Perfect IMPs[message #302890]
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Sat, 07 April 2012 00:05
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Vincent J. Claymore |
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Messages:285
Registered:February 2011 |
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I just discovered another facette to this marvelous game: stealing! Since I play with minimum progress, without full drops and bad BR (can't even order yet, Estoni is SO FAR away) it really makes a difference whether you just take what's getting dropped or whether you single out an enemy, beat the crap out of him and take him for everything he's got... and it's also a load of fun! But I've noticed, that my Sniper IMP (Sniper x2 + Scout) is not ideal for that job. So: What is the perfect design for a... well, thief? I guess you know what I mean, someone who can sneak up on those enemies, knock them to the ground, grab what they have and be gone before anyone notices that Paul's missing...
So, what is the perfect Setup for an IMP like that?
What other setups for IMPs do you use?
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Master Sergeant
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Re: Perfect IMPs[message #302898]
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Sat, 07 April 2012 02:28
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Vincent J. Claymore |
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Messages:285
Registered:February 2011 |
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Sam_HotteYou can pick as many skills as you allow in skills_settings.ini:
;******************************************************************************************************************************
; Maximum number of Skill Traits available for player mercs. (Enemies and militia have always 2-3 traits max.)
; Values from 2 to 30 are allowed.
; WARNING: MAX_NUMBER_OF_TRAITS must be higher than NUMBER_OF_MAJOR_TRAITS_ALLOWED at least by 1.
;------------------------------------------------------------------------------------------------------------------------------
MAX_NUMBER_OF_TRAITS = X
; Number of Major Trait slots allowed for player mercs.
; Values from 2 to 20 are allowed.
NUMBER_OF_MAJOR_TRAITS_ALLOWED = Y
If you allowed 5 traits, the optimum for a "thief" would probably be martial arts (2x), athletics, stealthy and nightops (as sneaking and stealing mostly takes place at night, naturally).
And if you feel you should get more points back for a skill @zero, IMHO easiest thing to do is set min skill points to 15.
Mhmm... in my (AR) ini X is 4 and Y is 3. That's pretty annoying, because I only spent 2 on sniper and one on scout... the game should tell you, if you have more points to distribute... but I guess I can just edit that anyway. Since these seem to be the default settings of 1.13 / AR I'll go with 'em... having said that: which of above mentioned skills do I leave out? Nightops or Stealthy? Or should I put one point less on Martial arts?
As regards the points for zero attributes... I guess if I ever play a solo-campaign again, I'll take 35 for a zero stat, because then everything counts... I guess the one I can forget about the easiest would be Leadership... but then again, I couldn't hire anyone to train militia... mhmm... maybe Tech? Tech has because less important to me since I discovered 12gauge LB ammo... now instead of a lockpick I carry a super shorty
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Master Sergeant
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Re: Perfect IMPs[message #302903]
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Sat, 07 April 2012 03:09
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Ryft |
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Messages:278
Registered:June 2009 |
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Camouflage would also greatly help, though it's not necessarily worth taking the hunter/ranger traits for. Stealth definitely helps. Night ops would be useful, but not completely necessary.
As already mentioned, martial arts and athletics, for sure. In general those two are an amazing combination besides, as they make all movement a lot cheaper... when you're already needing to run up to your enemy to punch them, and need enough AP to punch them several times at that, every AP lost to stance change, turning, climbing, etc. hurts all the more.
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Master Sergeant
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Re: Perfect IMPs[message #303863]
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Tue, 24 April 2012 23:00
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FelixDrake |
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Messages:33
Registered:September 2008 |
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I have been running a Martial Arts, athletics merc (3 max traits)
He is exceedingly impressive at closing a distance and having enough AP left to roundhouse one, sometimes two foes reliably. Barring bodybuilding skill, one roundhouse kick means they go down and stay down for a looong time.
stealth is definitely on my wish list. Night ops would be somewhat nice. Ambidexterity is no biggie
Why?
Stealth + athletics allows you to run those distances while still in stealth mode, which means the alert is not raised. Also decreases the chance you will make a sound and alert your enemy when sneaking into 'run up and boot to the head' range.
Night Ops makes seeing them first easier, but also means you go into turn mode slightly further away. Not a big deal with a gun, but a big deal with fists and boots.
Once your enemy is down, either the enemy's patrol range will let them spot you or the downed foe, or it will not. If you are stealing enough that ambidexterity will actually save you a turn, you are there long enough that you'll get spotted either way.
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Private 1st Class
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Re: Perfect IMPs[message #303865]
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Tue, 24 April 2012 23:11
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Gambigobilla |
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Messages:693
Registered:July 2008 |
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My old choice was "stealth, athlethics, night ops" but in favor of ncth i changed it to athletics/sniper or athletics/machinegunner
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First Sergeant
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