Bio Engineer Archive
Thread: Newb question
Train it in 4 commands using the name first. I.E. - "Rover stay", "Rover Attack", Etc. On the 4th train he will learn his name. Then retrain using whatever command you like with no name.
Other than that you'll be pretty limited.
In case you haven't heard CM isn't very good below Master, although I think 4-0-0-4 would do pretty well (you'd have to buy your poisons and couldn't use decent area poisons).
Many CM's take pistoleer for two reasons:
- Main HAM pool for special attacks is action (which we can heal)
- Pistols are fast which means less queue time which means less lag between heals
Since you are using a rifle (main HAM is mind I think), you might have a problem being an effective healer + damage dealer. You could still use poisons though.
What effects the speed of a weapon? The higher the damage the lower the speed? Is there a specific sub component that effects it (barrell, feeder?) and is there anything that goes against it (scope, stock)?
Any help would be appreciated.
Resources and experimentation affect weapon speed.
More detailed:
"The higher the damage the lower the speed?"
Kinda... Because speed is lowered by experimenting in the same category that increases damage, you will see that higher damage guns also have lower speeds, and vice versa. So one doesn't affect the other, but they move together.
Yes, sub-assemblies like the barrel, feeder, and power handlers have their own stats, like plus to damage and decrease to speed, that affect the final weapon. So a better sub-assembly will subtract more from the weapon's speed - resulting in a faster weapon.
Remember, you need to worry about resources and experimentation results both for the creation of the sub-assemblies and for the combining to create a final weapon.
Scopes increase wound % and accuracy mod at ideal range, at the expense of HAM. With good resources and experimentation results the HAM penalty can be reduced to 0/0/0 though.
I'm not as familiar with stocks. I know they also can increase HAM, and that that can be experimented down to very low or zero now, but I'm not sure what they add. I don't think they affect speed though.
After creation you also have slicing, power-ups, which can make the weapon faster. And when actually firing it, you also have to factor in the delay multiplier for whatever special attack they are using and the user's weapon speed skill.
YetiIronfist wrote:
I'm not as familiar with stocks. I know they also can increase HAM, and that that can be experimented down to very low or zero now, but I'm not sure what they add. I don't think they affect speed though.
Stocks will slow down the weapons. The speed penalty can be reduced by experimenting damage, but then you don't have enough points to experiment HAM down to a reasonable level, so it's either a medium-sized increase in damage with a small speed penalty and large HAM, or a tiny increase in damage with a large speed penalty and small HAM.
I just started my character and am planning on going Teras Kasi. Was wondering what a good template is? Any that work really well to support Teras Kasi? (defensive mods etc.)
I'm thinking of going MTKA, MCH with some medic skills.
Any help would be great. Thanks in advance!
What do you like to do? Everyone is different. See sig for what i think is best for my trando char. To start though,I would get novice brawler (obviously), novice medic (sue stims) and novice scout (hides to sell and faster running) Made almost as much credits selling hides as I did from missions until TKN anyway. Get a VK sliced for speed and use it even though it only gives you min damage, as you can't really use it yet. It will boost your speed alot.
That's me anyway, find out what you like. I was Master Marksman, Master Scout, Master Ranger, Master Medic anda bunch of artisan, fencer and pistoleer.