'ello.
So, as our lovely server is about to get wiped out [Praise Kilgore the Mercyful], we all need characters. And I am the one who loves to create... Uh... Original ones.
I. A friggin' Wasteland Cowboy [One-Hander SG critboy]
The idea: .223 pistol, two armshots. Both Crit. That's all. After some scavenging for footlockers in a found combat armor [just to be prepared] with both legs crippled, melee weapon and ~250lbs of stuff [including 2 M60s, a blueprint, a mine, 4k, 6 rockets and FA/Medic/Repair items], I just got shot. Spawned in the middle of the map, while the other guy was nearly at the exit grid. 2 armshots, 1 kill, an hour of scavenging has been wasted.
Usage: Mostly PvE and wandering around. High critical chance provides some chance against random PKers.
About the criticals... How about to bring Endurance to 8, add 1 point to Luck [9 total] and take Finesse? 34% critical chance (35% with a lucky armor/implant). A medium of 35 damage [30-40] done by .223 pistols, decreased by 30%, turns into 24. It's not that bad, considering the ammo and criticals. With some lucky bypasses - Looks extremely good on paper.
Yesterday I've made quickly a test character. One-Hander and Finesse with 8 luck. Right after getting a 10mm pistol with AP rounds from Gun Runners, I went for some shooting. Starting with 18% critical chance it was like every 4th shot critting. Let's [almost] double it and see the fun.
II. Turbo Armored Ambulance [BG Tank Medic]
The idea: Dunno. I just tought about a speed-reliant character [low AP usage] who is still tough. BG provides a good punch.
Usage: Dungeons. I'm currently using this in a little bit changed variant [Quick Pockets = Toughness, Medic = More Ranged Damage, Fast Metabolism = Loner, also read science books to get Swift Learner] and looks like it's fine for PvP [tested in Hinkley]. Especially Medic.
Here's the question: Is Quick Pockets really that worth? Isn't it better to change it for Toughness? Although I probably won't switch Medic.
Fast Metabolism - Drugs are fairly cheap [both to make and to buy] and easy to find, so It's not that big loose, while 20% of HP each 30 seconds sounds very good. Quick death recovery!
III. Stormtrooper [SG Burster]
The idea: Cheap and effective, that's all. I also love assault-type classes in any games.
Usage: Mostly PvP.
If we're talking about assault - Wouldn't it be a good choice to change FA or Doctor for Throwing? Eh, you know, M79 doesn't have that high damage...
Bonus Ranged Damage [+2] and More Ranged Damage [+3] = +5 damage per bullet, yep?
IV. Nerd Ninja Scavenger [Footlocker hunter + crafter]
The idea: Pure pacifism or
<insert a joke about french army here>. Carries a lot, gets a lot of skill points and feels [almost] safe when scavenging footlockers.
Usage: All about loot [except selling/buying].
The problem is - How long will it take to get all this experience.
And how luck will work with disarming traps, looting and sneaking.
V. Lord General [The Charismatic One]
The idea: Let's make an army, lel. He's tough enough to survive without a weapon.
Usage: Buying, selling, negotiating. Maybe I'll try some dungeons, but i can't imagine how it would work.
The question is: Is Good Natured really that useful? Aren't slaves kind of... You know, an excellent choice to carry stuff?
HERE would be an idea of fire-based character, as Pyromancer rework has been announced, but still nobody knows HOW it will get reworked. I hope it will be available to all fire weapons and we'll get an SG flamethrower as well as Molotov Cocktails' damage will be changed to fire/we'll get an incendiary grenade.
TELL ME WHAT YOU THINK.
YOU CAN SAY EVERYTHING.E V E R Y T H I N G.