Eye divine cybermancy build guide

14 сен. 2018 г. в 8:13

Whatever you do, pick one or two attributes early on that you want to get as high as possible, and then get them that high BEFORE you do any research or cyber-upgrades. Those two will give you permanent bonuses, but they will also drive up the point cost for future upgrades, so you're effectively lowering your late-game attribute soft-caps by researching and cyber-upgrading too early.

So I advise you to invest your brouzuf in equipment that you can buy, and to hold off on stat-boosting research.
To know in advance which research options will give you attribute boosts, check the wiki.

None of that matters if you just go for a generalist jackass-of-no-specific-trade build, of course, or if you don't care about min-maxing.

So, if you want to pick one or two stats to go for:

Strengh: Lets you carry more gear and heavier armor without slowing down, and increases melee damage. Melee can be strong, but the source engine really isn't at its best here. The real advantage of strength is being faster while wearing heavy armor. It's essential for melee builds, and nice to have elsewhere.

Endurance: Health and Stamina. If you just want to stab and shoot things, this isn't terribly important. But you intend to use PSI or active cybernetics, this lets you do it more frequently. It's an essential secondary stat for PSI builds, and moderately useful everywhere else.

Agility: Makes you faster. Do you want to go fast? If you want to get the most out of running and jumping around like a madman, get agility and endurance; but ultimately this is more for fun than for effect. Also makes melee faster, but if you get that close to enemies they're usually toast no matter what.

Accuracy: Weapons accuracy and critical hits. Weapons are honestly strong and accurate even without any accuracy bonus, but it does help control recoil - somewhat. There's an active cyber ability that does it better, but costs stamina. Weapons are great, but this stat isn't really necessary - put points here only if you want to go as a pure weapons specialist.

PSI: If you want to use PSI abilities without hurting yourself, this is mandatory. Get some endurance to back it up. If you want to go PSI, go full PSI with a bit of endurance and ignore everything else.

Hacking: Hacking is annoying and not terribly useful, but many people think it's fun. Having a higher hacking skill makes it a lot more tolerable, effective and faster. I wouldn't recommend it; hacking is mostly a gimmick.

Medicine: Boosts medkits. Medkits are one of two ways to regain health (the other being a PSI ability that eats ammo and weapons off the ground, and is limited by stamina), and if you're not super-careful you'll spend quite some time watching your medkit recharge. having high medicine speeds this up. I wouldn't recommend putting points here though.