So I'm working my way through a brutal play through and I'm curious....is a sword and pistol set up a good idea? I've never managed to keep it for the whole game, end up respecing into a sword and shield set up.
I play exclusively on Brutal for this game, and almost always go sword and pistol. 2:1 Blades:Pistol sees me through. The fewer Templars in melee range the better, and the captain likes the flexibility of a 3 range pistol.
There's a lot to be said about removal at three range, especially when leaving an enemy on the boards would mean taking a full set of attacks. Brutal is just too dangerous to allow enemies to stick around.
Do you guys think the heavy plasma pistol is viable at higher levels? Its got decent damage and that nice plasma bonus, plus its easier on your gear limit. I don't like the needle side arms much, the damage over time thing is nice but at three range...your still gonna be getting a smack by whatever you shot before the poison finishes them off.
Currently playing sword and pistol and it's actualy very good.
I always dismissed it, thinking the cap'n would be too squishy. Well he ain't. Cap'n has got good toughness and amazing armor selection (wish for a heavy high end armor for heat red though, and not that -2, deflec is too low).
On the other hand having a gun give the cap'n great offensive versatility. Catch is, you have to use lot of different talents. That would mean spreading your points too thinly. That's were Warrior's Wrath come and saves the day. It gives you +accu and +damage (42 not too shabby) for ALL talents. Meaning with a mere one point investment you can use an attack effectively (even nades and counter attack). Sure it's a pain to keep up, after all it's a 2 ap cast (prolonged deployment helps, a lot). For the leftovers talent point, you have got lots of options. I like grenades when facing xenos and shelgeroth and I love blade wave (especially for the +pen) against narvs. You could also go with Honing, same thinking although there's currently a bug with crits (very low dmg) so couldn't try it out. But anyway I reckon would be overkill, too much time setting up (4ap) and 12 heat per shot. Only good if you've got lot of sp to spare.
As for attributes/skills I go for quickness, toughness and willpower / warrior, evasion, whatever. Quick for some accu for your ranged attack + range def. If you plan on using Honing focus looks very appealing (universal crit dmg), don't know what to remove though.
Now as for your squad since your cap'n is using buff your squad should too ! Special mention to pal battle stimulants (heal, +50 dmg! and for 1ap). Eng force field is awesome, soldier's charge is mandatory and defensive stand isn't too shabby. Hydra's got nice buff too.
Usually my spearhead team is cap, pal, plasmadier, scout (5scan+relic, 8crippling rest in piercing). I like neptunes for control and defense (5supress rest in ow and platform). Buffed (inspiration, charge and battle stim) everybody has got +90 dmg. Took me two turns to burn THAT big narv (with quite a few 0dmg crit bug). The thinking is I'd rather have less templars in the field but heavily buffed killing machines.
Lastly for your gear I don't like plasma (tried) with this build. Your thing is pen and damage. Darkline kit, Devastator sidearm, Arcum Warblade are good solid choices.
Sorry for the wall of text ^^". Nyway game is awesome enjoy yarh !
I ended up finishing this play through, this build was my favorite so far. Captain did have a hard time on Narvidians but got through. At the end my Paladin was BADASS. Shrugging off blows that'd kill other templars