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Really I'd just love to see a list of all the available guns so we can know what skills need to go on different weapon builds to be able to use the unique gear
Alternatively you can grab it on your sniper to get the juiciest turn 1 head shot criticals on the bosses.
For whacky Science you want someone with energy weapons, but some of the best melee armor also needs it. I found a helmet that gives +15 % melee damage and 14 armor natively that needs it, for example.
If you're feeling spend-happy, a few points can go on anyone that doesn't automatically carry a second weapon so they can use the various whacky effects like shrinking and brainwave scrambling to disable enemies in a pinch.
If you go that route though, I wouldn't put it on your main DPS units because almost any good DPS will want a physical/energy weapon option so they're not worthless against robits.
Weird Science buffs both dmg against living(fire/cold) and non living stuff (energy) by up to 30% in the world its a very little used skill to be honest.
now there are weapons and mods that will do any of the above, so basically on a ranged dude, you get a base +60% damage (WS+Awareness maxed) which is a lot.
From there, you can do a Sniper which will secialize in taking out Robots/Mech and still do relatively well vs everything else by giving him an energy sniper (neutron Projector only needs 7 and is arguably one of the best sniper in game) + a Fire or Frost modded one Sniper (havent found any Sniper that had any of those as base damage sadly).
IF you want to take out a target asap you would need SS at 10 (only last perk worth it), its also useful on a single Sniper for having a maxed out Perception check dude in your Team. (there are a few usefull alarm/trips to deactivate on the way but not that many)
Now,
Mecha also adds to vehicule/robot damage by up to 30% (often used skill check)
Survivalist also adds up 30% against animals (but they are rare so its worthless)
Ideally id have a Sniper (mecha + engage Killer) with
Sniper+SS+WS
you may have enough skill to raise some other skill after that if so
pick 4pt+ in mecha
pick 4pts+ in animal (pets are good and scale with owner level)
Make another with (Living things Killer)
Sniper+WS+Toaster(maxed)
you can put mecha/animal also later,
give him also an energy sniper but his main gun should be a FIRE modded sniper, you will get 85% dmg on your fire shot, and whenever you kill something your next shot auto burn.
dont waste pts on other skill tree you wont use them that much (more explaining under)
now what you need is what i call a skill monkey leader,
one dude that MUST be your leader (top left spot on the team) this dude will make the game decide how units scales when you recruit them which means he is the only really really important guy for level is what will make your power throught the game because of added stats/skill checks and potentially better equipments. Charisma is a DUMP stat on anyone else because of that
Skills check are awarded only to the dude perfoming them so basically you want your leader that has 10/10 charisma and an XP perk/quirk to get most Lock/Nerd/Demolition check be done by him
you only really need healing at around 2-3 to start and maxed around 7 (there literally a single 8 check in the game its at the end and its useless) but 7 lets you rest/heal/remove wounds in camp on the map which can be usefull
and leadership to maybe 6 it is? for the demoralize/rouse skills.
You just make 1 or maybe 2 random dude with Barter/Armor/Weaonsmith for the first, and Wilderness 10 on the second (he gives all map access but its done only once after that he is useless), you keep them at the base and take out only when you are going to sell (only sell at HQ) and mods stuff, then put him back in.
Regardig skill raise them only to 8 to begin with never to 10, you can use a book for getting to 9 and a +1 item to get to 10 when needed it will save you so much points in the end, dont waste a book before having 8 its just insane of skill points wasted othewise.
Very few weaopns need more than 8 so unless you need the 10 perk dont bother.
Are money and experience limited in the game? I was under the impression that there were random encounters that one could use to farm resources/experience if needed. Also, since most regions are scaled to the party, maximising experience doesn't seem absolutely critical, although it would be ideal. If experience is limited, then getting the experience-increasing effects early seems beneficial, and if resources are limited, then getting the perk (I think it's Weapon Modding?) that gives extra ammo seems very useful.
Is CHA a dump stat tho? I thought it was. But. Been hearing people ending game between levels 24-30 range. Level cap is 50. So you waste 10 points in CHA right away on every character. If that means you end the game at level 34-40 then you have made up the point difference from the lost charisma, AND you have 10 more levels of skill points and CON.
I dont know if CHA nets you 10 extra levels for doing the same amount of content throughout the game, but you see general point?
As far as I know there isn't really a cap to random ambushes, so having more experience per encounter/quest is only really that amazing if you want the highest level possible by only doing what you need/want to do.
If you want levels, there's really nothing stopping you from cruising around looking for trouble.
If the post you quoted is correct, having a leader with charisma and the checks seems to be the best compromise - you only have to dump charisma into one character (which means the others aren't weakened by having so many attributes in something that basically just increases your experience) and the rest get to stat into things that let them get weapons, perks and equipment they need asap.
regardless, i'm leaning towards agreeing on cha being a dump stat. no reason not to grind xp on the map, if for no other reason than to extend game life. and as such cha is a non leader dump stat for sure.
CHA does build your strike meter faster, and for specific strike abilities like SMG that could actually be useful. is it worth giving up another attribute for, idk
I think I'd rather have reliable performance through the whole battle than the odd extra souped up shot though, especially since it seems it carries over between battles anyways (so you can keep em for boss fights and take trash mobs out without).
Its also useful, in general for everyone by allowing you a little more leeway when setting up for attacks.
Weird Science is for anyone you're going to want to use the weird science items. If you don't plan on making use of those it could, realistically, be completely skipped. Its a skill that, IMO, you won't miss if you don't take it.