Conditioning | With 10 Con, condition provides 15% mechanical, cold and heat damage reduction. This damage reduction is applied after armor. Not great, but not insignificant either. Many claim this feat is useless, but personally I like this feat a lot, I won many encounters with only a sliver of health left, and would have died if not for this feat. Many feat points available for this build, why not. |
Nimble | Used to reduce armor penalty, as movement points are crucial for a melee build. |
Pack Rathound | This build already has a lot of carry capacity due to high Strength and Lifting Belt. Why not boost it further, since there are many spare feat points. |
Versatility (10/10 spec) | Core of this build. Only with this feat are the guns listed above usable. |
Doctor | QoL feat. When combined with Fast Metabolism, provides a lot of healing from healing items. |
Fast Metabolism | QoL feat. When combined with Doctor, provides a lot of healing from healing items. |
Thick Skull | All of my builds have 10 Con and Thick Skull. Getting stunned in this game is a death sentence, and I don't like using bullheads because my fights typically last longer than 3 turns, and crafting them requires fishing. |
Yell | Dump feat. Too much Strength -> Intimidation skill benefits from Strength -> Yell benefits from Intimidation, may as well get it, no idea what else to take. |
Dirty Kick | I love this feat on melee builds. Its a very good CC move that uses up no utility slot. Lasts 2 turns on human males, which occurs more often than not, because a huge chunk of enemies in the game are human males. Also, I always use this feat to cheese the arena. The arena consists of only human males for the gladiator fights, and a 2 turn stun is a guaranteed death sentence for all of them. |
Expose Weakness (1/1 spec duration) | The only mandatory melee feat in this build. The big weakness for this build is the lack of armor penetration and electricity damage for hammers, and the lack of AP ammo for guns. Expose Weakness helps a lot, even with ranged weapons. In my playthrough I used Expose Weakness against Tchort before unloading on it with the N60 LMG. |
Full-Auto (4/5 spec burst damage) | Core Assault Rifle/LMG/Minigun feat. No reason not to take this feat as this build has ample Strength, way higher than the requirement for this feat. Specialization points are invested into burst damage as it benefits both Assault Rlfles and LMGs. |
Bullet Trance | One of the core LMG/Minigun feats, increases damage the longer the firefight goes. The 25% damage increase at max stacks is easily achieved for larger fights. In hindsight, maybe this feat is not really needed at all. The only time when this feat was of use in my playthrough was in the Magnar fight, when the N60 was used turn after turn after turn. In most other cases, I would get a kill or two with the LMG, then switch to using the hammer the next turn on some melee enemies, thus dropping the stack. If this feat is omitted, then 2 points into Will can be freed up to be placed into other attributes; a good alternative is to bring 4 Agi up to 6 Agi, qualifying the character for Sprint. The additional Agi can boost Dodge, Evasion, and Stealth further, and Sprint is useful in almost any situation. |
Commando | Core Assault Rifle feat. Only 80 Guns skill points needed to unlock this feat, no reason not to. |
Mag Dump | Core LMG/Minigun feat. Strength requirements easily satisfied, and only 80 Heavy Guns skill points needed to unlock this feat, no reason not to. |
Increased Strength | Used to reach 18 Strength. |
Body Weight Training | Used to reduce armor penalty, as movement points are crucial for a melee build. |