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The hybrids also often carry alcohol if you're not a psi user, you can drink it with impunity for +1 HP per bottle. Unload and ditch the weapon by the time you find a working shotgun, you'll have a nice stockpile of ammo. Dart back and forth when fighting pipe hybrids, timing your approaches to avoid their swings.Ī shotgun hybrid's corpse always carries a broken shotgun with a single shell. Learn to use the wrench effectively melee weapons don't use ammo and don't break (see above). Conserve ammo, conserve hypos, conserve tools, conserve nanites you'll have a much easier time later in the game. One can edit a config file to control the rate of monster respawn and weapon degradation. However, an OSA character usually is more difficult for a beginning player one is rewarded for this later in the game, but that's not much help if one can't get out of MedSci.ĭidn't the patched version had various sliders to make things easier? Well, if I remember correctly, strictly based on skillpoint value, one of the Psionic paths is the best.Ĭorrect. Speedy (+15% movement speed) can cause you to take damage from running into walls if your Agility is high enough Smasher (overhand strike) makes melee attacks slower and more difficult to execute. The others are far less useful than they might seem the one-time bonuses to HP, cybermodules, or inventory slots have little long-term benefit. Strong Metabolism (-20% to radiation and toxin damage)ĭepending on your style of play, you may wish to replace one of the above with Replicator Expert (-20% to replicator cost). Sharpshooter (+15% to ranged non-psi damage) Pharmo Friendly (+20% to hypo effect useful to anyone, even more to psi users) The tech skills become less useful in the late game (except for Maintain), but by that point your body stats and Standard skill should make you a killing machine.
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Once you start Modifying weapons-and you should, at some point-you'll obviously want to keep them maintained. You need only minimal Repair if you properly Maintain your weapons, but in the early game pistols and shotguns are disposable if you're conservative Maintain can wait while you build up your other attributes.
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Hack lets you shut down security cameras, open locked crates, control turrets, and get a discount at replicators well worth the investment. Research is somewhat useful you can use it early on to get a damage bonus to certain enemies, and you need Research 4 to use the crystal shard.
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Standard weapons are effective throughout the game you can adapt them to any target by switching ammo, and the assault rifle is well worth the cost of Standard 6. A lot of people like the laser pistol, though, and I have to admit the EMP rifle is very effective (if expensive). Energy weapons are extremely useful against mechanical enemies but useless against organics if you play OSA, the Energy tree nicely complements the offensive psi abilities throughout the middle game, but otherwise I prefer a standard weapon with armor-piercing rounds. The Heavy and Exotic weapon trees are useful for one weapon apiece, and it's the first weapon for each (grenade launcher and crystal shard, respectively). Agility also reduces falling damage, but you shouldn't fall enough for it to matter. Endurance does affect resistance to radiation and toxins, but hypos affect it more, and the hit points are more significant. The other statistics have dual use Strength controls inventory slots and melee damage, Agility determines your movement speed and reduces weapon recoil, and Cybernetic Affinity complements your tech skills. You can ignore the Psi stat and abilities entirely. This maximizes the point value of your Navy training and is useful almost immediately OSA recruits get more points in training, but have a more difficult early game.Ĭoncentrate on statistics (STR/AGI/END/CYB), Standard weapons, and technical skills (particularly Hack and later Maintain). Year 1: operations (+1 Hack, +1 Strength) I recommend a Navy character with the following training: I was wondering what was a good start character