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TopicThe Outer Worlds looks sick
wolfy42
10/22/19 6:03:44 PM
#23:


It does seem to be even more simplified (As far as character creation/leveling) then Fallout 4, and the combat system is more pure FPS (with slowdown) as well.

Stats meanwhile have less range, I believe it's bad/below normal/normal/good/very good or something very similar to that. Each point in any direction does seem to make a larger difference though.

Str affects melee weapons and carrying capacity, but dropping strength if your using a gun drastically reduces your carry load, which would at least be very annoying initially....long term there is a bunch of perks to boost carying capacity (way more then you lose for dropping strength), so this may be a major stat to dump....but it will make starting off more of a pain.

The final stat...temperment, can't be dropped either without ditching all natural hp regen...not something I would want to play with, especially my first time.

Lowering int...because each point has more weight, reduces conversation options with only 1 point. You do not seem to gain more with higher int (at least it's not announced).

Dex seems super important (perception to a lesser degree), it governs so many important things in the game, stealth, lockpicking,guns etc. It even boosts 1 handed melee if I remember right. I believe you have enough starting points to max dex and boost 1 other stat a bit, without reducing any other stat.

Dropping strength 1-2 points initially might work if you are going to get pack mule right away, but even with the 50 from pack mule (80 is base I believe) it is going to be annoying till you get at least tier 2 perks.

Which brings me to perks, there are not as many, and I would imagine everyone is going to grab at least toughtness/precision/pack mule and resilient. That is 4 out of the 5 tier 1 perks. The last remaining perk would depend on your play style a bit, but the above perks are just too important to pass on (maybe pack mule if your playing a very high strength character, but I doubt that will be your first playthorugh).

Tier 2 does have another way to carry more...and I'm not sure how good it is yet. It adds 40kg from companions, but doesn't specify if it's for each of them, or total. If it's for each, and you don't mind starting off barely able to carry anything, you could drop strength at creation, since with pack mule and band of pack mules, you gain either 90kg (50+40) or possibly 130kg (50+40+40). That makes the 40 KG drop from reducing strength initially minor...providing you with 2 bonus stat points. Super pack mule is a final option....giving 100kg more carrying capacity.

Science based guns, if they are fairly common and ammo isn't scare seems the way to go, because you can get a large boost to their damage with perks (50% from 2 perks, for 100% total). Still counts as range so you can get the range perk bonuses as well.

Meanwhile I think (again won't know till I play) they basically made melee effective with the time dialation ability, by allowing you to move at full speed while under the effect (for the first 5 seconds eventually), and resetting it per kill etc. This could let you basically zoom from enemy to enemy and beat them down with melee (in which case you'd obviously want a maxed out strength hehe).

Does seem like a few cool/fun builds, but i'm getting most are not gonna buff strength, and focus on guns, boost dex (possibly maxing it), and therefore, quite likely reducing strength (At least after the first playthrough or restarting midway....once you discover strengths bonus to carrying capacity isn't that important.

Can't wait to play though....just a few more days.
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