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Why not explosives, mechs and medic? Just curious please. I'm fine making my sniper an explosive guy and I wanted the heavy weapon guy to use a flamer (because flamers are sweet).
My point was never "always put Sneaky Sh*t on your sniper, and ALWAYS have a sniper". I never said that. I said that if you have a character where Sneaky Sh*t works wonders for their build, even if you plan to have Kwon in your team, you DO NOT need to fret about doubling-up on that. It's only 3 SP.
My very first time had a sniper with Sneaky Sh*t because I liked what I saw, after a while of playing with it I realized I liked how it played, and THEN I discovered that Kwon had the Skill already. I wasn't bothered by this at all, and I've since gone on to recreate my teams many, maaaaaaaaaaaaaaaaaany times, and EVERY time I've given Sneaky Sh*t to someone else, despite intended to bring Kwon along!
You can use Kwon as your designated alarm disarm specialist. You can also use another character. It doesn't make a different. It's just 3 SP!!!
It's just about straining a single character's SP needs. If you want to pass all of the difficulty checks ASAP, certain Skills will require your attention to level them sooner than others. Mechanics, Explosives, and First Aid are ALL Skills which need early leveling. So unless you wanna leave a bunch of checks for later, it's inefficient to stack all 3 on a single character. ALSO there are several instances in which you CANNOT "come back later", so that's not always an option.
I may have not illustrated my point fully. The idea that there are infinite SP to go around is false. I do agree that he has only a few SP wasted into the skill if you DONT want to max it out on Kwan. No big loss. But the idea that both Kwan and another should max it out for the rank 10 perk is kinda silly. Weird science is a better skill to be doubling up on due to equipment it unlocks for multiple builds, and the added laser/fire/cold damage boosts.
My point about why Kwan COULD be a good choice to be the sneak attack guy was based on a 2 player game where the host had Kwan and the guest had the sniper. If the sniper fires the sneak attack, host gets his first turn skipped. It can really be boiled down to "the host needs to take the sneak attack shot for combat to flow correctly in MP". So the host needs to have the stealthy ♥♥♥♥ 10 character. It doesn't have to be Kwan, but he's a viable candidate
1. Leader type
Badass AR guy with a scary doggo
AR, hard ass, animal whisperer and leadership in time
2. Science guy
Small arms, nerd stuff, mechanic, maybe medic later and some weird science
3. Rat faced sniper
snipers, sneaky ♥♥♥♥, lockpick, explosives and maybe animal whisper for the cat
4. Big guns type FLAMER
Big guns, toaster repair, weird science survival
It makes my big gun guy less of a tech and more dedicated to fire in general and toasters
Disagree on survival, you should at least get it to 6 for most of the escape options esp in harder diffcultys or experimental partys where you struggle with random encounters, the animal damage bonus so your can kill those damn frogs faster before they explode on you, and to cover some dialogue/investigation checks.
I am still configuring the optimal build for me, but I have some ideas, like don't put any points of speed to sniper or don't put awareness on melee and vice versa - max speed on melee and max awareness on sniper.
What about intelligence? It gives a huge chance to crit and the crit itself does tons of dmg.
I don't know exactly why do people spend on CHArisma? Because of special attacks? EXPerience? I don't know, for me it's not like you gain lots of benefits from +30%exp... like eventually the CHArismatic guy'll be like 2lvls higher than the guys without CHA. Correct me if I am wrong.
*A dedicated medic isn't actually necessary, you can use the 50% heals for free and medic packs which will heal you (usually to full) over a duration with just 1 point in first aid. A medic might be fun for the perks and useful but not necessary.
*Skill checks aren't getting tougher because you gain levels, this is good. It means that you don't have to max a skill to get use out of it - if you want to level both conversation perks simultaneously for instance that will work. Most checks for those I've seen are in the 4-6 range.
*Use a different weapon for each character, ammo is scarce. On the topic of weapons, contrary to what I've seen online Brawlers are not useless - mine is my strongest character by far.
*As for stats Charisma is not worth it, strike rate builds quite fast anyway and strikes aren't worth 10 attribute points anyway. I max damage stat first (strength or awareness depending on ranged/melee), get enough AP for one attack and 1-2 spare points to move for ranged, max AP for melee (attacks cost less AP so you get more attacks), ranged weapons typically cost 6 AP meaning base of 5 + 5 bonus still leaves you with just 1 attack unless you are carrying over from the previous round, AP is still good but not a priority for ranged. Speed is worthless. With your primary stat and AP resolved, I max luck next - everyone benefits from penetration and the procs are amazing. Int is your dump stat for more crits after you got everything else you need. Strength for ranged is all or nothing, leave it at 2 points and use the gear without strength requirement or you are going to want to keep improving it because each 2 points the armors get so much better, you're going to hate yourself for sticking with a medium armor when just 2 points could unlock a much better one. Personally my big guns and pistol user have high strength while my sniper has none, she always stay at the back anyway.
*Party composition is whatever you think would be fun, but I'd recommend a sniper. Mine always oneshot one person before starting a battle. I'd also actually recommend a brawler, their damage is quite low but each attack will cost 1 AP, your mobility is out of this world and they are especially great at picking off low health enemies, ressing, building strike and stunning groups.
*As for leader, are you referring to the leadership skill? I don't use it because maxing both Charisma and the Skill itself is too much for what it provides and the range seems too short without high Charisma. If you decide to go with a dedicated medic you could consider it, but i'd rather dump in Int to be honest and just have her deal more damage.
*As for your Flamer guy, Flamethrowers deal low damage but in a massive radius - therefor they aren't very good as a main weapon but excellent in your off-hand to switch for when there's big groups to AoE or with one of the perks you can completely shut down vehicles with it.
*As for skills, I wouldn't want to live without mechanics (for generators mostly, can open some locked doors or turn off turrets), Nerd ♥♥♥♥ (Computers provide a lot of story content and hacking a turret at the start of combat is great fun), Lockpicking so you can grab all the loot. Survival is mostly good for skipping fights on the world map, most Weird ♥♥♥♥ weapons are quirky but not powerful however there is two armor sets I've seen that are really good that uses it. I didn't bother with barter and conversation skills, don't really help much unless you want to avoid battles or play a specific type of character. Sneaky ♥♥♥♥ is only good for the sneak attack damage imo, so I got it on my sniper. (her opening shots crit for 4000 a lot of the time) Anything I'm forgetting is probably not much worth mentioning.. Oh yeah, explosives can be dealt with by shooting them so not a priority.
*Every weapon category can get an energy based weapon and it's also possible to mod a weapon into it. I like to keep them on weapon switch for when something has really high armor, all energy weapons have 99+ penetration. You don't need weird ♥♥♥♥ for general energy weapons, only a few specific named ones.
That's all I got right now.
1) Brawler - Coordination(max firstly), luck, intelligence/speed both 1 by 1.
Skills: brawling, Lockpicking, animals (maybe mech lvl 4 becausr of turreys and beacons). Sex machine background and 2 pump chump.
2) auto submachine - circus freak and sex machine for speed
Coordination, intelligence, luck and the last is strength for armor.
Skills: automatic weapons, mechanics, weird science for energy and fire mods on submachine gun.
3) pustols and shotgun - sex maxhine and psycho killer (mass kill brings multiplier by 3*x)
Coord, int, luck, strength
Small guns (although shotgun is not that small lol)), computers, (animals? Survival?)
4) heavy gunner with rockets - fire, heavy machine gun, rockets
Coordination and awareness, intelligence, strength (if enough points).
Bombs, Sneaky ♥♥♥♥♥, heavy weapons, (7 lvl talent of small guns may provide a free shot after reload (rocket reloads each time by the way), but will we have enough points? Weird science or toasters for flamer. This guy will replace the sniper.
Drunk man (+50% alcohol) and sex machine.
So, this drunk guy fires a rocket from invisibility, it deals +50%dmg as it's drunk, +200% dmg as from sneak, + guaranteed crit (talent from bombs), +enhanced crit from intelligence = devastation.
2 NPC companions share mods (weapon/armor), someone takes barter, some takes toasters. Besides, Kwon has leadership as well as toaster repair and mod armor, and Daisy has weapon mod and barter.
Absolutely everyone needs 1 point on medicine on order to use medpacs.
It may only affect the kind of armor the brawler would wear, I compensate that with speed (dodging) and not tanking straightforward, some tactics of killing weak, running and stunning, making crits, lots of em