![]() Lights Out (Sneaky Shit 10) : your sneak attack will kill a group of enemies. Second Chance (Sneaky Shit 4) : sometimes detection times can dictate if you can pass through the enemy detection circle. Demoralise (Leadership 5) : same logic as Rally. Still, it's good to dump AP on this when your shotgunner is not in position to do meaningful actions. Rally (Leadership 3) : an exceptional perk, although you will get another character to use this. Right now, this perk counts covers and random objects into this calculation as well, boosting the damage to ridiculous levels. Getting 3 enemies in the cone angle would mean +75% boost in damage. Devastation (Small Arms 8) : must-pick for shotgun. (Although the shotgun will kill them anyway) Clear Cover (Small Arms 6) : good way to blow enemy covers so that your teammates can destroy them. Shredder Shot (Small Arms 2) : situational skill that's great when you can damage enemies armor, with big guns or precision strikes. Alternatively, you can train a fox for 6m boost in leadership bubble (it affects hit chance bonus) and have Major TomCat as the special companion. Animal Whisperer 2 to train a cat for that 6~12% boost in crit chance. First Aid 1 for Emergency Response perk Sneaky shit and mechanics so that this guy can destroy all the generators and open with a sneak shotgun. You will seldom use leadership skills with this character. Leadership for skill checks, hit chance aura and party-wide multi-kill bonuses. Small Arms because it's the main weapon. Replacement option is Nociception Clamp (100% crit resistance) Utility slot: Adrenal Enhancer (+1.0 combat speed). End game set: Commandant's Helmet for +15% crit chance (unique) Spectrum Assault Armor for highest armor without STR requirement, Spectrum Assault Legs for 0.3 combat speed. Priority is as follows: (1) crit chance, (2) hit chance, (3) combat speed, (4) evasion, (5) critical resistance The quickfire magazine (-1AP) is the best, but such mod is scarce, and would be better served on other characters. Weapon mods: extended range or wider cone for choke crit chance for scope hit chance for underbarrel, and any magazine would do. When you get weapon mods rolling, have 1 shotgun with increased range, and 1 shotgun with wider arc of fire. Then, use shotguns primarily, and use the revolver only to avoid friendly fire or to use a strike on a high-health single-target enemy. Revolvers are your weapon until you get your hands on a type of shotgun that shoots multiple rounds. Start the game with a handgun instead of a shotgun. In the late game, round out your stats by maxing AWR then SPD. This is where you'll scale better with INT, so max INT. As you progress the mid-game, you'll get better weapons, gears and mods. Afterwards, put up to 6 points into AWR (for some hit chance and flat bonus) ![]() (The more AP you have, the more options you have). Then, quickly max COO to get more AP rolling so that you can use each AP more efficiently. He will also be the leading person, so when combat happens, he'll already be at the enemy's face. You don't need much SPD because this guy will be sneaking close to the enemies and ambushing them with a shotgun to the face. Start with 3 STR to survive basic stuff, and 10 CHA to take advantage of a good strike rate and get XP rolling. Sadomasochist + Goat Killer / Raider Hater Kwon as dedicated medic + utility skills Brawler Analysis **I am rewriting this section Sniper Analysis **I am rewriting this section Since I'm going to be editing them as well, I'll make multiple posts linked together soon*\* 5. ![]() **I've hit 40000 character limit, so I copied the rest of the guide somewhere else. Leader / Shotgun Analysis **I am rewriting this section (guide part 2: Basic Ideas & Weapon Comparisons) Part 2: Basic Idea & Weapon Comparisons Some build ideas were great, while others I found suboptimal. I also watched some youtubers and noted down their ideas. Looking around the reddit posts and youtube videos, I suspect that the biggest difference is the amount of damage the enemies do in SJ. ![]() I only know what is and isn't on Supreme Jerk. I do not know what happens in other difficulties, so I don't know what is viable and not viable in them. I played on SJ difficulty, and nothing else. I also try to draw a line between min-maxing and cheesing. While min-maxing is focused around combat, I still want to build a functional team that can pass skill checks. I don't want to put it to waste so I am sharing this with the community! I have been using a spreadsheet to note some potential builds during the beta, and as I play through, I have modified it multiple times for my own reference. I am writing this semi-guide as I am playing through the SJ difficulty. Guide is split into multiple posts because of the 40000-character limit. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |