RedLabel
Barely Literate
- Joined
- Jan 6, 2015
- Messages
- 1
Hi,
I was googling a bit and saw this forum, so I decided to share my build:
-------------------------------------------------------
C - 1
L - 1
A - 10
S - 1
S - 10
I - 4
C - 1
Extra attributes:
lvl 10 - Strength
lvl 20 - Coordination
lvl 30 - Coordination
lvl 40 - Coordination
Trinket (ordered by priority):
-Choice
-Pair of engagement rings or Unusual bow
-Inverted four-leaf clover
-White death
Skills:
-All four squad members should focus on Assault Rifles as their only combat skill.
-Squad should have two members with the Field Medic skill.
-All four squad members have the same CLASSIC build.
-------------------------------------------------------
Readme:
-This build abuses the combined power of: Assault Rifles, Combat Initiative and Combat Speed. This build is heavily combat focused.
-You will have the highest Combat Initiative in the game. You will have 2 turns for every turn of almost any opponent.
-You will also have the highest Combat Speed in the game which, coupled with the highest initiative, will allow for fast repositioning.
-You will be playing 4 riflemen. Weaponsmithing skill is a must.
-This build has been made with Supreme Jerk - four men squad in mind. If you try this build in lower difficulties you will find no challenge and you will grow tired of the game fast.
FAQ:
-Why isn't your (str + speed + int) % 4 = 0 ?
-- It will be at lvl 10 when you level up strength.
-Won't you need more AP?
-- With this build you will have 7 AP as soon as you hit lvl 20. This is enough AP to burst fire with any rifle (any good rifle). You will have so much Combat Initiative that you will be able to reposition or burst fire again before the enemy's turn.
-Will 2 points in Strength be enough?
-- Yes. This is a glass cannon build. Your damage and mobility will make up for the lack of strength.
-Why those trinkets?
-- This is all about maxing Combat Initiative, but there's an optional build path for those who like crits and red numbers: drop your Pair of engagement rings for a Unusual bow, get a Suppressor weapon modification and have fun. If you choose the crit path, all extra attributes except the ones at lvl 10 and 20 should go into Luck (Do NOT use Shaft of Prayer with this build, since it will leave you with 6AP and you won't be able to use the burst fire!).
-Why do I need two field medics in a squad of 4 rangers?
-- There will be fights that will require you to do so. Don't worry, you will be swimming in skill points later in the game. If you want to max survivability, use the Inverted four-leaf clover and do not crouch (you would receive a penalty to evade).
-Why are the lvl 30 and 40 extra attributes being spent in Coordination?
-- That would be your 8th AP. The core build is 1 point str and 1 point coord (character lvl 20), since they will give you 1AP each.
-I'm new, which rifle should I be using?
--G41 > AK-97 > AK-47 > M16 > FAMAS. Get the FAMAS as soon as you can (Ranger citadel), upgrade to M16 after Highpool or AG Center (Ranger Citadel, interior) and then just play.
Have fun!
I was googling a bit and saw this forum, so I decided to share my build:
-------------------------------------------------------
C - 1
L - 1
A - 10
S - 1
S - 10
I - 4
C - 1
Extra attributes:
lvl 10 - Strength
lvl 20 - Coordination
lvl 30 - Coordination
lvl 40 - Coordination
Trinket (ordered by priority):
-Choice
-Pair of engagement rings or Unusual bow
-Inverted four-leaf clover
-White death
Skills:
-All four squad members should focus on Assault Rifles as their only combat skill.
-Squad should have two members with the Field Medic skill.
-All four squad members have the same CLASSIC build.
-------------------------------------------------------
Readme:
-This build abuses the combined power of: Assault Rifles, Combat Initiative and Combat Speed. This build is heavily combat focused.
-You will have the highest Combat Initiative in the game. You will have 2 turns for every turn of almost any opponent.
-You will also have the highest Combat Speed in the game which, coupled with the highest initiative, will allow for fast repositioning.
-You will be playing 4 riflemen. Weaponsmithing skill is a must.
-This build has been made with Supreme Jerk - four men squad in mind. If you try this build in lower difficulties you will find no challenge and you will grow tired of the game fast.
FAQ:
-Why isn't your (str + speed + int) % 4 = 0 ?
-- It will be at lvl 10 when you level up strength.
-Won't you need more AP?
-- With this build you will have 7 AP as soon as you hit lvl 20. This is enough AP to burst fire with any rifle (any good rifle). You will have so much Combat Initiative that you will be able to reposition or burst fire again before the enemy's turn.
-Will 2 points in Strength be enough?
-- Yes. This is a glass cannon build. Your damage and mobility will make up for the lack of strength.
-Why those trinkets?
-- This is all about maxing Combat Initiative, but there's an optional build path for those who like crits and red numbers: drop your Pair of engagement rings for a Unusual bow, get a Suppressor weapon modification and have fun. If you choose the crit path, all extra attributes except the ones at lvl 10 and 20 should go into Luck (Do NOT use Shaft of Prayer with this build, since it will leave you with 6AP and you won't be able to use the burst fire!).
-Why do I need two field medics in a squad of 4 rangers?
-- There will be fights that will require you to do so. Don't worry, you will be swimming in skill points later in the game. If you want to max survivability, use the Inverted four-leaf clover and do not crouch (you would receive a penalty to evade).
-Why are the lvl 30 and 40 extra attributes being spent in Coordination?
-- That would be your 8th AP. The core build is 1 point str and 1 point coord (character lvl 20), since they will give you 1AP each.
-I'm new, which rifle should I be using?
--G41 > AK-97 > AK-47 > M16 > FAMAS. Get the FAMAS as soon as you can (Ranger citadel), upgrade to M16 after Highpool or AG Center (Ranger Citadel, interior) and then just play.
Have fun!