Made, Not Born Walkthrough 2.0 - Sniper, Brutal
Oct 8, 2016 10:35:49 GMT -5
grävling, Jacob, and 1 more like this
Post by abysmal on Oct 8, 2016 10:35:49 GMT -5
Introduction and Notes
So, I decided that I would go ahead and redo the Made, Not Born Walkthrough of Cyber Knights, now that updates have finally slowed down. While much of the core walkthrough of CyberKnights is still the same (gonna make money, gain XP, etc.) a few things have changed. Ultimately, I think that the Sniper Class is going to best teach the new changes over the years, and I'm going to cover eventually why.
A few things... Cyber Knights can be best summed up as a game about a kid who has aspirations. Sadly, these aspirations are quite small and unrealistic, and my walkthrough will eventually show this. As a Sniper starting off, I want to stress how important Survival is; on Brutal Difficulty, the amount of heat that generates with certain actions increases, the pay is ridiculously low (for now) and the game is much more harder. Some ordering of the stat gains that I did in the inital walkthrough with Tutorial Steve may stay the same, but a few things can change. Simply put, changing the Class and changing the Difficulty changes the game. I intend this Walkthrough to replace the original one that I did, and I might just copy some of what I have to say to this guide, but I will make note of anything that I believe is important, like different XP options.
In a dystopian world/cyberpunk themed game, resources are scarce. I intend on trying to save ammo unless I absolutely need it. Don't expect much of a shooting frenzy, because on Brutal not only is ammo expensive, but as I believe Gunshots generate Heat the quickest, I'm going to shoot only when needed. I do wanna check and see something on the Blasta-Gun because I'm pretty certain that it doesn't have the same Heat formula as regular guns do (and I swear if the Blasta-Gun doesn't, it really needs to stay like that, or else having a non-lethal gun option is flat out pointless).
When the Sniper walkthrough is completed, I think it would be for the best if the original Walkthrough I did either be deleted or archived. This is the highest difficulty walkthrough, and it's going to be able to hold its own on all difficulties. The only thing that will change and vary amongst players will be how much money they have (which tbf if they are following the steps that I do shouldn't be too far behind or ahead) and how much ammo they have.
I encourage any players that have questions about choices, weapon options, stat improvements, and factions to ask. I do not play Hacker characters, so if you ask me where to farm for data I'm likely to ignore it or give a snarky answer. I just plain don't know about how the Matrix works, and unless we get that long-awaited Matrix tutorial, I'm just not willing even remotely to give it a shot.
So, with my little introduction out of the way, I'm going to start playing and writing, and Part 1 will be up soon.
Edit 1: Before I start the guide, I wanna make a few notes regarding how we start as opposed to the Gunslinger. The first number next to each stat represents the stats of a Gunslinger, whereas the second number represents the Sniper. I also think it's important to know what items you are given to start the game.
Body: 2-2
Strength: 2-2
-Athletics: 4-3
-Brawling: 1-0
Dexterity: 2-2
-Stealth: 0-2
-Firearms: 3-4
Mind: 2-2
Intelligence: 1-1
-Electronics: 0-0
-Hacking: 0-1
Perception: 2-2
-Negotiation: 1-0
-Intimidation: 2-1
Sniper: Scout CarboMag Rifle, AutoRounds, Medkit x1, HedLozz x2
Gunslinger: Mars Lightfire Pistol x2, Pistol Ammo x2, Medkit x1, Stim Pax
Snipers as opposed to Gunslingers have a few interesting changes that make the game either easier or harder, depending on your playstyle. For a defensive player like myself, the big difference to note is that our Athletics takes a hit by 1 point, our Intimidation takes a hit by 1 point, and our Negotiation is non-existant. The trade-off is that we immediately have 2 points in Stealth, an extra point in Firearms, and a sole point in Hacking (just enough to get us by for now). As such, my primary goals are to finish getting Athletics and Stealth to par, then improve my Firearms, because Capture missions and Assassination missions happen pretty quickly, sometimes within the first hour or two. Again, I want to stress that the Blasta-Gun should be considered as a weapon, even moreso than for a Gunslinger according to some on the first walkthrough (although I do have bias towards the Blasta-Gun). Money is also a concern, as we will probably only be able to ask for maybe 2 more dollars as opposed to 50$-60$ and later the hundreds. Made, Not Born does not give you Medkits, HedLozz, or Stimpax when you start. Gunslingers get 50 Pistol Rounds; Snipers get 10 Pistol Rounds and 25 Auto Rounds. Don't fret about bullets though, because we aren't gonna start shooting just yet and Killshot beats Dualshot every time.
Edit 2: Questions, concerns, comments? Please post them here: startradersrpg.proboards.com/thread/14228/born-walkthrough-2-comments
So, I decided that I would go ahead and redo the Made, Not Born Walkthrough of Cyber Knights, now that updates have finally slowed down. While much of the core walkthrough of CyberKnights is still the same (gonna make money, gain XP, etc.) a few things have changed. Ultimately, I think that the Sniper Class is going to best teach the new changes over the years, and I'm going to cover eventually why.
A few things... Cyber Knights can be best summed up as a game about a kid who has aspirations. Sadly, these aspirations are quite small and unrealistic, and my walkthrough will eventually show this. As a Sniper starting off, I want to stress how important Survival is; on Brutal Difficulty, the amount of heat that generates with certain actions increases, the pay is ridiculously low (for now) and the game is much more harder. Some ordering of the stat gains that I did in the inital walkthrough with Tutorial Steve may stay the same, but a few things can change. Simply put, changing the Class and changing the Difficulty changes the game. I intend this Walkthrough to replace the original one that I did, and I might just copy some of what I have to say to this guide, but I will make note of anything that I believe is important, like different XP options.
In a dystopian world/cyberpunk themed game, resources are scarce. I intend on trying to save ammo unless I absolutely need it. Don't expect much of a shooting frenzy, because on Brutal not only is ammo expensive, but as I believe Gunshots generate Heat the quickest, I'm going to shoot only when needed. I do wanna check and see something on the Blasta-Gun because I'm pretty certain that it doesn't have the same Heat formula as regular guns do (and I swear if the Blasta-Gun doesn't, it really needs to stay like that, or else having a non-lethal gun option is flat out pointless).
When the Sniper walkthrough is completed, I think it would be for the best if the original Walkthrough I did either be deleted or archived. This is the highest difficulty walkthrough, and it's going to be able to hold its own on all difficulties. The only thing that will change and vary amongst players will be how much money they have (which tbf if they are following the steps that I do shouldn't be too far behind or ahead) and how much ammo they have.
I encourage any players that have questions about choices, weapon options, stat improvements, and factions to ask. I do not play Hacker characters, so if you ask me where to farm for data I'm likely to ignore it or give a snarky answer. I just plain don't know about how the Matrix works, and unless we get that long-awaited Matrix tutorial, I'm just not willing even remotely to give it a shot.
So, with my little introduction out of the way, I'm going to start playing and writing, and Part 1 will be up soon.
Edit 1: Before I start the guide, I wanna make a few notes regarding how we start as opposed to the Gunslinger. The first number next to each stat represents the stats of a Gunslinger, whereas the second number represents the Sniper. I also think it's important to know what items you are given to start the game.
Body: 2-2
Strength: 2-2
-Athletics: 4-3
-Brawling: 1-0
Dexterity: 2-2
-Stealth: 0-2
-Firearms: 3-4
Mind: 2-2
Intelligence: 1-1
-Electronics: 0-0
-Hacking: 0-1
Perception: 2-2
-Negotiation: 1-0
-Intimidation: 2-1
Sniper: Scout CarboMag Rifle, AutoRounds, Medkit x1, HedLozz x2
Gunslinger: Mars Lightfire Pistol x2, Pistol Ammo x2, Medkit x1, Stim Pax
Snipers as opposed to Gunslingers have a few interesting changes that make the game either easier or harder, depending on your playstyle. For a defensive player like myself, the big difference to note is that our Athletics takes a hit by 1 point, our Intimidation takes a hit by 1 point, and our Negotiation is non-existant. The trade-off is that we immediately have 2 points in Stealth, an extra point in Firearms, and a sole point in Hacking (just enough to get us by for now). As such, my primary goals are to finish getting Athletics and Stealth to par, then improve my Firearms, because Capture missions and Assassination missions happen pretty quickly, sometimes within the first hour or two. Again, I want to stress that the Blasta-Gun should be considered as a weapon, even moreso than for a Gunslinger according to some on the first walkthrough (although I do have bias towards the Blasta-Gun). Money is also a concern, as we will probably only be able to ask for maybe 2 more dollars as opposed to 50$-60$ and later the hundreds. Made, Not Born does not give you Medkits, HedLozz, or Stimpax when you start. Gunslingers get 50 Pistol Rounds; Snipers get 10 Pistol Rounds and 25 Auto Rounds. Don't fret about bullets though, because we aren't gonna start shooting just yet and Killshot beats Dualshot every time.
Edit 2: Questions, concerns, comments? Please post them here: startradersrpg.proboards.com/thread/14228/born-walkthrough-2-comments