I don't know if I can find anything by Buck Rogers, but here is the Daffy Duck parody "Duck Dodgers":
https://www.youtube.com/watch?v=ukTuKnIZCUU>Mercantile 105 effective skill ALWAYS. Special Merchandise is too good to pass up, and the reduced buy price stops scaling around 100 skill (money is really fucking easy to get in this game though, so it's more about higher quality components).
Yeah, the Foundry Shop is really good plus it always seems to have napalm c which is hard to find. Thats why i left some points free and was talking about maybe downgrading some of craft skills to the minimum for 150 quality components with accessories.
>You don't need all your crafting skills so high (in fact it's a waste) unless you plan to not use All In or abuse specced Disassemble for free repairs; but even so, dropping crafting points and putting them into Pickpocketing not only lets you not invest as much there, it also nets you a lot of other positives (prevent Prof kidnapping, sometimes steal keycards so you don't have to use hacking, free money and - more importantly - drugs, etc). Mechanics and biology are the biggest sins here since nothing you'll be using needs it so high
For the crafting, see above
Also thats not really why I take disassemble, I do it on crafting builds because I love crafting. Its a quality of life feat that also makes me rich. Its just personal preference, but if you were going to go in on psi you could swap it out for tranquility or psychosis.
>You want some Stealth, somewhere around 60 base. Just stealth gear alone isn't going to cut it until the late game. And your initiative isn't high enough that you can always get the first turn.
Stealth's optional, but putting more than 20-40 points in it feels like a waste. Carrying sneaking boots and a sneaking outfit usually works better, though it can leave you vulnerable.
>Constitution 5 but not taking Fast Metabolism; I recommend dropping it to 3 and putting into Willpower (bit more psi damage) or Intelligence (less skill points into crafting & mercantile and more High-Technicalities damage) instead.
Fast Metabolism is a quality of life feat, its good because it fills your psi completely with one booster, (unless you have neurology or meditation) and helps you heal more health off a single hypo but its not really necessary.
Also, taking Con 3 is a trap option. You'll spend the whole game save scrubbing and reloading, especially on the harder enemies.
>Recklessness and Scrutinous aren't very worth it unless you're stacking crit chance (Survival Instincts/Ambush/etc, they require too much investment). Going with the previous point, I'd advice getting Tranquility instead (getting hit as 3 Con usually means instant death on Dominating if you're planning to play on that, so abuse Line of Sight). Tranq comboes with what you're doing since it looks like you want to hybridize a lot instead of maximizing damage for one thing. Scrutinous' feat slot should go to Practical Phycisist.
I don't like cheesing crits because I feel like its a bit of an exploit. Its also hard to maintain the number of conditions you need to get near guaranteed crits, but a 20% chance or so to crit is fine for crit fishing. Its generally more important to get crits than it is to increase crit damage. Plus reckless and scrutinous both fit the character.
>Decomissioner not worth it, take Critical Power instead (for Aimed Shot). You will use a electroshock pistol which already deals with mass bots handily, if not switching to a plasma pistol for single targets which outright OHKO's Naga Protectors if you build them right. It also comes so late that it's not very worth it
I took Decomissioner because it fit with the theme of him being a science guy and fighting evil robots, plus it helps towards the endgame with all the strongman and naga robots. I'm not 100% sure why I took aimed shot, now that I think about it. I guess for the chemical pistols? Maybe Plasma Pistols? At any rate taking reckless and scrutinous quadruples my average crit damage, while taking practical physicist only adds 25%. (though it is multiplicative) Critical Power does nothing on Electroshock Pistols, because their crit damage bonus is 100 percent, and critical power only adds damage if the crit damage bonus is over 100 percent. I also have psychostatic electricity, which ups my crit bonus by 5 for each hit of electrokinesis.
>Be aware you will rely on your chem pistol a lot. Energy pistols are very limited vs crowds in my experience and you want to use them sparingly/as a one-shotting tool (seems like you're gearing towards that, with incendiary for organics and electroshock for bots). You'll likely switch to acid when facing too many robots
Switching to acid for robots might not be a bad idea.
>Cryo Orb costs more AP and Psi Points iirc, so use your Premed on that first THEN Thermodinamicity'd Pyrokinesis if you want to have as much AP as possible. If you want the MP reduction to stick however, do it as you said, since fire removes most or all cold status effects
More psi points, but unless i plan on also using electrokinesis or force punch, not a big a deal.
>Be aware Disassemble only works on certain objects (mostly mechanical/electronic durability) and you can only use it to repair weapons for free if you max the specialization, which is 5 spec points. Future Orientation *might* be worth considering here
I don't really use it that way, though it is tempting.
>Stasis is great but some consider it too overpowered. It all depends on how much you're struggling; since it basically gives you a second alpha strike turn with no downside
Yeah, no idea how that works. Never tried it, the TM is for haste, thats all.
I might have missed some things, but that's about all I can see right now. You only really perfect a build once you've played it at least once.
thanks for the advice!