![]() ![]() But until then, you're constantly juggling degrading weapons, limited ammo supply, and meager stats. Once you've cleaned out the engineering deck and are able to get to Hydroponics, you'll have picked up enough cyber modules, weapons, and nanites to be in good shape for the rest of the game. The real trick with the game is surviving long enough to turn on the elevators. You can also hack the Val-U-Reps to get better selections and better prices. There is not a +1 Cyber-Affinity implant, but there is a +1 Hack, Repair and Modify one. A Cyber-Affinity value of 3 is recommended, maybe even 4. Being able to turn off turrets and cameras right from the get-go is immensely helpful. An OSA character shouldnt maximize the Hacking skill or his Cyber-Affinity, but he should be anyway a decent hacker, as every System Shock 2 character should be. What good is a grenade launcher when you only start out with a couple of grenades and can't fix it when it breaks? You end up saving it and saving it "just in case", and before you know it, you've found one on the Von Braun without ever having used the one you started with.Ī navy start means you can immediately start hacking open the security crates and alarm panels, which finds/saves a ton of bullets for the pistol. Marines can let you start out with a decent weapon, but you again run into ammo problems, and more significantly, maintenance issues. ![]() Psi hypos and other replenishments are extremely rare early on, so you don't get to use those psi powers very often before you run out. Personally, I find Navy to be the easiest start. ![]()
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