I'm planning another run through the game, but doing some variant from previous runs.
What I'm considering is going with the following variant:
- No Base/Vehicle storage, only keep what you can carry.
- No cheesing the end of maps by loading all loot on one overencumbered character and leapfrogging to QM
- Limited party, Warrior, Stitch and Farsight, beginning to end.
- No exploiting game bugs (item duplication, Loner perk with a party, etc)
- No banking perks. When you get a perk, you use it for that level (so no banking everything for level 12)
- No innocent deaths. You have to save all civvies or mission failed and you need to reload/restart
I've been working out plans for development for both Farsight and Stitch and am hitting some walls. My general strategy is that everyone has a main and secondary combat role (close/BG, mid/EW, long/sniper) so I can use people best for the situation. By mid/late game, my snipers are more useful for disabling opponents than doing damage, so criticals (as weak as they are) increase in importance. As for the non-combat skills, they will be divvied up based on surplus skill points. As for sneak, I use it a -lot- in general, and would especially with this group.
Farsight: In my mind, Mandy is better than her in almost all aspects, and easily a better sniper. By mid-late game, my I could mutate her for Gifted at L9 and then Gain Luck at L12, then I can start taking bonus criticals. It seems like a lot of feats spent just to get the feats I want and only leaves about 3 perks leftover for other boosts. I mean, it's not the end of the world, With bonus RoF, I can have two targeted shots per round. It's not terrible, but I also wonder if she could be built better.
Stitch: He is an even bigger mess. His PE of 4 is practically a handicap. Obviously he isn't taking sniper (which I would prefer for my medic) as primary or secondary. Furthermore, the best you can get his PE up to is 6 (Mutate for Gifted and Gain Per). For combat, that leaves him with big guns and EW, neither of which are tagged, not only that, he doesn't have sneak tagged (which I use a TON). Sure his int is high, but it will be level 18 before he has all the perks to make him decent at even a singular role (mutate, tag, bonus ROF, gain PE) and all those extra skill points does not seem like enough.
The Warrior: This can be built for anything to round out the group, but considering what I'm working with, I'd be thinking sneak, throwing, and maybe small guns, maybe something else with a tag for EW later.
Anyway, this is where I'm at with this team and would appreciate pointers. Thanks!
What I'm considering is going with the following variant:
- No Base/Vehicle storage, only keep what you can carry.
- No cheesing the end of maps by loading all loot on one overencumbered character and leapfrogging to QM
- Limited party, Warrior, Stitch and Farsight, beginning to end.
- No exploiting game bugs (item duplication, Loner perk with a party, etc)
- No banking perks. When you get a perk, you use it for that level (so no banking everything for level 12)
- No innocent deaths. You have to save all civvies or mission failed and you need to reload/restart
I've been working out plans for development for both Farsight and Stitch and am hitting some walls. My general strategy is that everyone has a main and secondary combat role (close/BG, mid/EW, long/sniper) so I can use people best for the situation. By mid/late game, my snipers are more useful for disabling opponents than doing damage, so criticals (as weak as they are) increase in importance. As for the non-combat skills, they will be divvied up based on surplus skill points. As for sneak, I use it a -lot- in general, and would especially with this group.
Farsight: In my mind, Mandy is better than her in almost all aspects, and easily a better sniper. By mid-late game, my I could mutate her for Gifted at L9 and then Gain Luck at L12, then I can start taking bonus criticals. It seems like a lot of feats spent just to get the feats I want and only leaves about 3 perks leftover for other boosts. I mean, it's not the end of the world, With bonus RoF, I can have two targeted shots per round. It's not terrible, but I also wonder if she could be built better.
Stitch: He is an even bigger mess. His PE of 4 is practically a handicap. Obviously he isn't taking sniper (which I would prefer for my medic) as primary or secondary. Furthermore, the best you can get his PE up to is 6 (Mutate for Gifted and Gain Per). For combat, that leaves him with big guns and EW, neither of which are tagged, not only that, he doesn't have sneak tagged (which I use a TON). Sure his int is high, but it will be level 18 before he has all the perks to make him decent at even a singular role (mutate, tag, bonus ROF, gain PE) and all those extra skill points does not seem like enough.
The Warrior: This can be built for anything to round out the group, but considering what I'm working with, I'd be thinking sneak, throwing, and maybe small guns, maybe something else with a tag for EW later.
Anyway, this is where I'm at with this team and would appreciate pointers. Thanks!