Modify is another one point wonder skill that allows you to perform primary modifications for pistols, shotguns, rifles and grenade launchers. (I don't remember if you need to have at least 1 rank or if you could ignore it by using a Research Assistant Implant, so try that first.) Just 1 point is enough to handle all the damage boost researches, which you should complete asap. Take the story related first level at Deck 3 and leave it at that. (Although listed last on my listing, it makes the combat, especially melee, much easier so don't neglect it!) Hacking is your main ace in the hole against the odds by allowing you to access the systemsĬyber Affinity is the main stat that determines if you can hack the damn thing once you are able to interface with it.Īgility provides movement speed and slightly boosts your melee attack speeds and recoil dampening. Strength provides bonus damage for your Wrench and +3 inventory slotsĮndurance allows you to survive another hit or 2 at very high levels as well as Rad and Toxin resistances. Standard Weapons increase the damage of pistols, shotguns, rifles AND your Wrench In addition to the high upgrade costs due to the anti-riot / combat suppression fields (unfortunately cut explanation content) the ship has deployed, the active use of weapons mean they are degraded to useless junks in just a handful of shots.Īlthough you can finish it even with a pure psi build for your first run, I would strongly recommend a basic grunt build to get you started. Impossible : Start HP 10, Start Psi 6 +3/+5 per end/psi
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