Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » Can you describe the perfect I.M.P?
Can you describe the perfect I.M.P?[message #340970]
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Wed, 13 May 2015 09:46
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dreamer2008 |
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Messages:63
Registered:May 2010 |
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I plan to start soon a new game, and its the time to think about making the perfect IMP again.
How was the most perfect IMP that you made?
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Corporal
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Re: Can you describe the perfect I.M.P?[message #340993 is a reply to message #340979]
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Fri, 15 May 2015 19:55
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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dreamer2008 wrote on Wed, 13 May 2015 21:47For a Sniper, is it better to use Scout, Stealthy or NightOps?
Scouting: You'll be able to see enemies from neighboring sectors. Also, you get decent bonuses to spotting.
Stealthy: Faster stealth-mode movement.
Night Ops: Better hearing in general, better hearing/vision/interrupts at night
Honestly, Scouting should be on a spotter, Stealthy should be on a CQB specialist, and Night Ops is only efficient in areas where your engagement range will be significantly lowered anyway.
I do highly recommend you at least get someone with Scouting, though, if only to prevent ambushes. It wont be needed too much anymore since Flugente got his 'improved ambushes' mod up and running, but still.
Oh, and Stealthy + Night Ops = fantastic low-light missions
Quote:Can you describe the perfect I.M.P?
The perfect IMP has 100 protection, 100% coverage armor that grants him insane vision and accuracy bonuses, has every single trait, and is boring to play.
[Updated on: Fri, 15 May 2015 21:09] Report message to a moderator
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Master Sergeant
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Re: Can you describe the perfect I.M.P?[message #341027 is a reply to message #341019]
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Sun, 17 May 2015 17:37
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deknegt |
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Messages:140
Registered:June 2007 Location: Doetinchem, Netherlands |
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Bodybuilding is a really REALLY useful trait for any merc to have.
The 25% damage resistance is one thing, but then the +30% carrying strength means that your weight stays low and also have maximum AP during fights. I've really came to love Bodybuilding after hiring Bull, who with 96 health and 98 strength is already a beast, but his bodybuilding meant he took even less damage during fights, perfect guy to check corners with.
Also scouting as has been said is perfect for spotters. Do remember that the first RPC has Scouting, Ira has that trait and other than being a mule she lacks expertise. So if you want a scout/spotter, you could also simply take Ira and reserve the IMP spot for someone that will add to the kill-tally.
One trait that gets overlooked is gunslinger/gunfighter, and even though people see it as a useless skill in late-game... If you keep your guy equipped with good powerful weapons he can be a devastating guy in close quarters. Pistols cost low AP, and ammo is cheaper and better manageable than other guns. It also improves pistol/revolver CTH and increases effective range too. I've given my IMP gunfighter, and gave him a match-sight with match ammo, and he can pick off people with relative ease in darkness where the advantages of long-range weapons are lessened.
Once people start wearing armor, just give your guy AP ammo or fancier more high tech stuff and he'll be able to keep up with the rest.
Really Really useful when you're a night-ops kind of player, because pistols are underrated during low-light ops.
Low weight, Ammo-efficient, and you can empty half a clip in one turn if you got the trait. My IMP and Meltdown are a lethal combination at night.
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Sergeant
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Re: Can you describe the perfect I.M.P?[message #341368 is a reply to message #341255]
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Mon, 08 June 2015 06:02
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Morbo513 |
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Messages:47
Registered:February 2015 Location: West Yorkshire, United Ki... |
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silversurfer wrote on Sat, 30 May 2015 08:44That's what rifle slings are for - to get the gun in the rifle slot without spending AP.
I take it you're playing with "inventory manipulation costs AP" on? Otherwise it doesn't cost anything.
To me the "perfect" merc is one whose drawbacks are covered by their teammates. I usually take at least 4 IMPs, one Deputy/Radioman, one Paramedic/Scout, one Technician/Demolitions and one Machinegunner/Ambidextrous. All other than the Machinegunner have Auto-weapons, all have 85 agility, marksmanship and dexterity, for the tech/medic ~60 in their pertinent skills, for the deputy ~60 leadership, all ~60 strength and ~70 wisdom. Between them they cover pretty much every essential role - You've got one who can make use of the radio and buffs his teammates (Though they usually catch up in experience), one who heals, doctors and gives intel, one who can blow or pick open doors & repair equipment and one who's all about the murder. They make up for their general lack of mobility due to low strength with their high marksmanship/dexterity stats which by the end of this run (day 147, 114 battles) are all around 93-97, and facilitate murder, especially when they have access to good assault rifles with 7x scopes. From there I can expand the team with MERCs(not likely)/AIMs to fill more specific roles, usually the first I recruit is Shadow who's also very good at murder.
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Corporal
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Re: Can you describe the perfect I.M.P?[message #341710 is a reply to message #341554]
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Sun, 12 July 2015 17:08
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Dr-D |
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Messages:102
Registered:July 2005 Location: Portugal |
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There are multiple ways to deal with the counter attack.
The decent, non exploiting way, is to attack the adjacent sectors before the counter. That way you can kill them in packs of 15-20 instead of 40-60.
My favorite way is to camp 3 man behind the door of a windowless room and head shot them all. And shot the legs of the last one before you run out of APs
You can also just let them conquer it and then just face those 20 again.
[Updated on: Sun, 12 July 2015 17:09] Report message to a moderator
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Sergeant
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Re: Can you describe the perfect I.M.P?[message #341711 is a reply to message #341710]
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Sun, 12 July 2015 17:21
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Dr-D |
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Messages:102
Registered:July 2005 Location: Portugal |
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Back on the topic.
I usualy make
an squad leader with scout or teaching,
an machine gunner for any 3 burst 556 rifle.
And a malicius sniper.
The machinegunner makes the most kills.
The sniper kills the badass black dudes.
The leader usualy supresses, stuns, buffs, and sometimes even kills.
I usualy get Ira for medic stuff and Maddog for repairs
[Updated on: Sun, 12 July 2015 17:22] Report message to a moderator
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Sergeant
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Re: Can you describe the perfect I.M.P?[message #343406 is a reply to message #343340]
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Sun, 06 December 2015 01:35
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ElYot_D_Idyot |
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Messages:16
Registered:December 2015 |
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My favorite play through involves a solo ranger.
i gave him those stereotypical american hunting rifle (forgot the name), a sawed off shotgun, a cool looking old western style revolver and some rugged looking hunting clothes.
The game is about an unknown ranger trying to survive alone in a dictator country. He survived by doing night raids, killing soldiers and selling their items, ransacking houses, and practically just staying one step ahead of the authority who hunts him down like an animal.
He doesnt give a **** about anybody's crusade and will kill anyone he find interesting.
It became more like a hunting game. Spotting and stalking "high value quarries" for loots and notoriety (i know i sound like a serial killer now lol).
He is a hunter and the whole Arulco is his hunting ground. Its quite fun. The perfect IMP for me
This was in UC mod.
Sorry for my english.
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Private
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