Author Topic: assault rifle build  (Read 12695 times)

mahe4

  • Probably not a Spambot
  • *
  • Posts: 8
  • Karma: +0/-0
    • View Profile
assault rifle build
« on: October 17, 2014, 10:52:23 am »
Hi,
i wanted to try a build that mainly uses assault rifles for combat.
i wanted to use heavy armor with it, so dodge and evasion won't help me much.
the problem i found is, that there are almost no feats affecting assault rifles...
most of the really nice skills only affect smg's or pistols.
can someone help me with getting a good idea for an assault rifle build?
what stat would be my mainstat? if i didn't miss something, it would be perception.

i thought about this:

Base:
Strength 7 (weapon and feat requirements)
Dexterity 5 (for throwing and lockpicking a bit)
Agility 3 (since i don't use stealth, dodge or evasion, since i want to use heavy armor)
Constitution 7
Perception 10 (for the guns skill)
Will 3 (since i don't use psi or persuation skills)
Intelligence 5 (for hacking and maybe, if recommended, some crafting skills)

Skills: (the ones i definitly want to use)
Guns 15
Throwing 15
Hacking 15
Lockpicking 15
Traps 15
45 points left

With feats i would really appreciate your help.

i thank you for any help i get.

UnLimiTeD

  • Tchortist
  • ****
  • Posts: 489
  • Karma: +27/-1
    • View Profile
Re: assault rifle build
« Reply #1 on: October 17, 2014, 12:15:53 pm »
I would recommend you get into a little bit of crafting, if you're not using PSI nor social skills, you get the points left over.
Then again, you probably have no need of any special functions given a straight forward combat build.
'Sides Full Auto, Feats will probably end up largely defensive, maybe some throwing skills.
First person to give Styg Karma.

I hereby declare that I love the oddity system and am in favour of shop and carry limits.

UnLimiTeD

  • Tchortist
  • ****
  • Posts: 489
  • Karma: +27/-1
    • View Profile
Re: assault rifle build
« Reply #2 on: October 17, 2014, 01:05:12 pm »
Reckless isn't a bad idea, with a good armour and energy shield a hit or two aren't that bad.
As you're a ranged user, you can't really afford to use a helmet, though, so the disadvantage will be felt.
First person to give Styg Karma.

I hereby declare that I love the oddity system and am in favour of shop and carry limits.

mahe4

  • Probably not a Spambot
  • *
  • Posts: 8
  • Karma: +0/-0
    • View Profile
Re: assault rifle build
« Reply #3 on: October 17, 2014, 01:23:07 pm »
thanks for the help, i appreciate it :)

mwnn

  • Probably not a Spambot
  • *
  • Posts: 16
  • Karma: +1/-0
    • View Profile
Re: assault rifle build
« Reply #4 on: October 17, 2014, 06:11:10 pm »
Base:
Strength 7 (weapon and feat requirements)
Dexterity 5 (for throwing and lockpicking a bit)
Agility 3 (since i don't use stealth, dodge or evasion, since i want to use heavy armor)
Constitution 7
Perception 10 (for the guns skill)
Will 3 (since i don't use psi or persuation skills)
Intelligence 5 (for hacking and maybe, if recommended, some crafting skills)

Skills: (the ones i definitly want to use)
Guns 15
Throwing 15
Hacking 15
Lockpicking 15
Traps 15
45 points left


For the time being I'd make more of a general gunslinger; as epeli says there aren't many pure rifle feats at the moment.

In fact there aren't many high level feats at all atm =\ { nothing like Sniper or Slayer at least! }

It can take a while to get the first assault rifle which should get dropped by the Raider leader in GMS Compound.

I prefer to not set attributes below 4 but I decided to go with:

Strength 6 (+2 at level ups)
Dexterity 8 (+2 at level ups)
Agility 4
Constitution 5 (feat: conditioning)
Perception 10
Will 3
Intelligence 4

Guns 15 (max per level)
Melee 5 only (make the early rathounds easier)
Hacking 15 (max per level)
Lockpicking 11 (keep at same level as hacking)
Stealth 10 (up to 40 for feat: ambush)
Mechanics, Electronics, Tailoring  10 each (focus here!)
Biology, Chemistry 5 each (Up to 60 or so for the advanced blueprints?)
Persuade 13
Intimidate 11 (keep at same level as persuade)

Possible feat selections (in no particular order) would be something like:
Aimed Shot*, Recklessness*, Gunslinger, Kneecap Shot, Execute, Steadfast Aim, Ambush, Snipe, Sharpshooter, Full-Auto, Doctor, Conditioning

With the aim of landing as many critical hits or conditional damage boosts as possible. You want to get your hands on a 7.62 Hammerer type pistol ASAP switching to whichever weapon does the job later on.

*starting feats
« Last Edit: October 17, 2014, 06:20:56 pm by mwnn »

mahe4

  • Probably not a Spambot
  • *
  • Posts: 8
  • Karma: +0/-0
    • View Profile
Re: assault rifle build
« Reply #5 on: October 17, 2014, 07:36:17 pm »
Base:
Strength 7 (weapon and feat requirements)
Dexterity 5 (for throwing and lockpicking a bit)
Agility 3 (since i don't use stealth, dodge or evasion, since i want to use heavy armor)
Constitution 7
Perception 10 (for the guns skill)
Will 3 (since i don't use psi or persuation skills)
Intelligence 5 (for hacking and maybe, if recommended, some crafting skills)

Skills: (the ones i definitly want to use)
Guns 15
Throwing 15
Hacking 15
Lockpicking 15
Traps 15
45 points left


For the time being I'd make more of a general gunslinger; as epeli says there aren't many pure rifle feats at the moment.

In fact there aren't many high level feats at all atm =\ { nothing like Sniper or Slayer at least! }

It can take a while to get the first assault rifle which should get dropped by the Raider leader in GMS Compound.

I prefer to not set attributes below 4 but I decided to go with:

Strength 6 (+2 at level ups)
Dexterity 8 (+2 at level ups)
Agility 4
Constitution 5 (feat: conditioning)
Perception 10
Will 3
Intelligence 4

Guns 15 (max per level)
Melee 5 only (make the early rathounds easier)
Hacking 15 (max per level)
Lockpicking 11 (keep at same level as hacking)
Stealth 10 (up to 40 for feat: ambush)
Mechanics, Electronics, Tailoring  10 each (focus here!)
Biology, Chemistry 5 each (Up to 60 or so for the advanced blueprints?)
Persuade 13
Intimidate 11 (keep at same level as persuade)

Possible feat selections (in no particular order) would be something like:
Aimed Shot*, Recklessness*, Gunslinger, Kneecap Shot, Execute, Steadfast Aim, Ambush, Snipe, Sharpshooter, Full-Auto, Doctor, Conditioning

With the aim of landing as many critical hits or conditional damage boosts as possible. You want to get your hands on a 7.62 Hammerer type pistol ASAP switching to whichever weapon does the job later on.

*starting feats

thanks, but i already read some build topics, and i know how a gunslinger build would look like, thats why i specifically asked for an assault rifle build.
and i tried it, and it really isn't fun to play without any assault rifle specific feats, atm.
what interests me is, why you suggested persuade and intimidate, if you only have 3 will?
can you use those skills without the base stat boosts any good?

anyway, i already scrubed that build.

LazyMonk

  • Scavenger
  • ***
  • Posts: 126
  • Karma: +3/-0
    • View Profile
Re: assault rifle build
« Reply #6 on: October 18, 2014, 01:06:48 am »
I am trying right now a similar build but with smg's instead of assault rifles, and one of the reasons, i guess, is the lack of AR feats.
Don't disconsider agility just on the grounds of the skills it affects directly.
Keep in mind that agility also affects: Movement points (and you are going to be short of those because of the encumbrance of the heavy armor) and Initiative (although Dexterity also contributes on this).

You can try mitigating the lack of movement points by wearing either Tabi Boots or Boots enchanced with striders and/or recurring to feats like Nimble/Hit and Run/Sprint. Although i have to confess that these feats might not be worth it. My first character was a heavy metal armor + sledgehammer + Psychokinesis guy and i barely felt the need for more movement points.

Epeli already gave you very good advices.
Opportunist feat is great but you need some skill to make it work. I would recommend throwing nets and flashbangs.
Bear traps would also work, but are less versatile and less useful since you can't sneak and place them around at your own leisure.
Psy powers are also good to cause status effects, but you would have to tweak your build a little.

I am sure Styg has something planned for the assault rifles, since he has been giving love to each weapon avaiable, making it a viable build option and also fun. I remember that not long ago the unarmed builds didn't had unarmed weapons to count on.
Utility Belt
"The most important tool in fighting crime."

UnLimiTeD

  • Tchortist
  • ****
  • Posts: 489
  • Karma: +27/-1
    • View Profile
Re: assault rifle build
« Reply #7 on: October 18, 2014, 08:33:22 am »
I just remembered I tried an Armoured Assault Rifle rifle build last version, only got to Junkyard and Furnace, I think.
Having a low initiative and move points isn't actually a big problem with a proper shield; You can take it.
You do run out of feats, though, I think I accidentally picked one SMG feat, and other than that only defensive ones.
It was undeniably powerful, however.
First person to give Styg Karma.

I hereby declare that I love the oddity system and am in favour of shop and carry limits.