So I've had this game for more than a day and I can't get past the char creation part because I think I'm going to mess something up. Are there posted builds out there as to what choices are best for all 4 starting characters?
I've restarted twice. Not because I actually had to the second time (I was pretty much steamrolling), but because I wanted to see how good or bad a specific build was for one character, while also grabbing something I missed. The third time has been super easy, but I guess that's the case with everything you already have experience with.
It's been said numerous times already, but Assault Rifles are pretty much "the best" overall weapon in the game and Snipers are not far behind. About five hours into the game (less if you already know what to do) you can buy an unlimited amount of some extremely powerful rifles by simply leaving the area and returning (magical restock!). Some non combat skills are way more useful than others, but I don't want to spoil any of that. What I will do is give you the stats I decided to go with, focusing on ranged characters that start out with very poor strength (carry/health) but make up for it with skills, initiative and AP. Everything dies before reaching them anyway.
Ranged (Assault Rifle/Sniper) - I honestly think this is probably the best "generic" ranged build you can make:
Coordination - 6
Luck - 1
Awareness - 4
Strength - 1
Speed - 7
Intelligence - 8
Charisma - 1
This gives you 10 AP, 12 Initiative, great movement for the AP cost and enough INT that you can comfortably max out one weapon skill and two non combat skills at level 20 - 25. Or, you could just spread out your non combat skills a bit and have four at around rank 6 - 7 (each rank starts to cost quite a bit past rank 5). Their health kind of sucks, but if you're using ARs/Snipers in most situations it doesn't matter at all. You also get an additional attribute point
, so you could dump it into strength if you wanted, although I don't believe the health gains are retroactive.
I have two on my team like this, and I could have gone with three. The only reason I didn't is because I wanted to try out something different with my melee character, and I have my leader investing in the Leadership skill (which kind of needs 4-5 in CHA to be worthwhile). The game gives you the freedom to do whatever you want to do, but the sad fact is that not all weapons and skills are created equal, and some people are having problems with combat or finding (you can just buy them) weapons and ammo.
Make sure you look at the breakpoints for +1 AP +1 skill per level when assigning attributes. For INT there's no reason to do any number other than 4, 8 or 10.
and now I am thinking of restarting yet again. I tried to go with just a four man group and it worked at first, but now it is starting to become a pain in the ass once I hit Canyon of Titan.
TBH, it seems like almost every CNPC you end up with after
kind of fucking sucks. Like really bad, except one almost halfway through the game who has a mixed bag of useful skills that you probably already have on other characters, plus their combat skills are 0. It seems like you can only really have 4 "really good" to "great" characters, 1 who is "really great" outside of combat, and passable during, 1 who is nothing but a worthless packmule with 1-2 miscellaneously useful non combat skills and then the last who isn't much better than the packmule, but can be if only slightly. All the last two characters really seem to be in combat are meatshields if even that, at least for 10 - 15 levels. You'll do most of your killing with your primary four in every battle anyway.
I heard someone say you can get Rose, then leave for Highpool. Not sure about that.
Nope. That was the very first thing I tried after my initial restart. She protests about not leaving the Ag high and dry.