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System shock 2 best mods12/30/2023 ![]() ![]() Makes you immune to fire damage which completely negates those damn Protocol Droids! as well as red monkeys.) ~T2: Localized Pyrokinesis (2 psi, 15 seconds + 8 seconds per Psi level. T2: Adrenaline Overproduction (2 psi, + x1 melee damage modifier per PSI (so double damage for PSI 2, and triple for PSI 3), 10 seconds per Psi level) ![]() T1: Psychogenic Agility (1 psi, +2 Agility, 1 minutes + 1 per minutes per Psi level) T1: Psychogenic Cyber Affinity (1 psi, +2 Cyber Affinity, 1 minutes + 1 per minutes per Psi level) T1: Psycho-Reflective Screen (1 psi, 15% damage reduction, 20 seconds + 30 seconds per Psi level ) It is so expensive.īetween the cost of the PSI (stat), unlocking the tiers and the powers themselves, the total price for PSI powers on impossible are so high that it can only provide a very limited amount of utility.īy the end game, you can, maybe, get your PSI (stat) to 3 which translates to the following utility list I won't lie, I love my PSI builds but man. And by the time you start finding a decent amount of grenades, (if you have specced into Standard Weapons) you will also have access to the Rifle and it's pile of bullets and high damage output, which makes the relegates the launcher into a curiosity item. The problem with this skill is the lack of ammunition to deal with enemies up until the mid game coupled with a much weaker melee damage output, which makes the early game a hell. Heavy 6 also opens up the Fusion Cannon which ,despite it's model and name creating the expectation of a BFG, is extremely cheap to use and very effective against pests and small enemies, effectively replacing your sidearm. If that wasn't enough, like pistols and rifles, it has access to both Incendiary (30 base damage to Organics, 7.5 to HalfMechs, 0 to Mechs) and EMP (40 base damage to Mechs, 20 to HalfMechs, 0 to Organics) ammo in addition to standard (20 base damage to all) grenades and proximity (10 base damage to all) mines which result in some hilariously sudden ends to enemies. Heavy Weapons is an extremely unbalanced choice, especially post mid game as ammo becomes available due to the way Grenade Launcher works Investing in this skill gives 15% damage per level past lvl 1 (the weapons requirement) on top of 35% (instead of the normal 15%) bonus from Sharpshooter upgrade and a total of 128% (100% for primary and an additional 28% for secondary) from the weapon mods, giving an end game specialist +238% damage. Furthermore, during your journey, you will find additional implants which allow you to double the time between recharges at the cost of 1 inventory slot. That said, there are a few hidden unique guns (a Pistol, a Shotgun, a Rifle and a Laser Pistol) in the game that never break, regardless of their condition which reduces the utility of this skill by a large margin. * Maintenance provides Skill+1 amount of condition to non broken weapons as well as Skillx10 amount of extra charge for implants and other power consuming items so getting it to 4 is a good idea to keep your weapons and implants topped up. Don't bother with putting more upgrades on this skill and use the French-Epstein devices you find to make the tier 2 modifications on your chosen weapons. ![]() Modify is another one point wonder skill that allows you to perform primary modifications for pistols, shotguns, rifles and grenade launchers. (I don't remember if you need to have at least 1 rank or if you could ignore it by using a Research Assistant Implant, so try that first.) Just 1 point is enough to handle all the damage boost researches, which you should complete asap. Take the story related first level at Deck 3 and leave it at that. (Although listed last on my listing, it makes the combat, especially melee, much easier so don't neglect it!) Hacking is your main ace in the hole against the odds by allowing you to access the systemsĬyber Affinity is the main stat that determines if you can hack the damn thing once you are able to interface with it.Īgility provides movement speed and slightly boosts your melee attack speeds and recoil dampening. Strength provides bonus damage for your Wrench and +3 inventory slotsĮndurance allows you to survive another hit or 2 at very high levels as well as Rad and Toxin resistances. Standard Weapons increase the damage of pistols, shotguns, rifles AND your Wrench In addition to the high upgrade costs due to the anti-riot / combat suppression fields (unfortunately cut explanation content) the ship has deployed, the active use of weapons mean they are degraded to useless junks in just a handful of shots.Īlthough you can finish it even with a pure psi build for your first run, I would strongly recommend a basic grunt build to get you started. Impossible : Start HP 10, Start Psi 6 +3/+5 per end/psi ![]()
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