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System shock 2 best class
System shock 2 best class







If you're ever low on nanites, return there, trigger the alarm, and smash the hybrids, which by that point will be pushovers. The hybrids also often carry alcohol if you're not a psi user, you can drink it with impunity for +1 HP per bottle.Leave at least one working camera on MedSci.

system shock 2 best class

Unload and ditch the weapon by the time you find a working shotgun, you'll have a nice stockpile of ammo. A shotgun hybrid's corpse always carries a broken shotgun with a single shell. Dart back and forth when fighting pipe hybrids, timing your approaches to avoid their swings. Conserve ammo, conserve hypos, conserve tools, conserve nanites you'll have a much easier time later in the game.Learn to use the wrench effectively melee weapons don't use ammo and don't break (see above). wuss.quote:Maybe, some strategy tips would help. However, an OSA character usually is more difficult for a beginning player one is rewarded for this later in the game, but that's not much help if one can't get out of MedSci.quote:Didn't the patched version had various sliders to make things easier? One can edit a config file to control the rate of monster respawn and weapon degradation. Speedy (+15% movement speed) can cause you to take damage from running into walls if your Agility is high enough Smasher (overhand strike) makes melee attacks slower and more difficult to execute.quote:Well, if I remember correctly, strictly based on skillpoint value, one of the Psionic paths is the best. The others are far less useful than they might seem the one-time bonuses to HP, cybermodules, or inventory slots have little long-term benefit. The tech skills become less useful in the late game (except for Maintain), but by that point your body stats and Standard skill should make you a killing machine.I recommend the following OS upgrades:Lethal Weapon (+35% to melee damage)Pharmo Friendly (+20% to hypo effect useful to anyone, even more to psi users)Sharpshooter (+15% to ranged non-psi damage)Strong Metabolism (-20% to radiation and toxin damage)Depending on your style of play, you may wish to replace one of the above with Replicator Expert (-20% to replicator cost). Once you start Modifying weapons-and you should, at some point-you'll obviously want to keep them maintained. You need only minimal Repair if you properly Maintain your weapons, but in the early game pistols and shotguns are disposable if you're conservative Maintain can wait while you build up your other attributes. Hack lets you shut down security cameras, open locked crates, control turrets, and get a discount at replicators well worth the investment. Standard weapons are effective throughout the game you can adapt them to any target by switching ammo, and the assault rifle is well worth the cost of Standard 6.Research is somewhat useful you can use it early on to get a damage bonus to certain enemies, and you need Research 4 to use the crystal shard. A lot of people like the laser pistol, though, and I have to admit the EMP rifle is very effective (if expensive). Energy weapons are extremely useful against mechanical enemies but useless against organics if you play OSA, the Energy tree nicely complements the offensive psi abilities throughout the middle game, but otherwise I prefer a standard weapon with armor-piercing rounds. Agility also reduces falling damage, but you shouldn't fall enough for it to matter.The Heavy and Exotic weapon trees are useful for one weapon apiece, and it's the first weapon for each (grenade launcher and crystal shard, respectively). Endurance does affect resistance to radiation and toxins, but hypos affect it more, and the hit points are more significant. The other statistics have dual use Strength controls inventory slots and melee damage, Agility determines your movement speed and reduces weapon recoil, and Cybernetic Affinity complements your tech skills. Quote:i was wondering what was a good start character I recommend a Navy character with the following training:Year 1: operations (+1 Hack, +1 Strength)Year 2: tactical training (+2 Standard)Year 3: survival training (+2 Endurance)This maximizes the point value of your Navy training and is useful almost immediately OSA recruits get more points in training, but have a more difficult early game.Concentrate on statistics (STR/AGI/END/CYB), Standard weapons, and technical skills (particularly Hack and later Maintain).You can ignore the Psi stat and abilities entirely.









System shock 2 best class