- Joined
- Jul 11, 2022
Post memes, your builds, highest difficulty which you completed the game, shitpost, review, complain.... whatever you want!
Heres my current heavy weapon build I'm playing with:
I usually prefer playing a low int high con and strength bruiser or guns build but I'm spicing up the playtrough this time around. I ripped the build straight off the wikipedia because I'm a lazy cunt: https://stygiansoftware.com/forums/index.php?topic=10287.0
Heres my current heavy weapon build I'm playing with:
Strength - 10 (+1 strength on lvl3)
Dexterity - 3 (upgrade once)
Agility - 3
Constitution - 6 (dump all other points here)
Perception - 8
Will - 3
Intelligence - 7
Skills
Heavy Guns - Max this at all opportunities.
Throwing - I invested 67 points to get to 60 effective. You will want to chuck crap grenades to potentially finish off enemies that you don't want to waste ammo on, or to sometimes use AP efficiently, especially when you want to move in the same turn. I did this quite late, but you should find windows to add points as you see fit.
Hacking - Should end at 94 spent (130 effective). Comes with experience, but you want to stick roughly at the synergy limit for each level.
Lockpicking - Should try to get to 130 effective. Since this is Dex and synergizes with Mechanics, you should expect to spend about 120 points. (Jackknife et al will do the rest).
Mechanics - Max this at all opportunities.
Electronics - Max this at all opportunities.
Biology - Get enough to craft Supersoldier Drug. (130 effective).
Chemistry - Get enough to craft Gas Grenades early. Hold off on adding more points till Mercantile skill is finished. After that, grab chemistry so you can make Napalm Grenades + W2C rounds + Incendiary Ammo (60 effective). At the end of this build, you will have enough spare points to craft Mark V grenades if you'd like, but they are not required to finish the game.
Tailoring - Max this at all opportunities.
Mercantile - Max until you hit 70 base points. With a Large Waist Pack + Under Pie you will be able to unlock Efreitor Hanna's extended inventory.
Feats
1 - Expertise
1 - Conditioning
2 - Disassemble (This is early due to my personal preferences, you can rearrange this with Suppressive Fire or even take it much later. It's up to you.)
4 - Brute Aim
6 - Full-Auto
8 - Suppressive Fire
10 - Concentrated Fire
12 - Heavy Metal
14 - Mag-Dump
Good Choices for Later Feats In No Particular Order:
Gun Nut - More damage.
Opportunist - More damage. Always triggers because of suppressive fire.
Juggernaut - You will be playing heavy armor due to Heavy Metal, so this will give you even more survivability.
Last Stand - Powerful; many hard encounters can be won thanks to an extra turn of life.
Pack Rathound - Even with 11 Strength, you will want to bring a ton of ammo to Deep Caverns. Did not regret this choice.
Doctor/Fast Metabolism - CON builds appreciate more healing.
Nimble - Didn't try this, but apparently this doesn't conflict with Heavy Metal.
I usually prefer to keep my intelligence low and dump it into dex or constitution but being that I never played a heavy weapon build before
Dexterity - 3 (upgrade once)
Agility - 3
Constitution - 6 (dump all other points here)
Perception - 8
Will - 3
Intelligence - 7
Skills
Heavy Guns - Max this at all opportunities.
Throwing - I invested 67 points to get to 60 effective. You will want to chuck crap grenades to potentially finish off enemies that you don't want to waste ammo on, or to sometimes use AP efficiently, especially when you want to move in the same turn. I did this quite late, but you should find windows to add points as you see fit.
Hacking - Should end at 94 spent (130 effective). Comes with experience, but you want to stick roughly at the synergy limit for each level.
Lockpicking - Should try to get to 130 effective. Since this is Dex and synergizes with Mechanics, you should expect to spend about 120 points. (Jackknife et al will do the rest).
Mechanics - Max this at all opportunities.
Electronics - Max this at all opportunities.
Biology - Get enough to craft Supersoldier Drug. (130 effective).
Chemistry - Get enough to craft Gas Grenades early. Hold off on adding more points till Mercantile skill is finished. After that, grab chemistry so you can make Napalm Grenades + W2C rounds + Incendiary Ammo (60 effective). At the end of this build, you will have enough spare points to craft Mark V grenades if you'd like, but they are not required to finish the game.
Tailoring - Max this at all opportunities.
Mercantile - Max until you hit 70 base points. With a Large Waist Pack + Under Pie you will be able to unlock Efreitor Hanna's extended inventory.
Feats
1 - Expertise
1 - Conditioning
2 - Disassemble (This is early due to my personal preferences, you can rearrange this with Suppressive Fire or even take it much later. It's up to you.)
4 - Brute Aim
6 - Full-Auto
8 - Suppressive Fire
10 - Concentrated Fire
12 - Heavy Metal
14 - Mag-Dump
Good Choices for Later Feats In No Particular Order:
Gun Nut - More damage.
Opportunist - More damage. Always triggers because of suppressive fire.
Juggernaut - You will be playing heavy armor due to Heavy Metal, so this will give you even more survivability.
Last Stand - Powerful; many hard encounters can be won thanks to an extra turn of life.
Pack Rathound - Even with 11 Strength, you will want to bring a ton of ammo to Deep Caverns. Did not regret this choice.
Doctor/Fast Metabolism - CON builds appreciate more healing.
Nimble - Didn't try this, but apparently this doesn't conflict with Heavy Metal.
I usually prefer to keep my intelligence low and dump it into dex or constitution but being that I never played a heavy weapon build before
I usually prefer playing a low int high con and strength bruiser or guns build but I'm spicing up the playtrough this time around. I ripped the build straight off the wikipedia because I'm a lazy cunt: https://stygiansoftware.com/forums/index.php?topic=10287.0
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