Posted on: April 20, 2020

gamingrn
Verified ownerGames: Reviews: 14
More add-ons to expand the game
Much as with the first DLC, the official description above really does accurately convey what this does. This DLC adds more options to the station and your mercs. The Good: The Inventor is an intriguing class. In a game that relies so heavily on maintaining shielding, here comes the class with none. There are plenty of skills built into the skill tree that help balance this out. The class uses a power glove, energy blade, and (at load-out) a medical tool and weapon tool. Random encounters on the station are interesting and break up the monotony of return to base, heal, sell, upgrade, leave. It's also nice to encounter more non-hostile rival scavengers sometimes. Bounties give some more chances for higher credit rewards if you don't get much loot. Implants provide a way to fill in some 'holes' in your mercs abilities. The Bad: For others, this will actually be good, but for me, I've never really gotten onboard with the whole 'craft your own everything' trend that's been out there for awhile. It devalues finding that great mod or weapon in the store or on a ship, and instead lets you build up equipment to your current level with a slot machine-like mechanic for a lower cost than the store. While the randomness prevents you from abusing the system, it still adds something that detracts from those big loot finds (so if you're like me, you may try it out, but won't use it for much). The multi-tools are a double-edged sword. A mental/tech tool accepts mods for either mental or tech. With so much loot to sort through already, it just adds to the pile for me since a dedicated tool will generally outperform the multi-tool for its specific trait. It's just a little much for me, although I can see others liking this pretty well. Bottomline: This DLC adds mostly good to the game, and if you don't like the other features, you can avoid using them. I like the first DLC better, but fans will likely have a good time with both.
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