G
Guest
Guest
Just a few bits of strategy: First, don't underestimate Ghouls and Super Mutants:
Babs can get your squad wicked equipment, and is a sweet lockpicker and good fighter to boot.
Dillon is a much better sniper than either Vector or Dos (anyone else get the reference in his description?), due to his 14 perception. Just Mutate! away his glowing one, and give him small frame. That will bring his AP up to 8. Next time I play through I'm going to feed all the skill points he gets into Energy Weapons and see how high he gets by the time we encounter Reavers.
Nothing can match the devastation caused by Jim Grimm with a Browning M2, Gatling Laser, or MEC Minigun. Fast Shot, Bonus ROF, and Steady Arm! 2 AP per Burst!!! Four bursts in one turn! Plus, in a few levels I'm going to Mutate! away his Vat Skin (his only flaw) and give him Gifted. Which brings me to my second strategy:
If a character has a detrimental trait, like Vat Skin or Glowing One, or just one you don't really want, use Mutate! and give them something more appropriate: For example, give a sniper kamikaze (more damage is always good, and they should be so far out of the enemy's range that that 9 or 10 AC won't make a difference anyway), or give a heavy weapons guy Fast Shot (who can aim a Minigun anyway?). And of course, gifted never hurt anyone (ok, so it does hurt your skills, but a grenadeer with 11 Strength or a gunner with 11 AG is something wonderful to behold...).
Thanks for listening to my theories, hope they help you.
"Wouldn't It Be Nice If Everyone Would Just Die?"
Babs can get your squad wicked equipment, and is a sweet lockpicker and good fighter to boot.
Dillon is a much better sniper than either Vector or Dos (anyone else get the reference in his description?), due to his 14 perception. Just Mutate! away his glowing one, and give him small frame. That will bring his AP up to 8. Next time I play through I'm going to feed all the skill points he gets into Energy Weapons and see how high he gets by the time we encounter Reavers.
Nothing can match the devastation caused by Jim Grimm with a Browning M2, Gatling Laser, or MEC Minigun. Fast Shot, Bonus ROF, and Steady Arm! 2 AP per Burst!!! Four bursts in one turn! Plus, in a few levels I'm going to Mutate! away his Vat Skin (his only flaw) and give him Gifted. Which brings me to my second strategy:
If a character has a detrimental trait, like Vat Skin or Glowing One, or just one you don't really want, use Mutate! and give them something more appropriate: For example, give a sniper kamikaze (more damage is always good, and they should be so far out of the enemy's range that that 9 or 10 AC won't make a difference anyway), or give a heavy weapons guy Fast Shot (who can aim a Minigun anyway?). And of course, gifted never hurt anyone (ok, so it does hurt your skills, but a grenadeer with 11 Strength or a gunner with 11 AG is something wonderful to behold...).
Thanks for listening to my theories, hope they help you.
"Wouldn't It Be Nice If Everyone Would Just Die?"