They will also reduce the accuracy cap when used. Another important reason, is that the majority of this build's damage will come from critical hits, which require us to use aimed shots.Īimed shots will increase critical hit chance by 25%, at the cost of reducing accuracy. In-game, accuracy is capped at 95%, but this gives us an extra 10% to compensate for accuracy modifiers such as the enemy's evasion, crouching, or sprinting. Accuracy has been upped to 105% to make sure we can hit our targets the majority of the time. These are the main offensive skills for this build. This also has the rather nice side-effect of increasing the hit-chance of the Sparta kick. 100 points to bump accuracy up to 75% should suffice. Now that we've sorted weapons and equipment, the next step is to pump up the skills to use them properly.Īs mentioned before, this is more of an early-game backup skill for this build, so no need to invest too heavily here. The higher-level armours such as the Exo-Suit and Carbometallic are worth upgrading to if you find them during a mission, but their expense (2500 points!) is usually better spent elsewhere at character creation. The cheaper armours are lighter, but only really provide good defence against kinetic damage. It is pretty heavy though, so you'll probably need an extra point in carry weight to compensate. It provides good defence against all damage types, is fairly cost-effective at 1500 points, and it's available right from level 1. This is probably the most well balanced armour in the game. Due to its high attack speed, this also pairs up really well with a critical hit build. Barricade blocking your path and it needs taken down without wasting all your explosives? Shiv time. Gun needs reloading and an axe raider is charging you? Shiv time. Fighting some sewer mutants and don't want to waste precious ammo? Shiv time. Don't be fooled however, this is a great little weapon. Ideally, this should give you a good amount of time to scavenge more ammo in the field, but if not, you can always rely on your.Īt 100 points, this is the cheapest and lightest melee option available. By putting this into single-fire mode and aiming for head-shots, this thing's damage output will be on-par with even the high-tier weapons! The burst fire option is also good for clearing out multiple enemies in close range, but ideally you should be spending >90% of your time in single-fire mode to conserve ammo.Ĩ0 rounds is enough for 2 full KA-75 magazines, and only costs 400 points. Its low cost allows us to put more points into character skills, which I prefer to use to specialise in critical hits. Good range, good magazine size, good damage, common ammo, multiple fire modes and at 1000 points is fairly affordable. It's also helpful to note that robots can't be healed by medkits, but they can be healed by nano-packs, so save these for reviving your robot buddies if possible. More, and you might be wasting points which could make the rest of your character stronger. At higher levels, Paramedic Bags and Advanced Surgery Field Kits will provide faster healing than the basic medkits, but they aren't necessary to make an effective medic build.Īs a rule of thumb, I like to have at least 400-500 points invested in medkits. The basic Army Medkit is your best choice for now - they only cost 100 points each and, unlike bandages and nano-packs, are capable of healing broken limbs. Too many fancy weapons and armour, and we won't have enough points left for the rest of the build!įirst thing's first - if we want to build a medic, then he/she will need to have some medical supplies. Let's start off with equipment - I usually try to keep this down to the basics.
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