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« on: August 04, 2015, 10:27:30 am »
Huh. Your build is similar to mine with the notable exception being the stealth. Those points in traps are a complete waste IMO. Honesly SMG's seem to be one of the most lenient builds feat wise. The only must haves are probably spec ops, expertise, and commando. BTW you forgot to mention how much Per you have I assume it's 8.
My feat progression:
L1-Sprint, hit and run
L2-Gun nut
L4-Expertise
L6-Supressive fire. It works well with evasion, but I'm not sure it's necessary since 99.9% of the time you kill everything before it gets a turn. According to the wiki it will synergise with opportunist, then it will be a must have.
L8-spec ops
L10-Skinner. If I understand the feat correctly it buffs the component twice. Once when you create infused leather and another for the actual item, that's a huge buff.
L12-Grenadier
L14-Commando
L16-Three pointer
L18- Nimble
L20-Power management
I'm most curious about why you took opportunist so early? Are you using the electroshock pistol, taser, or throwing nets? The only way I'll take opportunist on my guy is if I get quick pockets. I'm using the ammo belt for faster reloads and that allows for only three utility slots. Replacing frags, emp's, or flashbangs for a net or taser is a no go. I also want to have 2 SMG's to fire more and reload less so electroshock isn't worth it either.
Edit: I would also raise stealth every level if I went that route and chemistry until I reach at least 69. MKIII nades become relatively available so raising chemistry up to 50 doesn't give you much. MKIV and MKV are rarely dropped and never sold. So either 69 or 112 is the way to go.