Just remember which tech skills are useful and which aren't: hacking is god-tier maintenance is also great repair and modify, however, are utterly worthless unless you're playing co-op because there are plenty of auto-repair units and French-Epsteins to cover anything you would need those two skills for in a singleplayer game. The extra early loot from crates and the higher cyber module efficiency (value of starting skills) makes a big difference. and beyond that you'll just sort of pull away into cheeseland. That leaves you free to grab other useful skills early, and then you can safely ignore your tech stats for the next several decks and still have plenty of time to jack up Goggles' physical and weapon stats before you start running into anything really dangerous.Īn optimized Navy build will start off *slightly* less powerful in combat than a Marine, but you'll make up the difference by the end of Engineering at the very latest. you just get so much more stuff so much earlier. With Navy, you can start hacking crates and replicators (and, if you're on Easy, potentially turrets as well) before you've reached the end of MedSci. Navy gives you immediate access to both basic weapon skills *and* hacking, which makes the game much, much easier than if you just pump up physical stats with the Marine path.
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