#Ranking the Available Characters For Each Class
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okay, so examining the characters we currently have of each class:
Agent Ex: Soren > Escaped experiment. Soren starts with some of the highest stats in the game, and is built for critting. Unfortunately he loses some hps in the process. The Escaped Experiment has a 50% chance to double any stress you take and has a choice that will make her a bit tougher than Soren, but she will not end up with as many stats as him, regardless. She is much better for cloud sword murder hoboing, but Soren appears to be better overall if you can take advantage of his crits.
Cybersword: Zasha > Ex-Ultratek Weapons Dev. Zasha is specced in Strength and Reflexes which is slightly better than Strength and Tech for the Ex. She also has more hit points and a bit more accuracy. He hits harder which is nice, and can reduce your fab costs, but he also is going to constantly be generating stress unless you set him up for kills because he is a psycopath.
Gunslinger: Lone Wolf > Sid. Sid also has a ton of stats to start off of, but unfortunately most of his stats are in Will whereas the Lone Wolf has a bunch of Reaction, which is more valuable for a Gunslinger. He is a bit tougher than the Lone Wolf and overall seems to be set to be more of a tank whereas, she is set to be focus on hit and run and positioning. I think they are honestly pretty close, but for this one I am giving the edge to the Lone Wolf, because she seems to exist closer to what you want to be doing, and she doesn't have an increased chance to get stress.
Hacker: Framed UNA Hacking Specialist > Undiscovered Digital Prodigy > Dade. Dade has the worst starting attributes in the game, reduced hit points, and some otherwise pretty decent attributes. Unfortunately none of this is nearly as good as what either the Undiscovered Digital Prodigy and Framed UNA Hacking Specialist bring to the table. the Undiscovered Digital Prodigy is much more adept for field missions thanks to the additional time jamming devices, higher hit point total, and 2 more base stats. Of course both of them are ineffective compared to the very polarized statline of the Framed UNA Hacking Specialist. On top of the much higher tech score, the UNA has + 12 Matrix AP and 4 additional matrix armor. This is on top of the inherent extra matrix AP that comes with a truly astounding 10 tech. Of course she suffers with -20 hp and negative values for both reaction and strength, meaning she is not the best at live missions, but if you can keep her save with the rest of your party or keep her to pure hacking missions she is going to be a powerhouse.
Scourge: Unknown Bioweapon > August > Terminal Retrovirus. August and the Terminal Retrovirus both mix points in a good stat with point in a less good stat for a Scourge, but August lacks the Terminal Retrovirus's built in disadvantages. The Terminal Retrovirus was clearly built to be very tough, with enhanced will and a whole pile of bonus hps, but the Terminal Retrovirus gaining stress if you leave it home and a greater chance of getting stress or wounds, leaves you somewhat straightjacketed if you want to have him as part of your roster. In contrast the Unknown Bioweapon has a startling sixteen attributes point, with the bulk of them in tech and will, and no clear disadvantages to speak of. It is not simply that the other Scourges are bad, its just that the Bioweapon is better and is perhaps one of the best characters in the game right now.
One caveat for the UNA hacker is that she refuses to work for WB, so you'll have to bench her occasionally.
Sniper: Fireteam: Shadowolf > Liat. This is a close one. Fireteam has a bunch of will, which is frankly useless but makes up for it with an incredible amount of accuracy and bonus crit damage. He will generate more stress and will generate less xp without at least a single kill in a mission, but that seems pretty doable on any sort of mission you would be bringing a Sniper to. Liat has some bonuses for hacking, if you feel like multi-classing, but that seems to be mostly a quirk than a real benefit.
sure, I pretty much always want to run a second hacker anyway. This is just an exercise in character assessment.
Yeah, just means my expected value from investing in her gets a bit lower. Agreed her attributes and traits are really good.
Soldier: Ex-Los Z Hammer > Ex-Jupiter Bodyguard > Aaron = Aitna are both set up to wield weapons which I consider to be outside the Soldier's bread and butter (SMG/Shotguns for Aitna and Sniper Rifles/Railguns for Aaron). but are otherwise very equivalent. Ex-Los has a better kit overall. More hp, more general damage, and the ability to hone in on either of those. He also has a much greater ability to manage his recoil, which is the sort of ability that is really handy for a character who wants the flexibility to run and gun. The Ex-Jupiter is also a step above the starter Soldiers, but doesn't quite the strength of kit that Ex-Los posseses. Her ability to get greater mobility is dampened a bit by her decreased reaction, but she is also the only of the four that has access to a trait that grants additional accuracy with an assault rifle.
Emille > Ex Los Z Recon > Street Smart Climber. Emille just does everything the Ex Loz Z Recon does but better. There are a few areas where you can perhaps get a little bit legwork success or decreased detection radius, but this doesn't make up for Emille's raw stats, though admittadly its close. Unforutnately it is not close with the Street Smart Climber who is one of the worst characters in the game as far as hps go, has lower base stats than the other two, and a weird combination of 0 strength and the potential to get a bonus to melee accuracy. She does have the advantage of getting bonus xp, a positive story beat, and the potentially best legwork bonuses, but none of these make up for the stats and hps she leaves behind.
Close-Quarters accuracy works on Urban Assaults. I think they're on average weaker than regular assault rifles, but not by much after the recent buffs.
Also, you can instantly consider any Solider a Sniper in disguise, since the multiclass is free, and Soldier is Sniper's best 2nd class IMO. That's maybe not fair to grade Aaron as a Sniper, but it's a reasonable option.
yes
I don't feel comfortable grading them by all the possible multi-classes though
its tough now and will get tougher as more classes get released
Oh yeah that would be ludicrous lol. I feel you
even people are like lol, mc everything with soldier for savagery.
Hahahahaha yeah it's good ๐
I value the -1m detection radius option much more highly than you do on a Vanguard. Especially when stacked.
I could see that
and in which case you could move up the Ex Los Z Recon
my ultimate conclusion is to take that one anyway
because I feel the amount Emille is better than the Ex Los Z Recon is less than how much better Soren is than the merc Agent Ex
The closer I can get before needing to reduce to sneak speed the better.
yeah, actually that would put the Lone Wolf even higher than Sid, as she is likely going to have -2 move detection radius
though he is a lot tougher and has pure damage bonuses
but he also is a stress monkey
so yeah, I think she is just slightly better
45 hp difference is a fair bit
Aaron is a Sniper in disguise. His raw snipy stats are worse than the Uhub merc, and he is not getting as much accuracy. However you start with him right off the bat and so can level him up a bit easier to then multiclass into Sniper once you have the decent rifle and enough skillpoints. From how I ran it you get most from the Sniper at lvl 13ish+ to get either max Nest or some of Recoup/SaVagery combo going. He also brings a useful contact from Arrowtech security that has 2 funky leverages: reinforcements delay and 2 turn disable all cameras which can be very handy (and is cheap).
Any merc with a chance to gain double stress is a no-go for me. Getting critted once + probably another hit = 50% chance for a negative stress break. Too much of a risk.
@low mauve this exercise gave me great joy, so hopefully it didn't feel too pointless in the end!
yeah its pretty bad and they are largely on mercs that don't have something to make up for it
Note that Traits that risk double Stress reduce their % when upgrading
Liat's does not
or at least the upgrade message does not indicate that
Ok, will check that
I meant pointless more from the perspective that they are all probably fine and that its just about small degrees of difference. It was fun for me. ๐
Plus I like doing this analysis to interrogate my biases and perspectives
Actually took a screenshot earlier
From this, I am going to take a look at Street Smart Climber ๐
regardless 1% increase in crit chance is pretty bad
Interesting, I am AFK (still sick) but will check, likely it starts dropping at level 3 and 4 which is lame and lacks signposting
๐ฏ
I am torn between a desire to avoid burning myself out and a desire to keep playing to give an intelligent perspective and catch some things directly and indirectly to help the game get even better. ๐
If you took a break, would it be for a while?
Seems like you dove back in and swam deep fast
the last time I played was July
so probably, lol
but yes I did dive deep
I have had more time in the past two weeks than the rest combined, as you can see
lol
Hope it had been fun!
yes
I am fairly picky about turn based tacticals but when I really fall in love with the right game then it consumes my time
this is definitely one I've fallen in love with
all the pieces are in place for it to be one of the best imo
like you really have hit on something great here
Appreciate the analysis.
Personally, I always try to avoid the burnout unless I know it's the last time I'll play
Thank you!
The game will always need more balance and analysis, so now it's later, always valuable
the thing is that certain games ended up being ones I just don't get burn out on...
Part of the reason I am at the number of hours is because this time I just started again.
Sorry, gotta go
np
Thanks for this lovely thread
in the Traits Reference page, it says that Out to Prove 2 raises the Crit Chance from 4% to 5% and also lowerrs the chance of doubled Stress from 30% to 25%. that does not seem to be reflected in the screenshot, so something is definitely wonky
trait reference page?
And it looks like Adrenadline Junky increases the chance to get stress as it goes up
feels like it should push stresss chance down but hype chance up as you more constructive with it
Not Much Time is not on the list
it probably hasn't gotten a data dump from the game recently.
it would also be nice if the existing/future reference pages contained the date of last update from the game database, so we can tell whether something is stale.
going to do a run based on this analysis: Soren (and pick up the merc Vanguard), Sid or one of the soldiers (it doesn't matter, both have better/good recrutiable options), and Zasha (and pick of the merc Sniper and the Bioweapon)
Gender breakdown of mercs:
Male -11
Female - 9
Could be either: 1
Will get an update out
Will take a look
I suspect the formatter isn't aware that reductions should be highlighted
Will fix
one the one hand, that's understandable, on the other hand, not doing that makes the grading kinda useless or even counter-productive in real life, because in effect that is what counts
just like grading systems in real life, ease of grading trumps accuracy ๐
at least we don't have a feedback cycle where people then go on to game the grading system
also, concerning this: it's not very hard to hit his minimum number of kills, so I'd say he's occasionally generating a but of stress (hasn't yet in the couple of missions I ran with him), with IMHO is miles better than Zasha's neuro-rot (at leat until the story line to fix it is in)
I prefer the LZ vanguard to Emilie because she has decent strength and I plike to play my vanguards as sword-killer ninjas, where I want them to have both strength and reaction and don't care about the other stats
Cool to see counter opinions with reasons
I mean, four kills every mission? It really ends up warping your play, and forces you into a very specific unnatural play pattern. There are some missions I don't even end up killing four people, and waiting for him to kill four every time. Obviously a little stress here and there isn't the end of the world, but I was getting it every single time and that was... stressful.
depends on playstyle I guess, but yeah, four kills every mission happens pretty naturally for my cyberswords
I feel that vanguards are just as naturally made into silencer crit pistol killers and Emille fills that role well. It may be that sword vanguard > pistol vanguard but I have seen no evidence of that. With all that being said, I do feel that some of these categories are fairly close, and if it turns out in net that the Ex Los Z Recon is actually slightly better than Emille I wouldn't be thaaaaat surprised.
Yeah, I mean I can't disagree that grading without considering all potential multi-class combinations is worse. It just is what it is.
For the record, I also find it difficult getting 4 kills on him simply because I tend to pair him with either my very lethal sniper or my very lethal vanguard
I'm not saying he can't kill, just that 4 kills per mission is lofty
๐ฏ
same
I am usually killing with whomever I can to silence someone
and he just brings a little bit more murder to the mission to help with that
hitting the 4 requires specific circumstances that aren't frequent
i didn't realize the hub cybersword requires four kills every mission. really, he can't go out the door and come back in unless he killed four people? please don't send him out for groceries.
yes, its ridiculous
but I appreciate the play in doing it to stop from people sending him for groceries
THAT being said, I don't want it changed?
I like the slight gruffness represented by him not getting his bloodlust slacked
Triple kill
how do y'all have problems getting four kills for the dude? on those super small maps maybe, but on the two bridges map...
I just need to remember it to be fair. But only had extra stress couple of times due to that.
@tidal fox Because it's first come, first serve. Snipers gotta reach advantage over the cybersword
ah well, okay, I guess if you don't want to change your tactics at all to accommodate him, it might come up
only fair that he gets stressed then, though
definitely the point of the trait is that he needs to be ... accomodated
he probably hates your sniper ๐
stress break special variant: murders the merc with the most kills in their sleep
RP wise, I am sure he does
Oh god I just got Tonberry flashbacks
Regarding the LZ vanguard, I think I was misremembering their background trait, or maybe it used to be something different? At least as it's now, it's a measly +1 to strength, and yeah that's not better than Emilie. So I retract my disagreement there
I mean the LZ vanguard is sneakier
and the smaller detection range is perhaps better than what Emille has to offer
once the missing vanguard talent goes in it'll be nice to get really low detection range with it, enough to get surprise attacks on targety you run behind
10% move speed is hard to beat early game
whats interesting is that LZ can get a levelable trait with a small flat move speed and +5% but it goes up to +0.5 and +10%
Yep, the eventual scaling is likely better.
and Thief 2 pushes the move detection radius to -3
which is p. nice
you give up move if you go that way
but either option seems decent
If I understand correctly, swords have 2n reach, normal detection range is 10m, and sneak halves the distance. So if you get to -8m, you can silent stab, and at -6m you can sneak stab.
sneak stab?
There is -2m in the Vanguard talent tree, so if thief gives -3m, you only need to find one more.
Get within 2m while sneaking.
you actually need -7m, because it would be nigh impossible to get exactly the 2m melee range without triggering noise with -6m
I'm not convinced that is possible
you can sneak up to the detection range where sneaking won't help, then sprint past the target so you end up behind them as they turn around. They'll be suspicious, but may not have spotted you and still qualifiy for a sneak attack. Easier the more move speed and less move detection radius you have.
that's really an exploit
Another one is to abuse the clip to walls mechanic to get within range. Very temperamental and also requires the guard to be within ~3m of a wall in the first place
Situation came up tonight, so I tested it. I can get to exactly 2m, but they detect me there. Also, apparently the noise detection -3m is not halved. Proof:
I appreciate you doing science, thank you
so the conclusion is you can't get into sword range?
You need at least -4m detection radius to sneak into sword range, it looks like. Assuming sword range really is exactly 2.0m, that is.
if it is not halved, I believe that is a bug because @sick karma said way back that it is halved
I believe I checked with him before putting it in the wiki
Well Ex-Los Z Recon can certainly get to it with little trouble
I suggest submitting an F10
Afraid I don't have that save, but I'll see if I can recreate the scenario and submit one.