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Re: Ideal Build for IMP[message #96938] Fri, 18 June 2004 01:45 Go to previous messageGo to next message
AZAZEL is currently offline AZAZEL

 
Messages:750
Registered:February 2004
Quote:
Originally posted by Khor1255:
Yea, Med 35 is what I always use. Med 0 is a liability in my opinion.
I agree!
Never had the curiosity to play with a 0 med IMP but I've been known to employ Gasket(only in my early games) and to camp him in Cambria,from where he can go to the hospital in maximum 10 minutes if wounded while defending.
In other order of ideas,if you have enough regeneration boosters/2,3 per person/you don't need to patch your team up,not even to give them first aid!

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First Sergeant
Re: Ideal Build for IMP[message #96939] Fri, 18 June 2004 04:53 Go to previous messageGo to next message
Ayana is currently offline Ayana

 
Messages:12
Registered:April 2004
Location: U.S.A.
An interesting thread, lots of approaches.

I like to develop and take my time, so high Wisdom is a must. I'd rather take a character and develop them, instead of fire them and hire new talent (the opposite of most corporations I have worked for). As I keep my IMP, that goes double for her.

Mechanical of 35 is useless for opening locks or doors, and by the time I can increase it by fixing things other mercs can be much better. I go zero for Mech and Explosive (thankfully my Merc knew better than to touch some trapped doors anyhow).

I'm a packrat, so I go with high strength - I find that even my mercs with low strength carrying 130% on their backs all over the map rarely go up in strength.

It would be nice if we could select Medical down at 5 or 10 - enough to patch up in an emergency if nobody else can do it. (One of my mercs did it with a 1 when needed). Med goes up fast, too. UC does not skimp on FAKs lying around, unlike previous versions where conserving FAKs or med kits were a good part of the strategy. I do reluctantly take a med of 35, but won't leave home without it.

My current IMP is double night ops, but I am enjoying playing daylight more now. An ability to sneak with maybe auto weapons might be my choice now, if I can survive to later in the game.

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Private
Re: Ideal Build for IMP[message #96940] Fri, 18 June 2004 05:53 Go to previous messageGo to next message
ariana is currently offline ariana

 
Messages:36
Registered:April 2004
Bah Ayana, you've sold out to the daytimers .

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Private 1st Class
Re: Ideal Build for IMP[message #96941] Fri, 18 June 2004 08:25 Go to previous messageGo to next message
Ayana is currently offline Ayana

 
Messages:12
Registered:April 2004
Location: U.S.A.
Quote:
Originally posted by ariana:
Bah Ayana, you've sold out to the daytimers .
Well, nights are for more enjoyable activities...
(Blush)

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Private
Re: Ideal Build for IMP[message #96942] Fri, 18 June 2004 10:22 Go to previous messageGo to next message
ariana is currently offline ariana

 
Messages:36
Registered:April 2004

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Private 1st Class
Re: Ideal Build for IMP[message #96943] Fri, 18 June 2004 21:19 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Very Happy

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Master Sergeant
Re: Ideal Build for IMP[message #96944] Sun, 20 June 2004 13:01 Go to previous messageGo to next message
Lt.CheeseDoodle is currently offline Lt.CheeseDoodle
Messages:3
Registered:June 2004
Location: Richmond VA
For my IMP character I always go for these characteristics.
Personality- Normal
Skills- NightOps, Stealth
Max out Health, Agility, Marksmanship, and Wisdom
I put strenght at 69 (to get the slimer character model), Leadership at 35, Medical at 55 (most AIM medics stink except Dr.Cliff), Mechanical and Explosives at 0, and the rest into dext (putting it about 56 or 61 (can't remember the exact number). This gives me a merc who can heal, shoot, and sneak like the best. Leadership, Medical, and Marksmanship jump up really fast during the course of the game without the need to practice.

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Civilian
Re: Ideal Build for IMP[message #96945] Sun, 20 June 2004 14:26 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I like this build for the purpose you use him. Unless it's my imagination, stealth seems to work better with smaller build mercs. Where I differ is with Strength because I like my IMP to carry a heavy weapon in addition to his rifle, full armour, grenades, first aid kit, canteen and gas mask (at least). Mercs without high Strength of course are weighed down with this much.
I usually go for a straight up fighter (being I play day ops) so Throwing and Auto Weapons are high on my skill list. I'll also settle for stealth (provided it's coupled with throwing).

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Sergeant Major
Re: Ideal Build for IMP[message #96946] Wed, 21 July 2004 11:22 Go to previous messageGo to next message
plop is currently offline plop

 
Messages:43
Registered:December 2000
Location: Louisiana
I went to this IMP build and will never go back.

hea: 85
agi: 85
dex: 85
str: 75
ldr: 35
wis: 35
mrk: 85
exp: 35
mec: 35
med: 35

skills: NO expert, NO/auto, NO/camo, or auto expert

personality: usually normal/psycho, dont really care

Health, Agi, Dex, and Marksmanship are the statistics used in combat. Leadership is a complete waste of points. 75 str is enough, you could take 85 and put Marks at 75. Plant mines for explosives. Mech and med go up just fine. You only need wisdom if you're making him a lockpicker or some other specialist. If your IMP is just there to kill stuff and lead the way in combat, wisdom is a waste of points.

Quote:
A wisdom of 35... that is just suicidal, look at how slow Rosebud learns, and he is at like 50 something. Don't even start with Gasket... They just can't improve, and the RPG aspect of JA2 is one that requires advancement in skills
Rosebud learns just fine. So does Gasket. So does my IMP.

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Corporal
Re: Ideal Build for IMP[message #96947] Wed, 21 July 2004 14:24 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Well, I really liked you're recent suggestions for the source code wish list but can't get with you on the wisdom thing. Since wisdom improves you're ability to develop all other stats it may be the single most important one.
I always use Gasket and his learning speed is not what I'd call fine when compared to most any other merc.
On a contradictory note, I find the overall stat increases way too fast in Ja and would like to see it either slowed way down or at least adjustable.

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Sergeant Major
Re: Ideal Build for IMP[message #96948] Wed, 21 July 2004 17:54 Go to previous messageGo to next message
plop is currently offline plop

 
Messages:43
Registered:December 2000
Location: Louisiana
I used to have 85 wisdom on every IMP, until I realized I was hiring Razor, Haywire, and Steroid every game and their lack of wisdom was hardly noticeable. There is a noticable difference between 85 and 35 wisdom but its not nearly as large as some people think.

Besides, half of the stats dont raise regardless of wisdom. Health wont go up, dex will rarely go up unless he's the lockpicker or tossing knives nonstop, agility wont go up without exploits in which case wisdom doesnt matter. Wisdom itself doesnt go up.

The stats that will go up on a regular basis are leadership, marksmanship, explosives, medical, mechanical. These are the stats affected by wisdom. Leadership doesnt matter. Marksmanship is the only one of these used in combat, so max it out. Explosives can be raised to 100 in minutes. If he's not a lockpicker the difference between 40 and 50 mechanical or 75 and 90 at X point in the game is irrelevant. Likewise with medical, 35 is more than enough for first aid.

So like I said, if you're making him Dr. IMP or Trevor Jr. you want wisdom and points in those skills. If hes just there to kill stuff there is no reason to gimp marksmanship or physical stats for wisdom.

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Corporal
Re: Ideal Build for IMP[message #96949] Fri, 23 July 2004 02:22 Go to previous messageGo to next message
Roadkill is currently offline Roadkill

 
Messages:155
Registered:May 2001
Location: Lords of the Bytes
Personally in the last few games (regular JA2 and various mods) i used a lockpicker. For that high wisdom is a must.

But for other IMP builds wisdom doesn't matter much. The IMP is the one that'll do the most killing anyway, so he'll always end up at 99 or 100 MRK and LVL 9 or 10.

One thing to remember though is that a smarter merc does improve more quickly. Put Bubba and Trevor on your team, have them alternate kills and see who ends up at 99 MRK and LVL 9 faster. It'll be Trevor. And since LVL helps with a lot of things, and most importantly interrupts i want my IMP to reach a high LVL asap. So my IMP will always be 80+.

An exception to that is a solo game. 1 merc (IMP), perhaps with 1 other merc to pick locks and stuff. He'll kill everything and so improves much faster. For that type of game it doesn't matter and you'll likely want to put stats in other places.
Simply put, the less mercs in a sector, the more kills per person, the faster they improve. A 4 man team that does the whole game will improve faster than 3 teams of 6 that simultaniously attack each sector.

Ultimately, MRK can be started low if you take your time in the first few sectors untill you get a scope or laser or it has improved it a bit. And you can always get another merc with you to help the killing in the first few sectors.

Health is something that's high for me. No matter what armor you have, getting a 20+/30+ hit and having 35 health sucks Wink

MED/MEC/EXP are speciality skills. MED at 35 (to be able to bandage him/herself. EXP is either with a lockpicker/disarming merc (35 + improve) or 0 for other builds. MEC is a speciality. Either get it high, or use the points elsewhere.

LDR isn't important. Training militia will improve a lot. But for interacting with others, 35 is more than enough.

Agility doesn't improve as fast, and influences AP, so i'd get that reasonably high too.
Dexterity doesn't improve much or matters much imo (lockpickers aside).

Just my 2 cents.

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Staff Sergeant
Re: Ideal Build for IMP[message #96950] Fri, 23 July 2004 02:57 Go to previous messageGo to next message
TrailBlazer is currently offline TrailBlazer

 
Messages:511
Registered:September 2001
Location: Athens, Greece

Wisdom only matters on how fast you improve skills(mrk) and not stats(str). It also matters in training.

Dexterity matters quite a bit, plus it is taken into consideration when calculating chance to hit and you are wounded, as far as I have heard. And since I'm usually wounded all the time anyway... heh.

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First Sergeant
Re: Ideal Build for IMP[message #96951] Fri, 23 July 2004 03:26 Go to previous messageGo to next message
AZAZEL is currently offline AZAZEL

 
Messages:750
Registered:February 2004
The more I play these games,the more I think the "perfect build" is made of sky-high physical stats,sky-high wisdom,good leadership(35-45,"the 7 years from home") and everything else set on minimum.
Replaying JA2 now,with a night ops-stealthy male char that has:
-health:85(I like high health,it bothers me to look at the end of the game at the "trainable" health)
-agility 85(no comment!)
-dexterity:80,or more
-strength:65(enough for me,I don't carry balast and I don't like the large male bodytype,not exactly my idea of a lean,mean,fighting machine.Also looks slower!)
-wisdom:85
-leadership:minimum 45(so that the IMP mother f... won't tell me to shut up,an do as I'm told!)
-MRK,MECH,EXPL,MED:35!
And the only thing you loose is a good weapon and some kits.Used to set MRK at 80 to get the MP5K,changed my mind these days.Want to see the IMP having hit percentage with 35 MRK?Be fast and maneuvrable!

Not only that I can live with that IMP char,but you want to bet he's at least level 8 and a great marksman(90+) after 3 towns conquered and -eventually-defended?
Yeah,tried the low wisdom thing,learning at low levels,untill you reach the 35 or the 62 border doesn't offer much of a difference between 35 and 85.
Later on,after being good at things,it's enormously hard to be excellent in one or all skills!
Physical stats are much harder to improve!
I mean it makes sense,doesn't it,to have a naturally gifted,healthy and smart recruit to train...
And I don't think making the IMP char a "gunner",ambidextrous,automatic weapons,or even heavy weapons,specialist is the perfect solution either.
The advantage of being first to spot the ennemy and the surprise and quickness of movement is too much underrated and underestimated by (some)players,if you ask me.
The firepower never was decisive in any game I played, we are outgunned and outnumbered from the beginning to the end(well,with the exception of those of us that like the "game enhancements").
I leave that ,firepower bringing,to professionals.
And my IMP char never gets loner,single assasin missions, he/she plays in a team,training and being a trainer in the late part.
What do you think?

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First Sergeant
Re: Ideal Build for IMP[message #96952] Thu, 29 July 2004 05:44 Go to previous messageGo to next message
Drakkcon is currently offline Drakkcon

 
Messages:21
Registered:August 2003
Location: USA
Agreed, having a merc with high base stats and low skills just makes more sense. The skills progress quicker (even at 60 strength NEVER progresses for me).

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Private 1st Class
Re: Ideal Build for IMP[message #96953] Fri, 30 July 2004 16:10 Go to previous messageGo to next message
markpoll is currently offline markpoll

 
Messages:101
Registered:November 2002
Location: sydney
This works for me:

Health, agility, strength, wisdom = 85

Mks, lead, mec, med & exp = 35

Dex = what's left (gets you high but not 85)

Specialities = NO & AW. Used to be NO/stealth, but I find AW a lot more useful than stealth as you gain levels. A high level merc is stealthy enough without the attribute and there's nothing like taking an LMG burst at 30 tiles and having every round hit!

Pers = psycho if possible. + 15% to hit every time you fire? Yes thanks!

You'll need a good shot as body guard for your IMP for the first couple of towns, though being psycho helps. In the meantime give the IMP an SMG and take lots of single shots. You won't hit much, but your mks will go through the roof. After a couple of towns fall you'll have decent mks and a scope and your IMP can get more involved.

Use your IMP to doctor, repair, clear traps/mines & plant explosives. Dex, mec, med & exp will go through the roof. If you're lucky, you'll gain some Wis too.

Punch cows if you wish for more strength and dex & try to move with stealth on in combat to gain more agility. I usually finish with at least 90 for each of these.

Those of you saying Wis isn't important are wrong. This sort of IMP pick up 5+ points of mks per sector early on, adds 30 -40 points by the time you've taken a couple of towns and finishes the game with mks 97 -100. It also has a huge impact on traps and explosives.

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Sergeant
Re: Ideal Build for IMP[message #96954] Sat, 31 July 2004 04:26 Go to previous messageGo to next message
LordDario is currently offline LordDario

 
Messages:96
Registered:June 2001
Location: Washington, DC
Ditto on everything Drop Bear said Smile

Quote:
Originally posted by drop bear:
This works for me:

Health, agility, strength, wisdom = 85

Mks, lead, mec, med & exp = 35

Dex = what's left (gets you high but not 85)

Specialities = NO & AW. Used to be NO/stealth, but I find AW a lot more useful than stealth as you gain levels. A high level merc is stealthy enough without the attribute and there's nothing like taking an LMG burst at 30 tiles and having every round hit!

Pers = psycho if possible. + 15% to hit every time you fire? Yes thanks!

You'll need a good shot as body guard for your IMP for the first couple of towns, though being psycho helps. In the meantime give the IMP an SMG and take lots of single shots. You won't hit much, but your mks will go through the roof. After a couple of towns fall you'll have decent mks and a scope and your IMP can get more involved.

Use your IMP to doctor, repair, clear traps/mines & plant explosives. Dex, mec, med & exp will go through the roof. If you're lucky, you'll gain some Wis too.

Punch cows if you wish for more strength and dex & try to move with stealth on in combat to gain more agility. I usually finish with at least 90 for each of these.

Those of you saying Wis isn't important are wrong. This sort of IMP pick up 5+ points of mks per sector early on, adds 30 -40 points by the time you've taken a couple of towns and finishes the game with mks 97 -100. It also has a huge impact on traps and explosives.

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Corporal 1st Class
Re: Ideal Build for IMP[message #96955] Mon, 09 August 2004 16:24 Go to previous messageGo to next message
plop is currently offline plop

 
Messages:43
Registered:December 2000
Location: Louisiana
Quote:
Those of you saying Wis isn't important are wrong. This sort of IMP pick up 5+ points of mks per sector early on, adds 30 -40 points by the time you've taken a couple of towns and finishes the game with mks 97 -100. It also has a huge impact on traps and explosives.
Well I can start an IMP with 35 wis/85 marks and reach 100 long before the end of the game, plus 100 exp, med and mech in the 80's. So I still say wisdom is crapola.

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Corporal
Re: Ideal Build for IMP[message #96956] Sat, 11 September 2004 00:22 Go to previous messageGo to next message
costiniuc_t is currently offline costiniuc_t

 
Messages:22
Registered:July 2004
Location: Romania
as i wrote on a similar topic, my ideal imp build would be a stealthy psycho auto weapons guy
with.
I tend to put him up with
health 85
agi 85
dex residual
str 40
ldr 35
wis 85
mrk 81
mech 40
xpl 39
med 41
I put medical like that so i get a free FAK from the get go, and mech and xpl values are what i discovered to be adequate for my style of play, where i develop xplosive skill early on with mines and TNT to get 2 levels (which are VERY helpful early on, as u all know)
dexterity helps in mech,med throwing stuff, ambidex weapons without the ability, and thus i don't need it on my IMP merc. I can hire better medics, mechs and i can make him into an explosives expert in 30 minutes if i buy/find a mine

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Private 1st Class
Re: Ideal Build for IMP[message #96957] Sat, 11 September 2004 11:44 Go to previous messageGo to next message
alice_spacelab is currently offline alice_spacelab

 
Messages:93
Registered:March 2004
Location: Scotland, UK
You can make one in 60 seconds with JAPE and it's much less tedious :devilglasses:

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Corporal 1st Class
Re: Ideal Build for IMP[message #96958] Tue, 08 March 2005 13:24 Go to previous messageGo to next message
brandon is currently offline brandon

 
Messages:37
Registered:February 2005
Morgan is my only psycho. In JA2, I had maddog, which was always amusing. His piss poor accuracy, and acquisition late in the game, meant he was basically a mechanic / doorman (I was playing iron man). If he came face to face with an enemy, it would be probably indoors, and if he wanted to spray somebody head to toe with a CAWS, he's more than welcome to.

Morgan's psychoness kinda pisses me off. Uses up APs I might have been saving for multiple enemies, leg shots or something. He's on my nightops team, so he tends to see people pretty close in.

It's amusing, and sometimes it's kinda cool, but it's obnoxious if he does it a lot. I don't wanna give him an m4 for that reason, he can spray up all the suppressed CAR ammo he wants. Smile

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Private 1st Class
Re: Ideal Build for IMP[message #96959] Wed, 09 March 2005 02:31 Go to previous messageGo to next message
OnePeace is currently offline OnePeace
Messages:2
Registered:March 2005
Location: Italy
HI ! this is my first post here , but i play JA etc by several years Smile

I'm the only one who start a game whit

HEALT 85 (error,at 19 day i don't take a wonder!)
DEX / AGI 75
FOR 70
WIS 85 !!!
MECH / MED / EXPL 35
MRKM 55 - 60 ( ? )

the mrkm is really bad , but , hey at 3 day i have 70 ! and now ( day 19 ) i got a 89 ! ( whit 229 people killed :grimreaper: ! )
also i try to open all lock whit my IMP , and sometime use explosive ( explosive rise like a rocket! use tnt and disarm it whit Barry or similar )
Med is at 35 ( no wonder no MED raise up , i must heal some militia !!! )
when u raise EXPL MECH & MED your WISDOM raise up ... slowly but raise up ! ( now i have WIS 87 ! ) .
Who need a wis 35 ...right u can take dex / agi 85, but if your enemy have a dex 86 u fall every time in an interrupt !

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Civilian
Re: Ideal Build for IMP[message #96960] Wed, 09 March 2005 02:34 Go to previous messageGo to next message
OnePeace is currently offline OnePeace
Messages:2
Registered:March 2005
Location: Italy
HI ! this is my first post here , but i play JA etc by several years Smile

I'm the only one who start a game whit

HEALT 85 (error,at 19 day i don't take a wonder!)
DEX / AGI 75
FOR 70
WIS 85 !!!
MECH / MED / EXPL 35
MRKM 55 - 60 ( ? )

the mrkm is really bad , but , hey at 3 day i have 70 ! and now ( day 19 ) i got a 89 ! ( whit 229 people killed :grimreaper: ! )
also i try to open all lock whit my IMP , and sometime use explosive ( explosive rise like a rocket! use tnt and disarm it whit Barry or similar )
Med is at 35 ( no wonder no MED raise up , i must heal some militia !!! )
when u raise EXPL MECH & MED your WISDOM raise up ... slowly but raise up ! ( now i have WIS 87 ! ) .
Who need a wis 35 ...right u can take dex / agi 85, but if your enemy have a dex / agi 86 u fall every time in an interrupt ! Maybe u get great difficult to raise your Exp lvl ... even at day 19 , my imp is lvl 8 , dex 87 / agi 91 / Str 83 / u can't reach that " goal " whitout a great wisdom !

Hi to all ! sorry ! really sorry 4 the english !

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Civilian
Re: Ideal Build for IMP[message #96961] Wed, 09 March 2005 12:55 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
That's a pretty cool approach. Personally, I never use Mech for my IMP dude but that's just me.
Welcome aboard OnePeace.

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Sergeant Major
Re: Ideal Build for IMP[message #96962] Thu, 10 March 2005 10:15 Go to previous messageGo to next message
fightcancer is currently offline fightcancer

 
Messages:214
Registered:February 2005
Location: USA
Quote:
Originally posted by plop:
I used to have 85 wisdom on every IMP, until I realized I was hiring Razor, Haywire, and Steroid every game and their lack of wisdom was hardly noticeable. There is a noticable difference between 85 and 35 wisdom but its not nearly as large as some people think.
Agreed.

Quote:
Originally posted by plop:
Besides, half of the stats dont raise regardless of wisdom. Health wont go up, dex will rarely go up unless he's the lockpicker or tossing knives nonstop, agility wont go up without exploits in which case wisdom doesnt matter. Wisdom itself doesnt go up.
In regulard JA2 and gold you can raise all of these easily: DEX w/healing, repairing, and punching which happens quite often, and AGI w/sneaking and dodging punches or knife swipes. Wisdom can be raised by planting and disarming explosives.

Quote:
Originally posted by plop:
Leadership doesnt matter.
Not sure if it matters in UC, but it matters in regular JA2 and Gold if you want to fight in San Mona, recruit Skyrider, or rescue Joey.

Quote:
Originally posted by plop:
Marksmanship is the only one of these used in combat, so max it out. Explosives can be raised to 100 in minutes. If he's not a lockpicker the difference between 40 and 50 mechanical or 75 and 90 at X point in the game is irrelevant. Likewise with medical, 35 is more than enough for first aid.
good points, IMO.

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Sergeant 1st Class
Re: Ideal Build for IMP[message #96963] Thu, 10 March 2005 12:00 Go to previous messageGo to next message
fightcancer is currently offline fightcancer

 
Messages:214
Registered:February 2005
Location: USA
I can't believe you guys like psycho personalities. Sure the =15% is nice, but it's ONLY when he goes psycho. Or did I misread something?

Also, you never know when your guy is goin psycho. So you have no control over how many AP he'll have after his last shot.

The psycho burst often burns my points for crouching or lyin prone, leaving me standing straight up.

I don't think you can afford this risk w/Iron Man.

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Sergeant 1st Class
Re: Ideal Build for IMP[message #96964] Thu, 10 March 2005 15:17 Go to previous messageGo to next message
brandon is currently offline brandon

 
Messages:37
Registered:February 2005
^--- I wholeheartedly concur.

For some night ops missions it can be fun, Morgan bursting some unlucky redshirt from 20 squares with a suppressed CAR w/ laser+bipod from a rooftop, right in the dome.

I try to keep my psychos for nightops. Rarely do they really get in a position where a burst wouldn't be nice...I try to isolate enemies to groups of 2-3 at most, then shoot them up from rooftops real quietly...

A night ops team and an additional day ops team are essential. I'd have everybody with a suppressed weapon if I could find some 5.56.

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Private 1st Class
Re: Ideal Build for IMP[message #96965] Fri, 11 March 2005 09:56 Go to previous messageGo to next message
Mravac Kid is currently offline Mravac Kid

 
Messages:68
Registered:May 2004
Location: Opatija, Croatia
I don't give MEC and EXP to the IMP, as I hire pros for that type of work. Wisdom, health and agility always at top, as they are absolutely imperative. Strength goes next, and finaly marksmanship. MED is useful in a firefight, when my guys are pinned down, but that situation is so rare it's pretty much unnecessary.

So far I have mostly gone for Night Ops and Stealthy, I don't go for AW/Psycho, as I tend to use the FN FAL which doesn't have too much ammo, and it's not that easy to come by. I prefer aimed shots to the head. > Smile

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Corporal
Re: Ideal Build for IMP[message #96966] Fri, 11 March 2005 17:43 Go to previous messageGo to next message
AZAZEL is currently offline AZAZEL

 
Messages:750
Registered:February 2004
My most trusted-reliable configuration over the years has been:

HEALTH:85
AGILITY:85
DEXTERITY:80
STRENGTH:35
LEADERSHIP:35
WISDOM:85
MARKSMANSHIP:80
MEDICAL:35
EXLOSIVES:35
MECHANICS:35

If given 50 bonus points(pessimistic) I go for 85 dexterity and marksmanship.
Personality:friendly.It seems that it's the only thing other than psycho that has an impact on the char's behaviour:he/she gets more lines out of the encountered characters.The only thing you can't get in this configuration is,AFAIK.the lockpicking trait.

Lately I cannot bring myself to playing with zeros on the skills,not even on the blitzkriek games.

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First Sergeant
Re: Ideal Build for IMP[message #96967] Fri, 11 March 2005 20:53 Go to previous messageGo to next message
TNT is currently offline TNT

 
Messages:49
Registered:June 2004
Location: Netherlands
Why is that (pessimistic) behind the 50 bonus points there Azazel?

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Corporal
Re: Ideal Build for IMP[message #96968] Fri, 11 March 2005 21:06 Go to previous messageGo to next message
AZAZEL is currently offline AZAZEL

 
Messages:750
Registered:February 2004
In those games you always get a pessimistic profile from IMP.It doesn't matter,the code lines do not appear to be working,and morale evolution works the same as for "normal".

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First Sergeant
Re: Ideal Build for IMP[message #96969] Sat, 09 April 2005 20:18 Go to previous messageGo to next message
heavymetalmachine is currently offline heavymetalmachine
Messages:4
Registered:February 2005
Butcher

Hea 85
-goes up fairly slowly, and its nice to be able to take some hits
Str 85
-at the end of the game my IMP was carrying an M249, AK107 and M4A1 with all attachments, a couple boxes of ammo, a couple LAWs etc and still just over 100% weight, so I couldn't see going lower.
Dex 35
-My merc kills people with guns, nothing else. I have no need for Dex.
Wis 85
-Makes skills go up fast. You don't have a scope to make up for shoddy marksmanship while bursting, so marksmanship needs to rise quickly.
Agi 85
-Governs APs and interrupts... need I say more?
Ldr 70
-This might seem like a waste of points but I like a merc who can train reasonably quickly because I find most of my downtime while playing is training militia. You could redistribute to medical/dex.
Mrk 85
-I like to shoot people.
Mec 0
Exp 0
-I pay Trevor good money to do this so my merc doesn't have to.
Med 0
-I seldom try to heal in a firefight so its really not a big deal to have another merc heal during a lull. I keep my main man stocked with crepagen to erase any damage later in the game.

Auto Weapons (expert)
Personality: Psycho

I prefer day battles as they are quicker and more intense. Due to the long visual range you can end up with a lot of enemies on the screen really quickly if you don't mow them down really fast. Snipers are all well and good (and in some cases essential) but I really like having a merc who when placed properly is good for killing three greyshirts a turn. As well, I never found there to be a shortage of ammo, so why not use it? I kept backup guns for silent and single shot purposes, so he could snipe too.

I found autoweapons good for going through the odd sector at night with an M4A1: killing two or three enemies in the same turn at medium range would be pretty much impossible with one merc otherwise. Night ops might be nice but UV and camo is good enough for all but a handful of situations in the game.

I like the to hit bonus for psycho. Its a little annoying when a clean headshot turns into a spray and pray but by later in the game one or two of the bullets will peg the enemy anyway. I burst most of the time anyway, so it doesn't matter. If you're really that concerned you could keep a non-bursting weapon for backup.

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Civilian
Re: Ideal Build for IMP[message #96970] Thu, 14 April 2005 08:56 Go to previous messageGo to next message
Gore is currently offline Gore
Messages:2
Registered:October 2004
Hardcore, Eh.
Health 85
Agility 85
Dexterity 85
Strength 35
Leadership 35
Wisdom 85
Marksmanship 85
Mechanial 0
Medical 35
Explosives 0

You will never need to use explosives if your playing hardcore. Cause when I play hardcore I usally have Fidel, And Mechanical you only need after each sector. I usually just buy some cheap MERC Merc who stays stationary in a safe sector. High Mech, Low cost.

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Civilian
Re: Ideal Build for IMP[message #96971] Wed, 28 September 2005 19:31 Go to previous messageGo to next message
Otime is currently offline Otime
Messages:3
Registered:September 2005
Location: Singapore
I just started the game yesterday and heres my IMP:

Health 85 - Want to be alway healthy in life.
Agility 85 - Difficult to improve.
Dexterity 85 - Dislike wasting time repairing to improve.
Strength 85 - Like to vary playing style with hand-to-hand.
Wisdom 85 - Needed to improve markmanship.
Marksmanship 40 - See myself as a lost tourist with no firearm experience. Enjoy close range gun-fight in the beginning and watching stats goes up.
Leadership 35 - U want to be a leader in real life too, right?
Mechancial 35 - By 3/4 game I would like to retire and need to be doing something useful, right?
Medical 35 - A must for someone who believes in healthy living.
Explosives 0 - I am risk adverse. Won't want to touch that.

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Civilian
Re: Ideal Build for IMP[message #96972] Tue, 04 October 2005 02:43 Go to previous messageGo to next message
Mravac Kid is currently offline Mravac Kid

 
Messages:68
Registered:May 2004
Location: Opatija, Croatia
I've recently begun the game again to try Deidranna Rules once I finish it, and this time I went with dex, agi and wis at the max, and the upgradeable stats as low as I can get them. That has left me with str at 65 and mrk at 45, but both of those should increase quickly, as I tend to haul tons of stuff around. Smile
I tried to get lockpicking, but got expert auto weapons instead... oh well, the SAW and necessary ammo should do wonders for that low strength score. Smile

I use the GABBI cheat to get my mercs good initial equipment since I believe that they wouldn't be heading into unknown danger equipped as Wild West gunmen Wink but no other cheats.

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Corporal
Re: Ideal Build for IMP[message #96973] Thu, 03 November 2005 16:12 Go to previous messageGo to next message
chanman is currently offline chanman

 
Messages:47
Registered:August 2001
Location: Delta, BC, Canada
I put my IMP to have expert night ops - it gives an enormous bonus at night that's just unbeatable when you get UV goggles

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Corporal
Re: Ideal Build for IMP[message #96974] Sat, 19 November 2005 00:11 Go to previous messageGo to next message
Critter is currently offline Critter

 
Messages:14
Registered:October 2004
Location: KY, USA
I have three characters going right now in UC:

The first is an AW (Expert) Psycho who's Optimistic. This guy simply kills EVERYTHING. Pop him in a field with a SAW on a bipod and you clear a sector in moments. I just took over Troy and he has over 800 kills. He's also level 10 and almost every stat at 90 at the moment. I love Psycho, a lot.

His starting stats were Health, Agil, Wis at 85. Str and Dex at 60. Mark at 75. Mech, Ldr and Med at 35. That high Wisdom definitely helps his stats skyrocket.

My second is a NO (Expert), but that's been discussed enough. NV Goggles and a Scoped/Silenced M4 = awesome. Similar starting stats as prior character.

My third is a NO/Ambidex character. Using dual Agram 2000's that are Laser Scoped and Silenced is simply mean. Also similar starting stats, although I believe I knocked Str down a bit for some extra Dex.

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Private
Re: Ideal Build for IMP[message #96975] Fri, 24 February 2006 07:17 Go to previous messageGo to next message
Dougster is currently offline Dougster

 
Messages:27
Registered:August 2004
Location: Chatting with Hans
I just started a new UC game and my IMP turned out to be a stealthy martial-arts psycho, which I'm happy enough with, so I kept him and plunged in.

WIS-85, I like a smart IMP
STR-35, I train this up quickly once I find some heavy stuff
DEX-55, this will increase rapidly
AGI-85, good to have lots of action points
HEA-85, hard to train this up so high is good
MEC-55, IMP will be on the repair squad
MED-35, this will improve rapidly
EXP-35, once I find a mine I'll train this way up
LDR-35, this should increase fast too
MRK-85, nice to be a good shot right off the bat

So far so good. Once I trained his strength up a bit he works good as a thief. He can sneak up, do the kung-fu deal, and then snatch the weapon. The psycho trait is amusing, but I let him use a sniper rifle most of the time so far. When I get one later, maybe I'll make him use an AN-94.

[Edit] Psycho IMP is superb with a SA-80 LSW. He burns up a lot of ammo, but Smithy has a good supply. The SA-80 LSW seems like a G11 on steriods! Slap a rod & spring in it, pack a lot of extra ammo, and watch em drop!

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Private 1st Class
Re: Ideal Build for IMP[message #96976] Sun, 26 February 2006 06:07 Go to previous messageGo to next message
Mental7 is currently offline Mental7

 
Messages:29
Registered:October 2004
WIS, AGI and HEA has to be maximized. STR and MRK should be high, LDR varies (see below).

I see no point in zeroing any stat, not just because it drops your total. But the skills are fine minimized (i.e. at 35), since they rise so swiftly and bring other stats along - repair a bit and get DEX, heal (a lot!) and get WIS, etc. Explosives is among the easiest skill to raise. Medical needn't be higher than 35 at start, since you'll have plenty of opportunities to use it.

For me, LDR has always increased in importance with game difficulty: 35 for Novice, 80-85 for Expert.

I always aim for N/O, Stealth, A/W traits. Throwing is okay, but Electronics and the melee ones are irrelevant to my style of play. (And you can't trust Patusco completely when aiming for traits, since he got some things wrong.)

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Private 1st Class
Re: Ideal Build for IMP[message #96977] Sun, 12 March 2006 11:19 Go to previous message
Lyt.Ivans is currently offline Lyt.Ivans

 
Messages:29
Registered:July 2005
Location: Malaysia, Kuala Lumpur

I love to have high Wisdom mercs, so usually u put :

dex/strength/marksmanship/wisdom : 85

all other are minimum only...

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Private 1st Class
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