However, I wouldn't recommend upgrading skill past level 2, as you'll find plenty of French Epstein devices to upgrade your weapons to level 2 if you're judicious in their use. It'll be well worth the handful of upgrade points you spend. After you've modified them to level 1, simply use a French Epstein device to upgrade them to level 2. I'd recommend getting level 1 or 2 in it so you can modify the pistol, shotgun, and laser pistol to level 1. If you find a really good weapon that you just want to try out, but can't wait till you find an unbroken one, just use an auto-repair item instead of wasting your upgrade points here. And in the rare event that they do break, there are plenty of auto-repair items that can fix it right back up for you. As long as you keep an eye on your maintenance level for you weapons, they won't break down. Considering that most turrets are in important areas, they can be a great help. When you've disabled the turrets, you're able to approach them, and with a level 3 hacking ability or higher, you can actually gain control of the turret. Having a high hack ability allows you to hack into the many Security Stations across the Vaun Braun and Rickenbacker, disabling the cameras, and more importantly, any turrets. This is one of the more powerful skills in the game. However, near the end of the game, you'd better have some points in this skill if you plan on doing any hacking at all as sometimes entire grids can be filled with white nodes unless you have some Cyber Affinity. It doesn't become too helpful until about halfway through, and really only if you do a lot of computer hacking. Cyber AffinityĬyber Affinity (Labeled simply "Cyber" in your MFD display) eliminates one filled node for each level of Cyber Affinity you have during any Tech Skill "hacking" sequence. Marines should have this maxed out, OSA agents should have 3-4 points, and Techies should have this anywhere from 3-6 depending on how they're playing. The reduction to fall damage isn't really helpful, as there aren't many areas you can fall from that will cause damage in the first place, while the reduction to Weapon Kickback helps with the stronger weapons which tend to have stronger kickback. With enough Agility, none of the Meleé range attackers will be able to touch you. You'll want to put some points in to this, no matter what class you are, for the increase in running speed increase. AgilityĪgility increases your running speed, reduces fall damage, and reduces weapon kickback. If you never touch psionic abilities, don't put any points in this. ![]() Put as many points in here as possible if you use psionic abilities a lot, if you use one or two spells only, 2 points is fine. Psionics affect the power of your psionic abilities. There are better ways of gaining a resistance to radiation/toxins, but the hit points are nice, so put a couple of points here. ![]() EnduranceĮndurance gives you hit points and determines your resistance to radiation and toxins. I recommend getting 4-6 points of strength if you are a Marine, 3-6 if you are a Technician, and 2-4 points if you are an OSA agent. Strength also determines whether you are able to use the heaviest armor, and a couple of the biggest weapons. OSA agents, on the other hand, have little use for Strength because they only need their Psi Adapter and a Pistol, not needing to lug around many types of weapons or the Ammo for them. Strength is important for Marines, because of the many different types of weapons that they need to carry. For every point of strength you have, you gain 3 extra inventory spaces, enough for one weapon, or three items. Strength affects two factors, the damage you cause with Meleé attacks and your inventory space.
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