Right, let's make a section for build guides.. should probably be made by CPDR in a separate sub-forum tbh.
But I re-rolled once, and now starting to get a grasp on 'optimising'. I haven't got very far, and I will simply start with some very basic stuff, like I hear 50 is the max we will have / can have, so we need to plan the stats for builds. That means how to optimise vs. perks we want and so on. I realise, I can't answer this before I am later on in the game, to verify if perk X is worth giving up PErk Y and so on. SO I am actually leaving this to players who are further down the lane.
But to newcomers who are curious or not sure how it works. ASSUMING that 50 is max, and knowing that no levelling of a sub-stat section (and thus perks) can go beyond the stat attribute, one should think about what the end stats should be and how to get there (to not lose too much time in lost xp as not enough stat vs. needing something anyway to save time due to better credits earning or whatever).
So, I have a street samurai I started, and a corpo (techrunner intended to be). Went hard on body and reflex.. Turns out, I am kinda stealthy and with little progres in the body sub-stats, I felt it was kinda a waste.
Restarting with a nomad, here are my current build notes and thoughts:
- We have so much insane gear currently there is no difficult whatsoever in the game past level 5.
- therefore, for now, probably do NOT invest in body (except potentially 6, as light machine guns and some heavy revolves need that at least).
- crafting is a good way to make crafitng experience and credits! Tech also gives options in doors etc, so it's a very good credit earner.
- I want to be a combat, stealth, sniper, handgun build. (so haven't focused on brawling/melee/blades).
So ye, Initially I had body 5, before seeing 6 is a limit for handling LMG's and some heavy revolvers. I don't know about other weps so.
So since I had to give up tech 14, it might as well drop to 12, and go body 7 to gain epimorph + soft landings, as again, QoL!
Originally aimed at tech 14, but if one gives up both grease monkey and so on, one can provide higher int (or other builds of course).
tech/crafting is QoL , goth for early game creds and just _QOL_ ye.
quickhacking is mainly now just having a good deck and making creds, no need for more than 7, unless one is making a pure hack build IMO.
no need sfor LMG though so technically, having 3-5 body allows for 14 ref whcih gives a better sniper + handgun specialisation!
For my first play and just enjyment of story , I want to be more 'allround' anyway.. I am sure mods will come which makes the game more tuned to
difficulty and "better rules" and so on.
12 vs 14 reflxes misses out on: 3 attributes handy for sniper and most importanty, wild west + attri. for handguns.
Cool 12 to cool 9 is quite ok too, as long as one has the sniper mod. for the massive revolver silenced dmg.
Anyway so here is my current "allrounder" combat juicy, stealth pumpin' with good sniper deeps , allrounder nomad:
Stats:
Body 7 (emi,soft,dead centre, +weapons req.)
Reflexes 12
Cool 12 (stagger, poison immunity?,ghost? but mainly for "from the shadows" and "predator".)
Tech 12 (grease monkey can craft epics)
Int 7
What are you thoughts? What is one giving up for this, or what could one give up above to gain something YOU have choom?
I know I should have cleaned this up and made it far more presentable , but I just want others to get going
Very sorry about that.
Sum;
Body 7
Reflexes 12
Cool 12
Tech 12
Int 7
Merry Xmas.
But I re-rolled once, and now starting to get a grasp on 'optimising'. I haven't got very far, and I will simply start with some very basic stuff, like I hear 50 is the max we will have / can have, so we need to plan the stats for builds. That means how to optimise vs. perks we want and so on. I realise, I can't answer this before I am later on in the game, to verify if perk X is worth giving up PErk Y and so on. SO I am actually leaving this to players who are further down the lane.
But to newcomers who are curious or not sure how it works. ASSUMING that 50 is max, and knowing that no levelling of a sub-stat section (and thus perks) can go beyond the stat attribute, one should think about what the end stats should be and how to get there (to not lose too much time in lost xp as not enough stat vs. needing something anyway to save time due to better credits earning or whatever).
So, I have a street samurai I started, and a corpo (techrunner intended to be). Went hard on body and reflex.. Turns out, I am kinda stealthy and with little progres in the body sub-stats, I felt it was kinda a waste.
Restarting with a nomad, here are my current build notes and thoughts:
- We have so much insane gear currently there is no difficult whatsoever in the game past level 5.
- therefore, for now, probably do NOT invest in body (except potentially 6, as light machine guns and some heavy revolves need that at least).
- crafting is a good way to make crafitng experience and credits! Tech also gives options in doors etc, so it's a very good credit earner.
- I want to be a combat, stealth, sniper, handgun build. (so haven't focused on brawling/melee/blades).
So ye, Initially I had body 5, before seeing 6 is a limit for handling LMG's and some heavy revolvers. I don't know about other weps so.
So since I had to give up tech 14, it might as well drop to 12, and go body 7 to gain epimorph + soft landings, as again, QoL!
Originally aimed at tech 14, but if one gives up both grease monkey and so on, one can provide higher int (or other builds of course).
tech/crafting is QoL , goth for early game creds and just _QOL_ ye.
quickhacking is mainly now just having a good deck and making creds, no need for more than 7, unless one is making a pure hack build IMO.
no need sfor LMG though so technically, having 3-5 body allows for 14 ref whcih gives a better sniper + handgun specialisation!
For my first play and just enjyment of story , I want to be more 'allround' anyway.. I am sure mods will come which makes the game more tuned to
difficulty and "better rules" and so on.
12 vs 14 reflxes misses out on: 3 attributes handy for sniper and most importanty, wild west + attri. for handguns.
Cool 12 to cool 9 is quite ok too, as long as one has the sniper mod. for the massive revolver silenced dmg.
Anyway so here is my current "allrounder" combat juicy, stealth pumpin' with good sniper deeps , allrounder nomad:
Stats:
Body 7 (emi,soft,dead centre, +weapons req.)
Reflexes 12
Cool 12 (stagger, poison immunity?,ghost? but mainly for "from the shadows" and "predator".)
Tech 12 (grease monkey can craft epics)
Int 7
What are you thoughts? What is one giving up for this, or what could one give up above to gain something YOU have choom?
I know I should have cleaned this up and made it far more presentable , but I just want others to get going
Very sorry about that.
Sum;
Body 7
Reflexes 12
Cool 12
Tech 12
Int 7
Merry Xmas.