942
Initiate
Posts: 15
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Post by 942 on Apr 22, 2015 1:00:23 GMT -5
So which implants do you get for your knights and how far do you go with the DV? With that things i feel like a child in a candy shop, want to have them all even if i will die cause of diabetes
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Post by grävling on Apr 22, 2015 3:53:03 GMT -5
I deck my dogs out, but keep my knight pretty lean. I think about which jobs I would like to do a lot of, and buy some implants that support those. But, seriously, some implants are so expensive that by the time you can afford them, your natural abilities will be sufficient for the jobs they would have helped with.
The exception is sometimes when playing female 2 as a soloist. There, the problem is that you don't want her gaining XP at such a fast rate that she gets the dangerous encounters before she has a ton of top rate gear. So, one strategy is to put all sorts of cheap implants in her, trying to raise her DV so she _won't_ gain XP very quickly. Then when I have my top armour and guns purchased, I rip all of the implants out.
It is an odd way to play, for a change.
Female 2 sniper soloist, brutal, is a hard game.
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Post by abysmal on Apr 22, 2015 14:50:32 GMT -5
I usually choose something that will increase Athletics first if running a Sandbox character, or Firearms/Dexterity. Once all are up to 7, I rip em out and start buying hacker gear for some easy money.
Sent from my 0PCV1 using proboards
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Post by Cory Trese on Apr 22, 2015 14:58:36 GMT -5
Adding and removing is a key strategy in CK1, that is for sure. Since there is no long term penalty, adding and removing implants is only credits.
I tend to go with just under 100DV for everyone, and try to keep new runners with lower DV so they catch up on XP. That's just me tho.
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Post by caliaris on Feb 4, 2016 12:16:58 GMT -5
On my custom/easy game I establish my team quickly and get just a few implants dv 50-100. I focus on spending xp for the whole team to maximize ap and combat relevant skills until they are all up to around 10-11AP then I focus on class specific stats. Then once the class stats are rocking I go crazy with implants.
On my psycho hard game I run Cybersword with one Hund on my team. There I raise my dv with primarily defensive implants as soon as I can afford them to roughly 200-250 to keep my xp down and thus keep fights from Escalating in difficulty until I can afford good gear. My Hund I get shock jaw 2 and vokked 2 which maxes dv for non-Hunder. Twice I've had to use my Hund as a sacrificial meat shield because its xp ramped up encounter difficulty too fast.
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Post by epicskunk on Jul 3, 2017 3:46:25 GMT -5
What I go for when it comes to cyber implants is that I always put Yakashima(?) lensware that gives me 15% crit chance for just 10(?) Delta Value for everyone, and get the second tazer jaws for my hund. Nearly no DV gained at all.
Once I make my stats almost max, I go for every high-grade implant except Evorig for my hund, and then get implants based on what people I have. I usually go with Sniper - Hacker AgentEX - Gunslinger - Hund combo (with my character as a Sniper), so it is pretty ovbious that I would take something that increases Firearms.
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Post by fallen on Jul 3, 2017 10:05:08 GMT -5
epicskunk - interesting strategy. So you choose to stay almost all human until your stats are maxed?
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Post by epicskunk on Jul 3, 2017 11:13:49 GMT -5
epicskunk - interesting strategy. So you choose to stay almost all human until your stats are maxed? Of course. I mean, when it is possible to go beyond the max, why not do it? Then again, that's my tactic. A slow one, at that.
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