![]() You get a lot fewer high-end tinkering parts than using an axe or 4 to decapitate robots, but knocked-out enemies do even less damage than enemies missing a limb. This is the first character I've gotten high enough agility on to have the highest level of dual wielding with *and* high enough strength to max out the appropriate melee skill (cudgels this time, using the carbide hand bones and 2 fullerite mauls in the helping hands backpack I've got equipped) that I can remember. I've also gotten moderately lucky with Baetyls and eater's nectars this True Human run, and gained a total of 6 extra stat points. Otherwise you have to hope they're near walls you can hide behind while slowly approaching them. They're still easy enough to kill once you have the charge skill (assuming you're at all capable of melee). They've also fixed the turrets dropping huge amounts of ammo thing, so if you want to use chainguns from day 1 (because you need them for snapjaws?), you'll need to find a better solution.Ĭhain turrets only drop ~150 now. And anything that helps you survive past the starting area is a good pickup in my book. Grenades and Salve Injector recipes are both also very valuable early on. I just don't find it to be a waste points given some of its other benefits. I'm not arguing that the ability to guarantee getting the lead slug recipe makes it worth while on its own, of course. ![]() Not to mention the Gunslinger, who definitely benefits from having Psychometry to start out with since those pistols are pretty much the only thing they have going for them to start. Heck, on game recently I even managed to find a semi-auto pistol in one of the chests in Joppa. I've had characters get up to at least level 8 before ever seeing a turret, despite looking around ruins and whatnot.Īnd it's not uncommon for me to have guns pretty early on, at least revolvers or desert rifles. Which is not a big deal later game, but early game you're both not guaranteed to find them and definitely not guaranteed to kill them. Sure, but you have to both find and kill them. That can include hoversleds and nuclear cells pretty easily, among other artifacts, and examining them has risks. HOWEVER, there is one fairly major source it opens up, and that's all the stuff on the tables with the Urshibs. Doors are, basically not an issue for the most part. And it does make data discs effectively "free", since you can build one and sell it back. Being able to learn a nuclear cell could be useful, and it does feel really nice to just be able to fill out your tinker list. Being able to build more then one set of Ulnar Stimulators is generally worthless early on, though it does make a decent way to turn bits into water. Of course, for a lot of things it doesnt matter TOO much. ![]() Sure, you can build from disc, dismantle, and go for the reverse engineer, then use the discs as trade goods, but that requires water/trade goods to start with, plus at least a level or two for reverse engineer. Theres three data disc suppliers in the early game with a standard start, but those cost significantly for even basic gear. Psychometry is front loading a tinkers chances against long term planning.
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