival is useless, don´t take it" Focus on what some of the other says, have a sniper with sneaky ♥♥♥♥ and make it a death wish quirk.
https://steamcommunity.com/sharedfiles/filedetails/?id=2214264877
Not perfect run, just a fear of missing out on most of the content or end up with dead end characters
I like:
Sniper
Lockpicking
Sneaky Sh*t
Brawler
First Aid
Leadership
Zeus (Nerd + Repair)
Danny Smiles (Barter + Hard Ass)
The first 2 companions you get (Kwon - Kiss Ass) + Wesson (Survival) offer some non-overlapping choices but not like you have options here to start anyway. Seems like planning around future companions is a bit much TBH and the rest of the roster is fully customizable.
You can take the Mannerite / Boss options if you want to be able to pass some early game checks but nbd either way IMO. TBH the pre-built rangers have some pretty awful attribute distributions.
It seem like the dialogue is acting like your party is the character. As in, there isn't much in way of dedicated talker build being necessary. If any party member has the applicable dialogue skill for a conversation you're good. Doesnt have to be the specific character that initiated the conversation.
So really just seems like, aside from a couple obvious choices like pistol leader and sneaky death wish sniper, the rest of the party just needs to have all the loot and convo and puzzle skills sprinkled amongst them.
There do seem to be a few non obvious combos like pistol and mechanics that are required for certain weapons. So not sure what end game will look like yet as far as "does my sniper need to also have 8 mechanics/wierd science etc to be able to use the end game weapon i wanna use" type required skill combos
Thanks, that is helpful!
Better switch to other genre at this point
Put mechanics on your melee guy, because he'll be able to use it to break turret generators in combat. Since he'll have high speed and be running into close range anyway, he'll actually use it.
Make those two beefy, then go Poindexter on your other two (I did leader and sniper) to fill out the rest of your skills. You get Wesson and Kwon as companions early enough that they aren't that invested into their builds, so while they aren't quite a blank slate, you can still turn them into something that fits with the rest of the party reasonably well.
Any companions past that point are probably going to be kind of trash.
Generally as a rule for characters I give them one weapon skill and two non combat skills, there are a lot of areas you will run into where you need high mechanical, lockpick, explosive, sneaky sh*t and nerd skills to get past the various traps and open doors. Animal whisperer is vastly improved in this and should not be ignored I tend to give it to a melee/tank character as they work best in the thick of it and the companion follows them. Things like weird science and toaster repair are not essential but y'know they add flavor. Consider using a mix of weapons skills all of them are good against different kinds of enemies.
Finally the skill progression has changed from 2, you get a attribute point every level now, consider building up to 10 in various attributes that match your weapon suggestions, strength at 10 for instance is a must for a good tank.
Something I'm considering for a next play through is a character with no weapon skills at all, probably a medic because my current character is a leader medic small arms build and they really don't need to shoot as much as keep the team alive and inspired.
Finally the skill progression has changed from 2, you get a attribute point every level now, consider building up to 10 in various skills that match your weapon suggestions, strength at 10 for instance is a must for a good tank. [/quote]
hrmmmm good point. I'd been theory crafting based off level 50 and an attribute point every other level. Getting you 4 maxed attributes at level 50. Wonder what the new level cap is. Surely they dont want you to have 6.5 attributes maxed at end game.