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What starting stats for your merc?

Posted: Sat May 23, 2009 9:01 pm
by lokiju
So I am confused as to what I should do with my starting merc's stats? Do I drop mechanics and medical to 0 and use those points elsewhere? What should I set certain stats to in order to be competitive? Is there useful info or advice on this anywhere?

Thanks!

RE: What starting stats for your merc?

Posted: Sun May 24, 2009 4:01 am
by Deathifier
I'd say the two most important stats are strength and agility.
Maxed strength of 85 will let you carry a full suit of the heaviest armour plus plenty of ammo for your gun and extra grenades.
Maxed agility of 85 will give you full action points if uninjured.
 
In particular neither of those seems to go up through normal activity.
 
For a complete example, I set mine up this way:
Agility: 85
Dexterity: 45
Strength: 85
Leadership: 35
Wisdom: 85
Accuracy: 85
Mechanics: 35
Explosives: 35
Medical: 35
 
 
So far, after claiming 7 sectors, the stats that changed are:
Dexterity: 57  (from repairing it seems)
Accuracy: 92 (from shooting)
Medical: 63 (from playing doctor)
 
Leadership, Mechanics and Explosives don't seem to be used much, if at all.  Leadership might be used in training though, but that's a rather slow process.
 
I guess you could drop the unused skills down to 0 however you only get 15 points for doing so and you completely lose even the possibility of using that skill.
Plus there's not much you can boost with those points that is useful, is not already maxed, and isn't going to be raised by normal activity.
 
Bye,
Deathifier

RE: What starting stats for your merc?

Posted: Sun May 24, 2009 1:15 pm
by lokiju
Thanks for your help! That will certainly get me started. [&o]