[Updated with build] Trauma Team Security Specialist Build

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--------------------Original Post--------------------
For my second playthrough, I'm thinking of a Trauma Team Security Specialist build and I'd like any suggestions to make it viable:

The central concept is:
  • You're one of the two Security Specialists of a Trauma Team Squad
  • As a Security Specialist you have to protect your squad and the patient, so you should be tanky, and not a sneak/high movement speed/dodgy character. So I think the character should have a high Body attribute with tanking perks in athletics
  • As part of the Trauma Team corporation, you should have access to the best gear (through high Tech and legendary crafting)
  • Use a smart SMG, one of the signature weapons of a Trauma Team Squad
Obviously, the build is definitely doesn't minmax but focuses on roleplaying the concept of a Trauma Team Security Specialist.
For attributes, I'm thinking 18+ Tech to craft your legendary smart SMG and legendary armors, letting you tank better, Body between 14~20 to pick up a lot of tanky perks, for starters.

Now the remaining part is where I'd like some feedback or suggestions:

Reflex is obviously the standard tree for boosting SMG damage, however a lot of the perks in reflex are based on hiding behind cover, or making recoil less severe, so actually a lot of the perks are irrelevant for a smart SMG. So my idea is to instead go low on Reflex and go 14~20 in Cool, which gives damage but also some tankiness due to resistance. What do you guys think is the better choice?


--------------------Update (Build)--------------------
So thanks to your inputs, I was able to work on the build a bit. The main thing I found is that out of the main choices we have, Reflex, Body, Tech, Cool, I think you should definitely prioritize getting Reflex up to 14 with this build. I tried Body/Tech first, but neither felt very good or fun (didn't try prioritizing Cool but it should be the same), but getting Reflex up to 14 first makes the gameplay very fun, especially with smart smg/ARs.

Much of the build is still being worked on, but I think I've identified the core components that should be worked towards in early-midgame.
  • Reflex 14
  • Body 5
  • Cool 12
And below I'll provide an explanation of each:

Attributes and perks
[Reflex 14]
  • Without reflex 14, your DPS suffers a lot because smgs and ARs are harder to use due to recoil and frequent reloading. I found that with the following perks, the gameplay with AR or smart SMGs becomes really fun and powerful.
    • Bullet jock: Straight 10% DMG boost
    • Bullseye: 10% dmg boost while aiming
    • Eagle eye: Makes aiming really fast
    • Duck hunter: 20% dmg boost to moving enemies
    • Named bullets: 35% crit dmg
    • Shoot reload repeat: After killing an enemy, it massively increases reload speed
    • Skull skipper: Stackable recoil reduction when you hit headshots
  • The interesting thing is that, for smart SMGs, these sets of perks can all synergize. With smart SMGs, if you press aim sight, you can actually aim your gun so that all your bullets become headshots (by aiming above the head). You'll notice that (assuming you're using a smart SMG to go for headshots), every single perk above becomes relevant. Even Duck Hunter becomes relevant because with smart bullets, you'll be headshotting moving targets a lot of the time!!
  • Importantly, the gameplay feels super slick and fun to use smart SMGs to go for headshots this way. The DPS is great because you're getting mostly headshots, you reload INSANELY fast, you don't need to do much dodging or moving around, or crouching behind cover.
[Body 5]
  • With body 5, you can get a few really useful early perks:
    • Pack mule: Big carrying capacity boost
    • Regeneration: Health regen during combat
    • Invincible: 30% max health boost
[Cool 12]
  • Cool complements our build really well, and at 12 cool, you can have:
    • Cold blood: stackable buff when u kill an enemy
    • Will to survive: Cold blood stacks increase resistance
    • Icy veins: Cold blood stacks decrease recoil
    • Critical condition: Increase cold blood duration
    • Predator: Cold blood stacks increase attack speed
    • Defensive clothing: Cold blood stacks increase armor
    • Frozen precision: Cold blood stacks increase headshot damage
    • Rapid bloodflow: Cold blood stacks increase health regen in and out of combat
    • Coldest blood: Increase max cold blood stacks
Weaknesses and issues
  • At level 15, I have Reflex 14, Body 5, and cool at 7
  • On very hard, enemies die pretty fast, but I definitely need to be careful or I'll die as well (so not exactly the tanky Trauma Team character yet)
  • I definitely recommend the heal-on-kill frontal cortex cyberware to help with the health.
  • I very often run out of SMG ammo during engagements, and some enemies mess up the smart SMG targetting. So I always bring a pistol and an AR (which conveniently are standard Trauma team gear), and switch as needed.
What next?
  • I plan to hit 12 cool, but at that point we have to decide from a few possible options.
  • I think we don't need any more Body or Reflex, but there are some great perks at Body 16 and then at 20, so if you want to go for Body 20, you can do that.
  • Cool 20 will be great for DPS because Cool has great perks for us at 14, 16, 20.
  • You can start leveling Tech also, to start working towards legendaries.

I plan to make a save around when I reach cool 12, then try the different paths to see which one feels most natural and fun, and I'll update this post with the results.
 
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Trauma team, musicians, police, etc... proffessions, CP need this.
agreed, I was more than a bit disappointed they didn't have all the CP2020 classes, I can understand the fixer class being shifted towards being a quest giver npc , that makes a lot of sense, the skill/perk tree is a bit of a mess as it just merges all the (original classes) skillsl together, I do wonder if the multiplayer version of this game will restore the original classes.
roles.JPG
 
SMG
Pistol
Shotgun

Pistol at 2nd for transition and Shotgun at 3rd for breaching.

I'd go higher on Reflexes than Cool because of the more aggressive approach.

I'd push heavy on all reload perks & the explosive based perks in tech.

Trauma Team is more CQB-SUT(close quarters, small unit) focused..so high speed, high agility, high level of weapons handling & manipulation.

I would prioritize the handling perks over the damage perks when building.

I would spec the build this way.
20 Body
18 Relexes
18 Technical
12 Cool
3 Intelligence

Consider these perks



***Body-
*-Athletics-
Like a Butterfly
True Grit
Soft On Your Feet
Multitasker
Transporter
Wolverine
Marathoner
Dog Of War
Regeneration
Divided Attention
Stronger Together
Cardio Cure
The Rock
*-Annihilation-
Bloodrush
Dead Center
Skeet Shooter
Biathlete
Mongoose
Momentum Shift
Manic
Speed Demon
*-Street Brawler-
Payback
Rush

***Reflexes-
*-Assault-
Too Close for Comfort
Feel The Flow
Hunter's Hands
Trench Warfare
Recoil Wrangler
Eagle Eye
Shoot, Reload, Repeat
Duck Hunter
Bunker
Skull Skipper
*-Handguns-
Desperado
On The Fly
A Fistful of Eurodollars
Lead Sponge
Snowball Effect
Gunslinger
High Noon
Vanishing Point
Steady Hand
Acrobat
Attritional Fire
*-Blades-
Slow and Steady
Shifting Sands
Stuck Pig


***Techical-
*-Crafting-
Sapper
*-Engineering-
Blast Shielding
Can't Touch This
Grenadier
Shrapel
Jackpot
Lock and Load
Bigger Booms
Insulation

***Cool-
*-Stealth-
Assassin
Stunning Blows
Clean Work
Aggressive Antitoxins
Leg Up
From The Shadows
Crouching Tiger
*-Cold Blood-
Defensive Clotting
Predator
Critical Condition
Blood Brawl
Icy Veins
Cold Blood
Frozen Precision
Rapid Bloodflow
Coldest Blood


I only outlined specific combat focused perks here for the attributes I listed in regards to the Trauma Team style. So this doesn't have the actual crafting perks you'd use or other useful perks, but these are some combat related perks to consider.. in no particular order of importance. If a perk deemed useful isn't noted, it isn't downplaying it, but just highlighting the ones I noted.


The pistol would come into play when you are out of SMG ammo or in a position where transitioning to the pistol would be a better move than trying to reload the SMG.
 
Trauma team, musicians, police, etc... proffessions, CP need this.
and MaxTac - I wish we saw way more of them after the initial encounter
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SMG
Pistol
Shotgun

Pistol at 2nd for transition and Shotgun at 3rd for breaching.

I'd go higher on Reflexes than Cool because of the more aggressive approach.

I'd push heavy on all reload perks & the explosive based perks in tech.

Trauma Team is more CQB-SUT(close quarters, small unit) focused..so high speed, high agility, high level of weapons handling & manipulation.

I would prioritize the handling perks over the damage perks when building.

I would spec the build this way.
20 Body
18 Relexes
18 Technical
12 Cool
3 Intelligence

Consider these perks

fantastic!
 
Reflex is obviously the standard tree for boosting SMG damage, however a lot of the perks in reflex are based on hiding behind cover, or making recoil less severe, so actually a lot of the perks are irrelevant for a smart SMG.
hiding behind cover, reload spd,damage are perfect for the smart smg, you won't need to invest in any ADS perks either
 
hiding behind cover, reload spd,damage are perfect for the smart smg, you won't need to invest in any ADS perks either

I wanted to initially avoid hiding behind cover, going for more of a tank build but as I'm playing the build, it seems this might be too much of a stretch. What exactly is cover, btw? when you're obscured by any object? Or do you have to be crouched up against something?
 
I wanted to initially avoid hiding behind cover, going for more of a tank build but as I'm playing the build, it seems this might be too much of a stretch. What exactly is cover, btw? when you're obscured by any object? Or do you have to be crouched up against something?
I was just thinking what is cover in the game and how does it work, ask me how it works in CP2020 and I can tell you it all, but for cp2077.... I assume it's anything that would block damage, I would definitely assume the right click behind cover to pop out considered to be in cover, hence why I feel it's a good perk for smart weapons, you can lazy aim and still get the damage bonuses and cover bonuses
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some points into engineering wouldn't go amiss too if you want to tank explosions, but the body stat is where most of the tanky perks are
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I used this site for my fallout 76 builds, it's just added a CP2077 builder to it, I hope this helps https://nukesdragons.com/
 
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I won't get too detailed, but a Trauma Team would have different types of people on it so they could cover any situation. You have to decide which of these you would want to play. If I was to put together a TT response unit, it would have 2 "Solo" combat specialists, a Tech/Medtech specialist to deal with technical issues along with stabilizing the patient, a Sniper/ranged specialist to provide covering fire, and a Netrunner to deal with any Net issues or threats, because Net threats are very prevalent in the Cyberpunk world.
 
Operating from an AV-4 Urban Assault Vehicle of ambulance configuration and a belly-mounted minigun, Trauma Teams include a driver, one or more First Aid operatives, and two or more Solo security agents. A Dispatcher may also be part of the team, in charge of sending them on missions
 
agreed, I was more than a bit disappointed they didn't have all the CP2020 classes, I can understand the fixer class being shifted towards being a quest giver npc , that makes a lot of sense, the skill/perk tree is a bit of a mess as it just merges all the (original classes) skillsl together, I do wonder if the multiplayer version of this game will restore the original classes.View attachment 11110043
It's just a matter of focusing your build towards the class you want to play. My first character was a Netrunner through and through. At the end, he was 20 Int 20 Tech, 4 body 7 Ref, and 6 cool. He had all of the Breach and Quickhack perks, and was dabbling in the Tech perks...mostly crafting (made myself a sweet Legendary smart pistol). Now I'm playing a Solo who is uber specialized in blades. She's a "razorgirl", meaning she's installed the Mantis blades, along with a legendary Sandevistan reflex booster. Her reflex is 20, and I'm now focusing on her body attribute.

However, you do have a valid point. You can't really create a Cop, Media, or Medtechie. Rocker gets a nod through the story, Fixers are background characters (which makes sense). Lastly, Corporate and Nomad became backgrounds. My thought is that given the single player focus of the game, quite a few of these classes just wouldn't have worked, as opposed to a party focused game.
 
Armor. Armor armor armor. Armor up the ass. Literally, if only it were possible LOL
If only Trauma Team actually really showed up in the game. If the player could buy coverage. If we could see them come in to pick up people we're fighting against. How cool would that be eh? DON'T MESS WITH TRAUMA TEAM!! Or you WILL die. Not even MaxTac messes with Trauma Team. hehe

As to other classes. Yeah. A bit disappointed there. I'd almost always play a netrunner in the PnP. But oh well.
I understand tho. It's like playing a "module" where the players are given pre-made characters to use. THIS particular story focusses on the player being more of a Solo, with some Techie and a very tiny amount of Netrunner mixed in. Very heavy on the Solo side tho.
Perhaps with potential future content. DLC or user-made mods .....
 
W
Armor. Armor armor armor. Armor up the ass. Literally, if only it were possible LOL
If only Trauma Team actually really showed up in the game. If the player could buy coverage. If we could see them come in to pick up people we're fighting against. How cool would that be eh? DON'T MESS WITH TRAUMA TEAM!! Or you WILL die. Not even MaxTac messes with Trauma Team. hehe

As to other classes. Yeah. A bit disappointed there. I'd almost always play a netrunner in the PnP. But oh well.
I understand tho. It's like playing a "module" where the players are given pre-made characters to use. THIS particular story focusses on the player being more of a Solo, with some Techie and a very tiny amount of Netrunner mixed in. Very heavy on the Solo side tho.
Perhaps with potential future content. DLC or user-made mods .....
What's a Netrunner like in PnP? I'm curious. I know what Deckers and Technomancers are like in Shadowrun, but have no experience with playing Cyberpunk. My Netrunner was pretty kick ass even midway through the game, being able to neutralize enemies en masse. I really enjoyed building my character as one.
 
one more reason we actually need the trauam team heavy armors in this game. where are the heavy shielded helmets worn by kang tao operatives? we need those for our tank builds!
 
W

What's a Netrunner like in PnP? I'm curious. I know what Deckers and Technomancers are like in Shadowrun, but have no experience with playing Cyberpunk. My Netrunner was pretty kick ass even midway through the game, being able to neutralize enemies en masse. I really enjoyed building my character as one.
Pretty much like a Decker in Shadowrun. In Shadowrun I'd also usually do a Decker or .. Techie? The one with drones and robots and stuff.
PITA for the GM tho, cuz when you're in the net the GM has to take you aside to deal with that while the other players wait. Time goes MUCH more slowly when your in the net. Thirty minutes net time can sometimes be like five minutes for the other players. It's possible to integrate it more smoothly, but it's still a bit clunky.
 
Pretty much like a Decker in Shadowrun. In Shadowrun I'd also usually do a Decker or .. Techie? The one with drones and robots and stuff.
PITA for the GM tho, cuz when you're in the net the GM has to take you aside to deal with that while the other players wait. Time goes MUCH more slowly when your in the net. Thirty minutes net time can sometimes be like five minutes for the other players. It's possible to integrate it more smoothly, but it's still a bit clunky.

Rigger is the one that deals with the Drones and vehicles.

In 5th edition Shadowrun, the Matrix interaction is really well done. Everything is integrated into a standard 3 second combat round. Deckers and Technomancers now have a Matrix initiative for when they are in full VR, and a "meat world" initiative for when they are just using AR such as is presented in the Cyberpunk 2077 game. The higher the initiative, the more actions you take, and Matrix initiatives tend to be very high. Of course, Samurai's with cybered up reflexes, and Physical Adepts who use magic to amp their reflexes can get fairly high as well, so it balances out. Riggers usually go full VR as well when controlling vehicles and drones, and thus get the Matrix initiative as well.
 
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