Starting Character

List of help topics and tutorials.
shroge
Posts: 21
Joined: Mon Aug 13, 2012 2:38 pm

Starting Character

Postby shroge » Fri Oct 12, 2012 9:28 pm

Starting Characters and Weapon Types
Here is a rundown of your starting character options and the bonuses that go with them:

Ghost Commando
Bonuses: 30% Sub Machine Gun and 20% Explosives bonus and 5% less chance to be ambushed when on-foot.
Rundown: Since fully upgraded sub machine guns and explosives are excellent for short and medium range battles, this character option should be able to walk right through most opponents in buildings and settlements. However, sub machine guns have a high weapon health reduction, so you will need to stay stocked up on weapon repair kits. Explosives can cause a large amount of damage to your opponent at the start of a battle, (plus you get a free weapon change after using them to start a battle) so the battles should be shorter and you won't have to spend as much money on health kits and doctors healing you. However, explosives are a one-and-done weapon, so it could get pricey to use a lot of them. The on-foot ambush reduction chance coupled with sub machine guns relatively high concealment value should also help you avoid some ambushes that would otherwise cause you trouble. Since both of the weapons bonuses are with short/medium range weapons, you will still need to deal with the occasional long range battle. You can either spend the energy moving your character up during those battles or spend your perks points on a long range weapon line like bolt-action rifles, assault rifles, launchers or heavy machine guns. Explosives are available at the start of the game, but sub machines guns start getting unlocked at level 6.
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Red Death
Bonuses: 30% Bolt-Action Rifle and 20% Handgun bonus and 5% less chance that weapon health will be reduced per battle round.
Rundown: With bolt action rifle (long range) and handgun (short/medium range) weapons, you will have all of the battle ranges covered with this character. While bolt-action rifles are among the very best in long range weapons, handguns are just mediocre in short/medium range weapons. Both weapon types inherently offer a good weapon health reduction rate and it is further reduced by the characters trait to conserve ammo, thus reducing the need to spend money on getting your weapons repaired by the armorer or by weapon repair kits. Handguns and bolt action rifles are available at the start of the game.
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Heavy Hitter
Bonuses: 30% Blunt and 20% Heavy Machine Gun bonus and 20% more vehicle attack.
Rundown: Blunts excel at the beginning of the game. They are only ok damage-wise at short range battles (useless at medium/long ranges), but are very cheap, have high concealment and have an extremely low weapon health reduction rate, so you will almost never have to repair them. Perk-wise, you will be able to max out total blunt weapon damage long before most other weapon types (excluding blades). As for the heavy machine guns, they are good at medium range and excellent at long range. Plus, they give extra damage/armor pierce bonus when equipped in a vehicle. However, heavy machine guns are extremely high (only launchers are higher) in weapon health reduction rate. So be prepared to have many, many weapon repair kits on hand. The vehicle attack bonus, coupled with the heavy machine gun bonus will give you excellent vehicle stats. Great for someone who does a lot of vehicle convoying, escorting and ambushing. The vehicle strength will also come in very handy for quickly acquiring tile influence when searching friendly tiles to create tile improvements. Just remember to have a vehicle and heavy machine gun equipped when doing it. Blunts are available at the start of the game, but heavy machines guns start getting unlocked at level 10.
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Shadow Warrior
Bonuses: 30% Bow and 20% Blade bonus and 25% less damage taken during on-foot outside battles.
Rundown: Blades, like blunts, are great at the beginning of the game. They are only ok damage-wise at short range battles (useless at medium/long ranges), but are very cheap, have high concealment and have an extremely low weapon health reduction rate, so you will almost never have to repair them. Perk-wise, you will be able to max out total blade weapon damage long before most other weapon types (excluding blunts). As for the bows, they are also great early on. They have a great medium range attack and an ok long range attack. They have the most upgrades available, so they will be expensive to max out, however, a fully upgraded bow is always worth it. The very high concealment values of blades and bows coupled with the 25% less damage taken during on-foot outside battles, should help you not only avoid ambushes (concealment) but also win them consistently. These traits are very handy for quickly acquiring tile influence when searching friendly tiles to create tile improvements. Bows and blades are available at the start of the game.
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Weapon Types that are not included in character bonuses:
Shotguns, Assault Rifles, Launchers


Weapon Types
Ratings are (1-10) with 10 being the best.

Blunt
Unlocked at levels: 1, 3, 5, 9, 13
Close Range (8)
Medium Range (1)
Long Range (1)
Concealment (9)
Armor Pierce (1)
Weapon Health Reduction Rate (10)
Cost (10)
Weight (10)
Vehicle Attack Bonus: None
Upgrades: None
Perk Wait Level: 6

Blade
Unlocked at levels: 1, 5, 6, 11, 16, 21
Close Range (8)
Medium Range (1)
Long Range (1)
Concealment (10)
Armor Pierce (1)
Weapon Health Reduction Rate (10)
Cost (10)
Weight (10)
Vehicle Attack Bonus: None
Upgrades: None
Perk Wait Level: 6

Shotgun
Unlocked at levels: 1, 8, 15, 22
Close Range (9)
Medium Range (6)
Long Range (1)
Concealment (3)
Armor Pierce (4)
Weapon Health Reduction Rate (6)
Cost (9)
Weight (6)
Vehicle Attack Bonus: Half
Upgrades: Very few
Perk Wait Level: 8

Handgun
Unlocked at levels: 1, 8, 15, 22, 29, 36
Close Range (8)
Medium Range (8)
Long Range (1)
Concealment (8)
Armor Pierce (2)
Weapon Health Reduction Rate (6)
Cost (8)
Weight (9)
Vehicle Attack Bonus: Half
Upgrades: Available
Perk Wait Level: 7

Bow
Unlocked at levels: 1, 8, 15
Close Range (2)
Medium Range (8)
Long Range (6)
Concealment (9)
Armor Pierce (3)
Weapon Health Reduction Rate (7)
Cost (6)
Weight (7)
Vehicle Attack Bonus: None
Upgrades: Available
Perk Wait Level: 8

Sub Machine Gun
Unlocked at levels: 1, 6, 15, 25, 35
Close Range (8)
Medium Range (9)
Long Range (3)
Concealment (5)
Armor Pierce (6)
Weapon Health Reduction Rate (3)
Cost (5)
Weight (8)
Vehicle Attack Bonus: Half
Upgrades: Available
Perk Wait Level: 9

Assault Rifle
Unlocked at levels: 6, 18, 30, 42
Close Range (5)
Medium Range (8)
Long Range (8)
Concealment (4)
Armor Pierce (7)
Weapon Health Reduction Rate (5)
Cost (4)
Weight (5)
Vehicle Attack Bonus: Even
Upgrades: Available
Perk Wait Level: 9

Bolt Action Rifle
Unlocked at levels: 1, 5, 7, 20, 30, 40
Close Range (2)
Medium Range (4)
Long Range (9)
Concealment (5)
Armor Pierce (5)
Weapon Health Reduction Rate (7)
Cost (4)
Weight (5)
Vehicle Attack Bonus: Half
Upgrades: Available
Perk Wait Level: 8

Heavy Machine Gun
Unlocked at levels: 10, 23, 36, 49
Close Range (2)
Medium Range (8)
Long Range (10)
Concealment (1)
Armor Pierce (9)
Weapon Health Reduction Rate (2)
Cost (1)
Weight (1)
Vehicle Attack Bonus: Even
Upgrades: Available
Perk Wait Level: 8

Launcher
Unlocked at levels: 5, 15, 20, 25, 35, 45
Close Range (1)
Medium Range (9)
Long Range (10)
Concealment (1)
Armor Pierce (10)
Weapon Health Reduction Rate (2)
Cost (10)
Weight (1)
Vehicle Attack Bonus: Double
Upgrades: None
Perk Wait Level: 9

Explosive
Note: These are like consumables, you use them one time and then they are gone. If you start a battle with an explosive equipped, then you get a free weapon change to equip another weapon after it is used.
Unlocked at levels: 1, 5, 12, 19, 26, 33, 40
Close Range (10)
Medium Range (9)
Long Range (1)
Concealment (1)
Armor Pierce (8)
Weapon Health Reduction Rate (1)
Cost (1)
Weight (10)
Vehicle Attack Bonus: Even
Upgrades: None
Perk Wait Level: 8

Perk Wait Level Explanation
Weapons Training Perks for each weapon type are available when the first weapon of that type is available. (Hint: Use These Perks!!!) However, they all have various level requirements in between perk levels. For example: blunts are available at the start of the game at level 1. If you allocate 4 perk points to blunts when you start the game, then the next time that you can allocate another 4 perk points to blunts is level 7 since it has a perk level wait of 6. Then after level 7 you can allocate another 4 points at level 13. That means that you can max out blunt attacks (perk level wait of 6) much faster than that of sub machine guns (perk wait level of 9). Blunts max out at a 400% bonus at level 121 while sub machine guns max out at the 400% bonus at level 181.

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