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报告翻译问题
If you dismiss someone with an animal companion, when you hire them back the animal will be gone, but the buff will still show and you cannot dismiss the disappeared animal to charm a new one.
If you dismiss one of your first two characters, sometimes they return with -7 skill points.
Leadership can be exploited on your main char though. You keep pumping it outlevelling everyone else. Dismiss all of them except the main leader dude and create new ones. Now everyone is at leaders level.
true, a character i created with 10 leadership is like lightyears ahead of everyone in the party, meanwhile 1 of my mains suffers -15% experience quirk and is like 4 levels behind midgame,
Leadership also gives rally and taunt which are great, especially if you have a high AP character like the one i took with death wish (12AP, could max it at 14 if i wanted)
Taunt is 2 AP, rally is 5 AP (rally adds +AP to all party members but you).
no. you didn't look at what leadership does very closely at all. look again. use your glasses this time. look at what multikill does for your entire team.
hard ass is make or break for entire encounters both combat related and social related. you can't just drag a mule around.
there are MUCH better medical devices than just the first aid kit, that do a lot more than heal you.
frankly, you really don't know much about this game, and I recommend people to ignore pretty much everything you said, except for barter.
Armor modding 10 has a perk that adds +5 (i think) armor to entire party. so worth keeping on a real ranger.
Hit chance a little more complex. When you see on your character sheet 120% hit chance, enemy evasion and cover then gets subtracted from that. 40% for light cover, 60% from heavy cover. Plus innate evasion. So your 120% drops to about 50% against heavy cover assuming a splash of 10% innate evasion. So leadership is absolutely not a wasted skill. Its very easy to slot in on a pistol, SMG, brawler, or even a HMG build (harder, more skill hungry)
You loose way more then that. My level 12 sniper with 8 int and poindexter quirk came back with a total of 5 skill points and even switched them their weapon skill from max sniper to 3 points in automatic.
I am assuming that 95% hit chance displayed on an enemy is the hit chance AFTER the enemies evasion and cover etc is taken into account so having 130% hit chance on your character would mean that the 35% is countering cover and evasion. I will have to test it out in game some time. I just assumed it was so and never put any more thought into it.
Also I think you may find that some of the skill checks you are dismissing as useless actually allow conversation choices that lead to subquests that have good rewards. You are not just missing out on a bit of xp. I am not sure but on my second run through I did things a little different and actually did all the checks I could and have gotten some much better rewards but maybe I just missed it first time. ie on my first time I never got the perk or the +hit, +AP. +other things medal from Aspen? But maybe I just missed talking to the right people and I could have gotten it first time. Not sure and I don't think I have a save to check.
Collecting all the toaster bits gives you a companion. I am sure there is a list that would allow you to build a toaster guy and wander around collecting them but unless you want to go back every time you find one and fetch him (tedious) you will miss out on some of the good loot until much later in the game. Also there is nothing to stop you getting a toaster fixer for most of the game and at some point rebuilding that toon in the ranger base. Once you don't need toasters.....
Leadership at around 3? gives you an aoe +2 AP for everyone which will let you get off 2 sniper rounds earlier in the game but you need char and leadership on one guy to get it to everyone all fight. Still very handy considering how much carnage you can do with one extra sniper round per fight instead of having to pass on it's remaining 5 points for 80% of the game when you can finally mod a good sniper rifle. Mind you I put a few points in deploying turrets so they have often popped off a sniper round and dropped a turret so it's not always been wasted.
Barter has some skill checks. Yeah you could park one in the ranger base but it's not absolutely necessary. Just go with 7 and the perk. It'll get you most of what you need. Even 5 plus a book and a utility item.
Everyones arguments about what is best and what is not needed can be countered with other arguments. The main thing is that there is enough points available to allow you to have a fairly good all-round team. The only one that is really worth avoiding is the modding toon and using that system is woefully unstable for the game. I got 99.4 hours into the game without a CTD.
Built a level 10/10 mod guy and BOOM ! CTD every 5 minutes I used it. 6 in 30 minutes and that includes restarting and reloading and redoing everything I kept losing each CTD. Great idea but something is terribly broken doing it.
All you need to do is leave points and perks unspent for as long as you can until you actually find you NEED to spend them to achieve something. ie don't buy lvl 6 lockpick until you come across a level 6 safe. Don't just buy it because you have a few spare points burning a hole in your pocket. I have NEVER been caught short with a safe or toaster or hack that I could not do at the time I came across it in game first time. The only skill checks I have passed on is the level 6 weapon mod conversation with the gunsmith in the Bizarre, all animal whisper which I avoided this time and one kiss a## somewhere which I could have got but I did it and it wasn't worth it so I reloaded before that conversation. I have all the toaster points I need to open everything and barter at 10 with all the 'required' combat skills to be viable plus more left over. There is plenty available.
You really make a lot of work for yourself going and fetching people from the ranger base all game to do these things when it's perfectly feasible to get everything you need (Apart from the modder) as you need it during a game.
The biggest holdback is the companions who come prebuilt who do not have charisma so cannot get the level 10 30% boost for ages into the game and I did not manage to reset them to an appropriate level in the ranger base so they are now many levels below my main character. I need to go back sometime and see if adding some companions I have not used boosts them to my level when I first group them or if they are still stuck at the level they where when I found them. Plus their skill sets probably suck. I gotta check sometime. Maybe I can ungroup them and reload and group them again and their levels will boost or some way they can glitch to my leaders level. I have added and removed them plenty and they never raised their levels. Dunno but right now they are woefully under-levelled.
Porcy - please note I am not having a go at you personally so much as trying to counter this persistent non relevant belief that the game is forcing you to min/max or you wont have a viable team. This is absolutely NOT the case. It's not just you claiming this but yours was the post I found to use as an example.
I still have much to learn about this game and I have only done it on normal and nearly finished ranger difficulty so maybe SJ is different but the bulk of players will not do that difficulty so building your team around comments based on a difficulty you will never do is seems fairly silly to me.
Also one thing I have not seen but I am sure is posted somewhere is to build your main character from the start with 10 char and bookworm. Get it hacking, lockpicking and explosives. All skills which when used give extra single ranger xp. That's 35% xp boost and ALL the non combat xp available on one toon. It will help it achieve max level faster and you can drag your team up in the ranger base to catch them up.... too easy.