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So far I'm decently far in the game to think this build is going okay well...

However, I do realize that I should have dropped the whole psi idea for now.
Repair, Maintence, and Hack are around 4 each, i got decent STR and busted arse to get
my Energy weaps to 6...

Please tell me that there is some benefit to this. I feel like I have made a horrible mistake and will pay for it in the later game...

Oh.. I am running around with 3 las-pistols at lv2 upgrade, medium armor (cause i hate returning to a recharge station all the time), and was hoping to eventually get electron cascade, anti-entropy, and some heal spell.
Hm. Well, I recommend picking up at least one EMP rifle, because you can use that exclusively against robots, and save your laser pistol(s) against the biological enemies. There is also an exploit that you can use with the pistols: by switching between normal and overcharge modes, you can eliminate the recharging period for overcharge mode. I almost exclusively use that mode for the pistol, as normal mode is just too weak.

I really recommend wearing the power armor, as it offers a lot more defense than the medium armor. Heavy armor, on the other paw, is something that you should consider taking to the endgame, as recharge stations become rare and you might run out of psi hypos for the Electron Cascade. That +20 defense over medium armor translates into preserving your hypos and avoiding resurrection.

Since you are running with an maintenance build, I also recommend picking up the O/S upgrade that gives you a second implant slot. Considering that you have to go to the recharge station every so often or use the cascade, expanding your abilities to take advantage of that would be ideal. Sharpshooting might also do you good, as energy weapons are mostly of the ranged variety.
Post edited February 17, 2013 by Sabin_Stargem
Already got dual implant and sharp shooter. trying to work on researching anything i can get my paws on.
I had an EMP Rifle... but it broke several times over by now. left it at my current stash next to a recharge station to grab later when i max out repair and maintence. blew both of my french epsine devices on it.

right now, i do extra vs hybrids, monkeys, and midwives. I have a hypo that i'm researching as well as two implants that are on my research list.
Be sure to search the annelid pods before destroying them, as they have healing and psi glands. A bit tricky to approach them without getting hurt, but a slow walk, forward lean, and crouching can do the trick. Beakers can be used to collect worm piles for use as ammunition. Even if you don't use the ammo, you can utilize the recycler to break it down into nanites.
Pods seem to want to explode on me more often than not, so I've been taking a few precautionary pot shots on em. I have grabbed a few healing glands, but with the cheap med beds and a few hacked dispensers for cheap health stims, backtracking hasn't been too much a pain.

I am really hating on spiders at the moment. seriously hate those with a passion. Energy resistance of any annelid combined with evil jumping and toxic bite skills. Recycling anything I don't need has gotten me a few extra nanites... which i've blown on hacking a few dispensers and trying to set up a 'safe' area to collect my wits on occasion. Prolly will move my stash from deck 3 to deck 4 or 5 eventually.
I am running a full marine right now (no psi no hack) but have done many Hack/light psi runs in the past.
If this is your first run you are doing great. Running PSI 1 for the whole game is a-ok. The basic damage skill( i forget the name) and psi pull are all you need if you have a half decent repair.
Hack at 4 is the bare minimum but totally workable. You could stop here and push more into stats or psi.

Keeping with Energy weapons is a fine choice too but may be painful at very late endgame. I don't remember running into too many recharge stations deep into the end but with psi it shouldn't be an issue.
I finished the game yesterday, never used an energy weapon. I had read beforehand those are useless against late game enemies so I gave up on them right away. Soo...good luck, I guess :)

And your Repair seems to high. I have never ever used that skill. Then again I adjusted the insane weapon degradation rate in the user.cfg to 0,7, so all I needed was decent Maintenance and a couple of maint. tools.
Degrading is a bit weird sometimes. When i frist got weapons they were degrading slowly. But once i repaired them they felt like they were degrading faster.
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Aalda11: I finished the game yesterday, never used an energy weapon. I had read beforehand those are useless against late game enemies so I gave up on them right away. Soo...good luck, I guess :)

And your Repair seems to high. I have never ever used that skill. Then again I adjusted the insane weapon degradation rate in the user.cfg to 0,7, so all I needed was decent Maintenance and a couple of maint. tools.
It only seems high when your skills are low. By maint 3/4 you could fix up a gun to 10 and use it for 2 or 3 decks. Also helps to have a secondary on laser weapons. Lets you have a higher rate of fire and gives the impression that they last longer.
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Aalda11: I finished the game yesterday, never used an energy weapon. I had read beforehand those are useless against late game enemies so I gave up on them right away. Soo...good luck, I guess :)

And your Repair seems to high. I have never ever used that skill. Then again I adjusted the insane weapon degradation rate in the user.cfg to 0,7, so all I needed was decent Maintenance and a couple of maint. tools.
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squiggles: It only seems high when your skills are low. By maint 3/4 you could fix up a gun to 10 and use it for 2 or 3 decks. Also helps to have a secondary on laser weapons. Lets you have a higher rate of fire and gives the impression that they last longer.
You're talking Maintenance, that's ok. Level 3-4 is optimal there.

But Repair is something else, it let's you fix up broken weapons and vending machines. Seemed like a completely useless skill on my first playthrough.
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Kahvi: Pods seem to want to explode on me more often than not, so I've been taking a few precautionary pot shots on em.
Damage has zero effect on pod bursting-- it's a fixed radius, which is just barely smaller than the search radius of your character. Carefully creeping up to them until the brackets appear is the only trick to it.
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Kahvi: Pods seem to want to explode on me more often than not, so I've been taking a few precautionary pot shots on em.
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ZylonBane: Damage has zero effect on pod bursting-- it's a fixed radius, which is just barely smaller than the search radius of your character. Carefully creeping up to them until the brackets appear is the only trick to it.
I prolly should take that speed booster off and keep my brawn booster on.

I am starting to pump points into basic Psi skill right now. saving up to unlock the proper level for electron cascade just to get preped for later. Also, i've been hacking a lot of the replicators for cheaper stims or better selection, trying to stock up on anything that might be useful for later. Spare Batteries, med and psi stims, anti rads and antivenom, and various implant mods that i keep finding.

Still looking for copper to finish some research on a thing or two... hate looking all over for one stupid metal sample that IRL i prolly could get by ripping apart a device or two and stripping a few wires...
Remember, the best approach to keeping supplied is to search everything and everywhere. SS2 almost always rewards exploration. Really the only thing you need to buy at the replicators is ammo... and the prices aren't the same at all of them!
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ZylonBane: Damage has zero effect on pod bursting-- it's a fixed radius, which is just barely smaller than the search radius of your character. Carefully creeping up to them until the brackets appear is the only trick to it.
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Kahvi: I prolly should take that speed booster off and keep my brawn booster on.

I am starting to pump points into basic Psi skill right now. saving up to unlock the proper level for electron cascade just to get preped for later. Also, i've been hacking a lot of the replicators for cheaper stims or better selection, trying to stock up on anything that might be useful for later. Spare Batteries, med and psi stims, anti rads and antivenom, and various implant mods that i keep finding.

Still looking for copper to finish some research on a thing or two... hate looking all over for one stupid metal sample that IRL i prolly could get by ripping apart a device or two and stripping a few wires...
You know that each Chemical Storage has a log in it telling you which elements are in stock right?
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Oirish_Martin: You know that each Chemical Storage has a log in it telling you which elements are in stock right?
Yeah. but I've only encountered three chem store rooms (engineering, med/sci, and Hydroponics) and so far there was no copper in any of them. I still have to find the store rooms for decks 4 and 5.

Ammo for me will be psi stims and batteries, so I've been trying to hoard both at the moment. I have been picking up other stims and experimenting with them, so better living through chem abuse.
Recharge stations are where i store my stash, since I return to them so often to recharge my crap and not blow any batteries on my person. Shodan seems to be pissed that i'm moving slowly, but she can wait. I'm no use to her dead.