They all pretty much spec almost exactly the same, with the possible exception of perks and the occasional random stat point. I want clubbers that can actually wear heavy armor without being overencumbered, and gunmen that can dual-wield SMG's.įor that, though, I'd need a clubber with decent endurance, and a gunman with decent strength, neither of which have popped up organically during any point of my 1.5 imprints. Would have preferred a new origin for your hirelings, or a way to influence the development of said hirelings. Feels like it might be a mistake to give the new origin all that, even if it is locked behind an imprint. ![]() ![]() So now it has the gimmick of the experiment, plus two additional bonuses, along with the same skill focus as the experiment. ![]() The new origin says "no bonuses or drawbacks" at the bottom of it's bonus list, I assume this is not intentional, as this text is only present on one other origin: The Noob.Īlso, why reuse the experiment bonus? Not that it's very good, since in my experience it only works sometimes, and seemingly never when you're on late-game missions.īut the new origin already has two bonuses.
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