Supreme Jerk Difficulty Tips

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Tyraforce
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Supreme Jerk Difficulty Tips

Post by Tyraforce » September 25th, 2014, 3:13 am

I've just finished the game on the highest difficulty and decided to share a few tips. If you haven't played the game at all, avoid this topic as I might spoil the game for you a bit.
Also, if you're planning on playing on lower difficulty feel free to use any team and you will still have no difficulties.
-tested on the release version
-updated for patch 1

The companions:
You should plan who to hire before you create your party.
-Get rid of Angela ASAP as she'll leave you and you dont want to waste XP on her

-Pizepi Joren is IMHO the best - make her your energy weapon girl and smart ass. She comes with high perception too but it's hard to get to her without perception on other character. Getting her is still buggy. Save before you enter the facility. I got her with sub 30 charisma party after killing everyone inside.

-My suggestion is to head to Rail Nomads straight away and get both NPCs here. You dont need any skills Angela doesn't have as long as you stay away from the trapped bike once you have Ralphy. Give Ralphy some perception and switch him for Joren once you get to her. Scotchemo is ok or you can wait for Chisel.

-Highpool vs Ag Center comes down to Rose/Vulture attributes:
C 5/5
L 2/3
A 4/3
S 2/2
S 2/3
I 10/8
C 3/4
Rose is a clear winner due to higher INT (+1 skill/lvl) and Awarness. She also gets better skills. Note that you will miss the medic book by chosing Rose but it's worth it. With rose you have an int person who can max surgeon, starts with decent hacking and can learn a few more skills. Remember you have to teach her to use a proper weapon too. Many players make Rose their sniper, however, she will be overloaded when you get the ultimate rifle and assault rifles are just better (you can snipe with them). Also, grab a good handgun before you head to Ag Center as she comes with a really crappy one.


Party creation:
AP = Action Points
CI = Combat initiative


I suggest having at least 2 combat specialsits with maxed Assault Rifles, 9 AP at lvl 20 and as high CI as you can. 9 AP is an Assault Rifle Burst with headshot on, which is the deadliest attack in the game. You don't need more AP than that. CI makes you go more often and multiplies the lethality of these dudes. Having 4 int is a good way to get there faster.
So the key is to have the best weapons (AR) on the guys who can use them often (high CI) and have enough AP (9) to use their full potential. Use the rest of the team to take care of other problems. Use other character to provide medical support, hack robots and use rockets.

Action points:
Assault rifle headshot burst = 9AP - no point getting more
Sniper rifle - 2 x5 AP shot = 10AP (AM rifle 9AP headshot)
SMG 6 bullets = 10AP (13AP=8 bullets - not worth it)
Energy = Gamma burst = 8AP, 2x Death Ray = 12 AP
Heavy weapons = 8AP, upgrade to 9AP for minigun headshot madness
Shotguns, Handguns - secondary weapons at best
Melee - to be updated

Combat initiative:
CI is often overlooked as people don't know what it does. I did the same and learned the difference it makes. Simply put with high CI party you trigger combat by shooting the enemy and then all your high CI guys get their turns before the enemy can react. This way you can kill the most dangerous enemies before they can do anything. In longer combat you will often act twice before most enemies do.
CI is gained from Speed (per each even rank) and Awarness (1 per rank). I believe Awarness is ste only attribute that should be increased during the game on your 4 starting characters.
Most recruitable NPCs are bad fighters due to low CI. Pay attention to CI value when you decide on your team.
According to my test 1CI is worth about 7% damage ouput increase.

Attributes:
Coordination: This is the easiest way to get AP, which were so important in the Fallout games. In this game, however, they are only usefull to certain amount and then CI is the better choice. Notice that Coordination only gives you 1% chance to hit per level, which is a joke. The right ammount of AP depends on what weapon you use. Many players make a mistake by boosting coordination during the game becuase it provides easy AP points while they don't see the benefit of Awareness. Plan how many AP you can use every turn and don't get more than that.
Luck: Affects almost everythig but is not worth the investment with a posible exception of a Blunt specialist, who can use the extra crit chance. It should also provide better loot from containers if they are opened by the lucky guy.
Awareness: Key to high CI. Very important. Should be boosted every 10 levels for roughly 7% damage increase per point.
Strenght: At level 30 a guys starting with 8 str has about 400 CON while a 4 STR guy has 300. Str is not worth it for most charcters. That said a melee character should consider 8 STR to use the best armor in the game (7STR req) and have that extra CON. STR also increases melee crit multiplier by 0.1.
Speed: Important for Melee, Medics, Frontline tanks. Useless for snipers (2). Speed allow you to get good cover while boosting evasion and is a very strong defensive attribute. It also allows effective flanking.
Intelligence: +1 skill/level at 4,8,10. Four is a must for everyone. Eight is questionable as 2 more points are worth that +1 skill so I suggest 4 or 10 right from the start.
4 INT allows you to max 4 skills and keep 3 high the whole game.
10 INT allows you to max 6 skills and keep 5 high.
Charisma: You can afford 1 charisma guy to get better dialogue options (not tested) and boost the Leadership range.

The most important thing here is you get 1 AP for every 4 points spent on INT, STR and SPE. You should deal with these attributes while creating the character and leave them alone during the game as increasing them every 10 lvls if very ineffective. Also you will not get missed con/skill points when increasing STR/IT later in the game.

Minimal values (don't go lower unless you have a very good idea what you're doing) COO=2, STR=4, SPE=2, INT=4.

My 4-men Supreme Jerk team:
Please note that this team is designed to survive without other team members and roleplaying suffers due to low charisma and repetitive weapons. This team cleared the DMB base without as single member down.

2x Fast Assault: 4,1,6,4,8,4,1 -9AP, 15CI - SPE gives more survivability than STR, AW will be maxed at lvl 40
1x Slow Skill Assault: 4,1,6,4,2,10,1 -9AP, 12CI - This is my stationary assault rifle sniper and primary surgeon. AW will be maxed at lvl 40
1x Energy hybrid: 2,1,4,8,8,4,1 -9AP, 13CI - Until Titan Temple, this will be my sniper (about rank 5) then he switches to Energy weapons (Gamma Ray ftw) and becomes the tank for the party utilising 0 range penalties and brutal dmg of Gamma Ray. Sniper rifle on second slot remains useful to keep up with team's range. This is also my primary medic so he can self-heal when tanking.
More info on 4-men gameplay: viewtopic.php?f=40&t=9427

Weapon skills:
Assault Rifles (AR): The way to go. They need maxing ASAP to deal with burst recoil. In the second part of the game they will be able to do 9AP headshot burs even when next to an enemy shooting anything between 5 and 50 meters away reliably. EDIT: To do this reliably, high leadership is recommended for its chance to hit bonus.
Sniper Rifles: Superb at the very begining. As soon as you get to the citadel, you can buy Assault rifles that are better in every aspect (even range) except penetrtion. In general Snipers get about 10% longer range but deal about 50% of the damage of Assault Rifles. Your should start with 10AP or get it early so you can shoot twice, which is better than 100% head shot due to the crit chance. Make sure your sniper has some strength (min 2 but I suggest 4) so he can carry the ultimat rifle, which is a bit heavy.
Energy Weapons: Useless at the beginning but start to shine when robots appear. Make sure you get Gamma Ray Blaster, which is OP. In the second part of the game, they are way better than sniper rifles. Also they don't need to be maxed. Never start with energy specialisation - get it around lvl 15. Go for 8 or 12 AP depending on wheather you want to use the Gamma Ray OP Bullshit. 8 is perfect for Gamma cuz going more often is better than anything you can do with spare AP. 12 AP will let you fire the death ray twice. Energy weapons shine at utilizing any spare AP effectively so high AP is great here. Also all energy weapons use the same cheap ammo. A bit suprisingly they get no range penalties and can make a great close range secondary for Snipers.
SMG: Decent in the first part of the game but later suffer from low penetration and much worse dmg compared to Assault rifles. I suggest 10 AP so that you can choose between 2 5AP butsts or 8+2AP burst + headshot.
Handguns: Like SMG but a bit worse.
Heavy weapons: BAD (low dmg, much ammo, jam all the time, extra weight, bad AP management). Can shine a bit if you can get a BAR early. The ultimate machine gun is actually very good and at this point you can even use headshot time to time (9 AP) which can result in comparable damage to Assault Rifles. 9 AP unless you want to fire a secondary weapon.
Shotguns: Situational - they shouldn't be your primary but can make a decent secondary later in the game when you can fire 2 shells for 4AP or use a burst to hit multiple enemies. Their problem is the lowest armor pen of all weapons and the fact they require you to move to avaid friendly fire. I suggest manual aiming by clicking the weapon icon.
Melee as a primary skill: Bad for thes reasons:
1] When fighting a mixed group, the enemies who will run to you are the least dangerous. So you'll be fighting different enemies than the rest of the group.
2] You will move often wasting AP and attacks.
3] You will rarely use cover.
4] You will often get hit by your team or make it harder for them to shoot.
5] The better your armor the slower you move - you need some speed to compensate.
6] Ammo is plentiful
If you still want to go for melee you should check this:
viewtopic.php?f=40&t=9765&p=128388#p128388
and this:
viewtopic.php?f=40&t=9820

Melee as a secondary skill: As melee weapons don't require any strength, any chracter can use them as long as he/she has some strength to carry them. If the enemies come right to you, they will generally do better than SMG or Handguns. If the enemies stay a few squares away, it is the other way around.
Rocket launchers + Granades (no skill needed) are useful when fighting big mobs. Give them to you least combat-useful guys.

Secondary weapon specialisation or not? At the begining of the game when you AR and snipers will have problems shooting when they have an enemy righ next to them so a secondary weapon (SMG/Blunt) sounds like a good idea. However, later in the game this penalty is irrelevant as long as you don't have to shoot that close guy as well. You basically ignore the enemy next to you and use a different guy to kill that obstacle at ideal range. Therefore, don't invest too much in secondary weapons and if you decide to go for them, start early and keep them about 2 levels behind your main weapon. A low level secondary weapon is a waste of points as you will miss a lot. I would now only consider a secondary weapon for my Energy specialist. I'd start him with a different weapon (probably sniper rifle) and start pumping energy when I hit Titan pass. Energy weapons make great secondary weapons as they don't require a lot of skill points to be effective and get no range penalties.

General Skills:
Animal Wh.: Useless. Keep Ralphy around if you ever need it.
Barter: Three points are cheap. It doesn't scale so I wouldn't bother going beyond 3.
Brute Force: Needed to complete certain quests and get to certain places early. Keep it high.
Ass skills: Needed to solve certain quests in a certain way and obtain unique items. Keep all high. My personal priority is smart, kiss then hard.
Leadership: First of all, it grants 1% to hit per level not 2% as the skill description says. It is a bit low but when you think about it...it affects 6 party members so you can look at it as 7% per level. With decent charisma the radius can be big enough to cover the team at all times. At around 5 points people stop going rogue but having extra 10% to hit chance on everyone is sure tempting. It won't help your snipers that much but all the burst weapons will use the bonus well. Make sure to position the leadership guy in the middle of the group and don't put it on snipers who tend to stay behind. Leadership range is closely tied to Charisma. Charisma 1 only covers a 1 field range.
Outdoorsman: There are certain enemies who are not worth fighting so I'd keep it high enough to be able to avoid most fights.If you get the book and a +2 item, base lvl 3 should be enough.
Perception: Very important. Keep it high unless you want to blow all them traps you meet.
Weaponsmithing: Priority skill. Some of the mods are OP if you can get them early and this skills saves you a LOT of money by increasing your chances of getting them. How the skill works: Each weapon has percentual chance for each mod it contains. Each mod requires a certain lvl of weaponsmithing to be visible. If you don't have that level the percentage is added to the chance to get useless weapon parts. It is therefore advisable not to deconstruct weapons with high chance to fail - wait till you get the skill a bit higher. Early rank 4 can get you long barrel and will caryy you all the way to Titan Pass.

Knowledge skills:
Not that most of these skills don't need to be maxed as they can be boosted by items. The most notable item is Tool Kit, which gives +2 weaponsmithing, repair and toaster (might be a good idea to have these on 1 char so you don't have to move it around). So get these to 7, use book and then equip items when needed.

Alarm: Used to get to certain places early and acces certains places where you can't get without killing the whole town. It is needed for at least 1 sidequest. EDIT: You can get the Gamma Ray without this skill but you need to know exactly what to do.
Computers: Mostly used to get loot. Rarely used to open important doors. EDIT: Can be used to hack robots and towers in combat so having it on a mobile person is handy. It solves at least 1 quest in a positive way.
Demolitions: You can survive any trap in the game but the medkit drain would be too high. Keep it high.
Field Medic: Very important in high difficulty gameplay. Have 2 medics if you can afford it. Give the skill to those you expect to take damage and/or to support characters. Snipers make a poor choice. A few examples:
-lvl 4 medic can heal up to 65-90 con
-lvl 9 medic up to 176-203 con
-lvl 10 medic up to 188-216 con
-lvl 10 medic using the same kit as lvl 4 medic - 92-127
Endgame characters have between 300 and 500 con.
Lockpicking: Loot skill. Door opening can be substituted with brute force.
Repair: Rarely used. It only solves a few unimportant quests. EDIT: You might need a decent Repair in Rodia if you decide to finish the quest line in a certain way.
Safecracking: Pure loot skill. There are few quest-related safes and they can be opened with TNT, granades rockets and such (a few harder safes need more powerful explosives). Also, about every second safe uses electronic lock. If you want to skip a loot skill, this is the one. EDIT: There is one quest line that needs safecracking. You will not be able to continue working for Rodia Jerks without this skills as you need to get to the bank safe.
Surgeon: Vital. While you don't need to max it, I strongly suggest having about lvl 4 on a second character in case you main surgeon goes down. Also stopping bleeding in long fights is very useful so having rank 1 on most characters is handy.
Toaster: Loot skill with a lot of xp rewards and some unique loot including that OP energy weapon. You don't need as high level as other loot skills but this skill is a must.

Useful skill combinations:
Perception + Demolitions - you find it, you disable it, no need to switch characters, very good for minefields. Also Dowsing Rod trinket gives +3 to both.
Lockpicking + Safecracking - there is an item that gives +2 to both
Weaponsmithing + Toaster + Repair - there is an item that gives +2 to all

Attribute/skill interactions:
Cordination: +1% to hit with ranged weapons
Luck: +1% chance with percentage based skills
Charisma: +2m Leadership radius (1 charisma only covers 1 field range)
Int: Possibly allows you to get high levels of Surgeon. I can't confirm that but lvl 7 is possible with 4 INT and you really dont need more than that.

While coordination description says it affects lockpicking, it doesn't seem to be working at the moment. 1 and 10 int characters with Lockpicking 1 show the same chances to pick locks. I tested all the percentage-based skills and all the attributes and didn't notice any affect whatsoever. This migh be implemented later as at least Brute Force should depend on strenght.

Advanced tips on using cover:
Any cover provides the 10% accuracy bonus no matter which way you shoot. However, the shots that initiate the combat are not affected by cover. Therefore it it wise to start combat from cover but crouch as well. You will stand up automatically when combat starts. When moving and shooting in the same turn if you can't find proper cover, use any cover to get the accuracy bonus.


General gameplay tips:
-some areas require you to finish a lot of stuff during your first visit so come well stocked (esp. Demonta)
-save before you enter an area for the first time or make an important decision and make sure you don't overwrite it
-in LA Oracle one of your guys may have to stay as a hostage. Remove his guns before you give him up (they got lost). When you go get him back, remove somebody from the team as the game says you 6-men party is full - known bug.
-use free/cheap healing in towns - running out of medkits is easy
-use the 50% Nomad camp discount as much as you can
-avoid animal encounters
-know your weapons. Know the armor pen and use low pen weapons on low armor targets. Don't use energy weapons on anything below their armor treshold.

Hard parts:
These are the fights that were hard for me at the time I fought them. I'm sure there are easy ways to do them.

Saving AG Center - stock on med packs - you will take a lot of dmg due to fast enemies
Saving High Poll - Jackhammer by the elevator has 4 armor so use explosives. You should be able to buy some dynamite from the vendor.
Prison main area - even if you pay, there are 2 hard fights before you reach the farm. At the farm you can use the way the pigs escaped and use excellent cover in the corner incl an elevated position.
Darwin - if you choose to fight at the end of the lab, be sure you are up for it. Also the zombies hit suprisingly hard.
DMB militia secret base (optional) - Extremely hard but doable (I managed it with 4-men team). Get AK47s and Gamma Ray before you atempt it. You may want to do Demonta (but not Silo) to get a few extra levels. Don't bother bringing low CI characters. When you enter, look to your left. The second turret to the left is on a truck. Move your whole team to the corner between the left wall and that truck. Only the first turret can hit you there and nobody can shoot you from the balconies. The enemies will rush you so it's mostly close quarter combat + take out that turret. Keep your medic ind the middle so he can heal effectively.
Demonta - those big robots are a bit hard and you shouldn't leave Demonta untill you kill the boss
Demonta boss fight if you decide to save the girl - leave the team in different covers in the corridor and send the comp person to do her job. this makes it almost easy.
Abandoned Railway - do it AFTER Demonta and it's still pretty hard
Salt lake park - if this is your 2nd are in LA you will probably not be ready for the ambush. Save before you go in.
Rodia Jerk Massacre - if the confrontation happens in their HQ and you didn't do the three things that make it easier and you decide to fight them in the house then you are up for a nearly impossible fight. You can always pull them outside or solve the quest in a different way.
Whittier ambush - IMHO the hardest fight in the game unless you do a simple thing. Strip you armor before you go in. Stay where you are at the beginning and kill the Lobber then the Heavy Gunner. Kill energy weapon guys last.
Endgame fight after the first elevtor - you have about 1s to press the crouch button before the robot starts talking - this helps a lot as going for cover is imho not an option here.
The final fight is long but suprisingly easy. I even managed to keep Vargas alive.
Last edited by Tyraforce on October 4th, 2014, 11:02 am, edited 57 times in total.

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Re: Supreme Jerk Difficulty Tips

Post by Tyraforce » September 25th, 2014, 3:15 am

reserved

Juno
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Re: Supreme Jerk Difficulty Tips

Post by Juno » September 25th, 2014, 3:45 am

Thank you for the tips man.
So, what is actually the difference change on SJ? I still have not seen a straight answer anywhere, including the game :)

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sheppards
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Re: Supreme Jerk Difficulty Tips

Post by sheppards » September 25th, 2014, 3:48 am

Tyraforce wrote: -Get rid of Angela ASAP as she'll leave you and you dont want to waste XP on her .
Don't agree the slightest. Too much of an initial asset. Excellent shooter who can get in melee. Covers 2 important skills early (weaponsmithing, hardass) when initial distribution skills is critical.
Tyraforce wrote: -Pizepi Joren is IMHO the best - make her your energy weapon girl and smart ass. She comes with high perception too but it's hard to get to her withou perception on other character. Getting her is still buggy. Save before you enter the facility. I got her with sub 30 charisma party after killing everyone inside.
Don't agree. She requires too much resources in CHA in initial stat distribution and/or recruitment of some less then stellar NPCs. Also, energy weapons are lacking in the early game. I' better go with Chisel: great melee and a partial substitute for Angela when she leaves.
Tyraforce wrote: Rose is a clear winner due to higher INT (+1 skill/lvl) and Awarness. She also gets better skills. Note that you will miss the medic book by chosing Rose but it's worth it. With rose you have an int person who can max surgeon, starts with decent hacking and can learn a few more skills. Remember you have to teach her to use a proper weapon too. Also, grab a good handgun before you head to Ag Center.
Totally agree. Best NPC hands down. I made her learn energy weapons too, which becomes quite an asset in California.

Tyraforce wrote: I suggest having at least 2 combat specialsits with maxed Assault Rifles, 9 AP at lvl 20 and as high CI as you can. 9 AP is an Assault Rifle Burst with headshot on, which is the deadliest attack in the game. You don't need more AP than that. CI makes you go more often and multiplies the lethality of these dudes. Having 4 int is a good way to get there faster.
So the key is to have the best weapons (AR) on the guys who can use them often (high CI) and have enough AP (9) to use their full potential. Use the rest of the team to take care of other problems. In other words, your charisma, int and str guys should not be your primary AR users.

Strenght: At level 30 a guys starting with 8 str has about 400 CON while a 4 STR guy has 300. Str is not worth it. It's better to kill them faster.
Disagree on starting AP. For an assault ranger I prefer CO6 LK1 AW4 ST4 SP8 IN4 CH1 which translates in 10 AP 13CI, and adding to AW every 10th lvlup. Agree on STR: 4 is more than enough. Also, don't go over 2 assault rifles at SJ difficulty, or you deplete your ammo in a pinch. Take one sniper and a handgunner.

I generally agree about weapons and skills.
However, about skills:
-leadership not worth over 3
-barter is a waste when you have weaponsmithing (covered by Angela, and then by one of yours)
-oudoorsman is covered by Angela (another point for which you should take her) until Canyon. Later you can allow yourself to waste some ammo on random encounters(and get more xp!).

All this IMHO, obviously. Very good thread.

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Re: Supreme Jerk Difficulty Tips

Post by Tyraforce » September 25th, 2014, 3:50 am

Juno wrote:Thank you for the tips man.
So, what is actually the difference change on SJ?
The one I can confirm is the enemy deal WAY more damage and you deal less.
I was hit by 200dmg granades so I'm guessing the enemy dmg is doubled while your dmg is probably 1/2 but I'm too lazy to test it.

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Re: Supreme Jerk Difficulty Tips

Post by Silverthorne » September 25th, 2014, 3:56 am

Thanks for the info.

I can not agree with the part that missile launchers is rarely used thing.
Also I believe that all that grenade and missile launchers don't belong to Heavy weapons category.
I never missed a shot with zero points in HW.
Same with grenades.
Having at least one RPG-7 ready is a must in middle to late LA if you can afford it (700$): 500 damage in massive AoE isn't a joke and you can blow huge crowd in one shot and save your party or time.

And who is Pizepi Joren ?

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Re: Supreme Jerk Difficulty Tips

Post by Tyraforce » September 25th, 2014, 4:11 am

Thx for the comments sheppards.

Angela: Yes she is great help to start with and I used her brute force to save Ralphy but:
a) I don't feel the game is hard at the beginning - I'd rather have that extra exp later when things get harder.
b) You can use her for weaponsmithing whenever you return to base. Also I get 3 weaponsmithing really early.
c) I cant remember I needed hardass early. I solved Radio Tower with lvl1 Smartass.

Pizepi: I'd ignore her or get temporary CHA party to get her if she needed 30 CHA. The thing is she somehow doesn't. I thing there is a bug in the release version. The full story: I cleared the lab , killed everyone with about 20 CHA party and she was there. I loaded the game to get her dialogue again and she vanished. I repeated last fight in the lab - not there. I did the whole lab again on easy difficulty, did't kill last group - not there. I loaded and killed last group - she was there.

Chisel is good. I just don't like melee. He can do anything tho.

Starting AP: What do you do with 10AP on assault character? I can't think of a way to use that.

Leadership: They started running away at about 5. Going rogue gets people killed and I dont like that :-)
-barter is a waste when you have weaponsmithing
I don't get that. WS can save you some money by having to deconstruct fewer weapons but it certainly doesn't make you rich.

Outdoorman: I travel a lot. Mainly to get healed for free after tough fights so I don't want to get ambushed while on low hp. Also the maps keep repeating so it's a bit borring. Animals and Robinsons dont drop anything of use so you waste ammo + medkits.You are right about xp tho but I'd rathe be able to choose where to get it.

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Re: Supreme Jerk Difficulty Tips

Post by Fido_CZ » September 25th, 2014, 4:50 am

Hello,

Ok, I have a few questions about my team, I started new game on Ranger (deleted my old savegames from LA because of bad team composition and decisions). And what I want is this:

- no recruited NPCs
- all 4 chars AR users, no backup weapon
- on start: 10 AP, 13 CI and more CI on levels by increasing Awareness (10 AP to move and burst, headshot, whatever....)
- 1 medic - a bit of save scumming if she goes down, or maybe a second surgeon if I have enough points
- 3 points per level (counting 150 points to spent on lvl 50 only from lvling up)

So I came up with CLASSIC same for all four of my guys: 8 1 6 4 4 4 1
Now I am past Highpool, have 2x M16 and 2x FAMAS and I am pretty happy with them, I can get where I need, kill what I need, get what I need.
But you mention different skills than I have as needed... I have so far:

Weaponsmith, Perception, Outdoorsman
Mechanical Repair, Comp. Science, Explosives
Medic, Surgeon, Kiss Ass
Safecracking, Lockpicking, Alarms

Aaaaand the questions :D :
With a bit of altering, will be 3 skill points per level enough with all the shrines, books and items around? Or is 4 skill points per level an absolute need, and should I drop it instead of 10 AP?? Or is there any other major issue I could run into later game? I was in LA before, though I didnt finish the game completely.

Thanks,
regards

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Re: Supreme Jerk Difficulty Tips

Post by OneAmongOthers » September 25th, 2014, 5:03 am

Nice tips, but I don't really like stupidly over the top difficult games. Seasoned is where I feel comfortable, seasoned is where I will stay. I may later slide it up to ranger when the game's combat starts to feel too easy, but for now its seasoned. Also I don't think rocket launchers are based off heavy weapons. The seem to do the same damage no matter what the skill is. Also rpg's are one shot weapons (stupid since you can reload a rpg in real life but I digress).

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Re: Supreme Jerk Difficulty Tips

Post by Tyraforce » September 25th, 2014, 5:32 am

Silverthorne wrote:Thanks for the info.
I can not agree with the part that missile launchers is rarely used thing.
Also I believe that all that grenade and missile launchers don't belong to Heavy weapons category.
I never missed a shot with zero points in HW.
Same with grenades.
Having at least one RPG-7 ready is a must in middle to late LA if you can afford it (700$): 500 damage in massive AoE isn't a joke and you can blow huge crowd in one shot and save your party or time.
And who is Pizepi Joren ?
You are right about launchers and granades not being heavy weapons. I used them with the heavy guy since the machine guns were just rubbish. I edited the post.
Pizepi Joren is a mutant recruitable after finishing Drwin Village. It is a bit buggy tho.

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Re: Supreme Jerk Difficulty Tips

Post by ehrgeix » September 25th, 2014, 6:55 am

Heya,

A few queries:

How are you saving the Ag Centre on SJ? What's your starting party? How much did you grind the world map before going there?

Do you think it's worth getting 10AP on AR guy to make the early game easier, or is 9AP fine for the FAAMS and then things are easy enough when you get the t3 it stops mattering? Is the game hard enough at the end that it's really worth optimizing for AR headshot bursts?

You say you don't find the game hard at the beginning and that it gets harder later - I'm really confused. I think that if you don't grind the world map the initial HP/Ag Centre fights are the toughest in the game? RNC/DV/Prison seem pretty easy after going through that stuff.

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Re: Supreme Jerk Difficulty Tips

Post by Tyraforce » September 25th, 2014, 8:22 am

ehrgeix wrote:Heya,
How are you saving the Ag Centre on SJ? What's your starting party? How much did you grind the world map before going there?
Hey,
I started my party based on what I knew from beta and I was wrong. I grabbed angela, headed to Nomads, grabbed Ralphy and the Hobo and grabbed what I could withought fighting. Then I went to Tower and then Ag Center. Ag wasnt that hard except I ran out of med kids. I dropped Angela for Rose, later Ralphy for the Mutant.
ehrgeix wrote: Do you think it's worth getting 10AP on AR guy to make the early game easier, or is 9AP fine for the FAAMS and then things are easy enough when you get the t3 it stops mattering? Is the game hard enough at the end that it's really worth optimizing for AR headshot bursts?
10 AP from the start is imho too much. I'd go for 8. The extra CI is worth it.
ehrgeix wrote: You say you don't find the game hard at the beginning and that it gets harder later - I'm really confused. I think that if you don't grind the world map the initial HP/Ag Centre fights are the toughest in the game? RNC/DV/Prison seem pretty easy after going through that stuff.
I didn't grind anything. In fact I skipped the easy encounters.

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sheppards
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Re: Supreme Jerk Difficulty Tips

Post by sheppards » September 25th, 2014, 8:26 am

ehrgeix wrote: Do you think it's worth getting 10AP on AR guy to make the early game easier, or is 9AP fine for the FAAMS and then things are easy enough when you get the t3 it stops mattering? Is the game hard enough at the end that it's really worth optimizing for AR headshot bursts?
It's a fact raising CI with levelups is easier than raising AP. thanks to AW.
Look at this assault build:

If you start with CO6 LK1 AW4 ST4 SP8 IN4 CH1 you have 10AP and 13CI
If you start with CO4 LK1 AW6 ST4 SP8 IN4 CH1 you have 9AP and 15CI

You can bring both these builds to 10AP - 15CI at lvl20. Difference is that at lvl10 you can already bring the first build to 10AP - CI14, while the second must wait the 20th lvl to reach 10AP (unless you find some special loot).
I think the first build is quite better. CI is king, but AP are not less.

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ehrgeix
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Re: Supreme Jerk Difficulty Tips

Post by ehrgeix » September 25th, 2014, 8:42 am

Thanks for the responses. I didn't realize you could hit the RNC before Ag Centre and still save Ag Centre. That'd make it a lot more doable.

A couple more questions - did you run into any NPCs that haven't already been discussed? And, how do you feel about Lexcanium? I was sort of planning to use Pizepi, VC, Angela, and then pick up Lexcanium later. Brawling seems pretty reasonable, but not sure about him starting with no brawling, and also enraging around robots seems like it might get him killed a lot?

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Re: Supreme Jerk Difficulty Tips

Post by Tyraforce » September 25th, 2014, 8:55 am

Hey Fido,

I'm in fact about to do the same in a few weeks and see how it goes.
-I'd go 3 AR + 1 Energy - that Gamma Ray is WAY too strong to ignore
-Carry backup AR until you can remove the jam chance completely
-You need a second surgeon unless you plan to load a lot. 1 medic should be enough.
-10 AP is IMHO too much - I'd go for 9. M16 burst costs 7 and you can't do much with 3AP.
-The energy guy only need 8AP if you go for Gamma Ray so you can get 1 more skill point. Have him use granades and launchers until you hit titan or give him 3 points in some weapon.
-Let me know if the lack of charisma changes the game much

With 3 skill point you can have decent values on AR + 2 other skills and maybe 1 low skill so you'll need to get rid of something.

I'd go
PERCEPTION, EXPLOSIVES, (outdoor) (surgeon2) - It's convinent to detect traps and remove them with the same guy
WEAPONSMITH, TOASTER, (Repair ~5) - There is an item wchich boosts all 3.
COMP, SAFECRACKING (Alarms ~5 at titan temple)
MEDIC, BRUTE FORCE, (surgeon)

You will miss all the conversation skills and lockpicking. You can open doors with brute force as well as do other stuff so you will only miss a few locked containers which shouldn't be a problem. With conversations skills you will miss a few books but those checks are crazy high so I don't think you can afford it.

Good luck or rather Hodně štěstí :-)

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Re: Supreme Jerk Difficulty Tips

Post by frozyx » September 25th, 2014, 8:56 am

Tyraforce wrote:
Juno wrote:Thank you for the tips man.
So, what is actually the difference change on SJ?
The one I can confirm is the enemy deal WAY more damage and you deal less.
I was hit by 200dmg granades so I'm guessing the enemy dmg is doubled while your dmg is probably 1/2 but I'm too lazy to test it.
Pretty much this. Also the chance to friendly fire is very high on SJ, feels like you always friendly fire whenever it is theoretically possible. And you obv do more dmg to your own guys than you would do to enemies ...

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Re: Supreme Jerk Difficulty Tips

Post by ehrgeix » September 25th, 2014, 8:58 am

That feel when you ff energy weapon burst. =(

e: Also you definitely do half damage, yes. 100 damage blasts deal 50. I read somewhere that you take 200%, but I don't know for sure.

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Re: Supreme Jerk Difficulty Tips

Post by Tyraforce » September 25th, 2014, 9:03 am

ehrgeix wrote:Thanks for the responses. I didn't realize you could hit the RNC before Ag Centre and still save Ag Centre. That'd make it a lot more doable.
The Ag/HP distress call doesn't trigger until you do the Tower or travel south.

Lexcanium is ok but chisel is imho better. Then there is a guy in Titan pass that requires 30 party charisma and then a few more in LA. I just like to have all the skills covered early in the game so I don't even consider those. Bes setup is imho Pizepi, Chisel, Rose.

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Re: Supreme Jerk Difficulty Tips

Post by Tyraforce » September 25th, 2014, 9:06 am

Friendly Fire imho depends on chance to hit or weapon skill. In the late game it was very rare .

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Re: Supreme Jerk Difficulty Tips

Post by Fido_CZ » September 26th, 2014, 12:40 am

Morning guys, dobré ráno :)

Thanks for reply Tyraforce, well... new day, new team for me, and I ended up with:

- Seasoned difficulty for first finish of the game would be better, so seasoned it is
- I decided I want 4SP/lvl, so Int8 was a must
- reason why I wanted 10 AP so stubbornly is because of versatility of two single bullet attacks (finish of two wounded enemies, two attacks early game...
- I was saving as hell, now I have 4 M16s (characters lvl 6) just after finishing Highpool, even before checking on Ag center after that, and its... well... easy... eight bullets per round with around 35 dmg is really strong
- CLASSIC is same for all: 6 1 4 2 6 8 1 (hope I remember it correctly, cant check, I am at work :D)
- which gives me: 10AP, 4SP/lvl, 12CI... it makes the game probably a bit more difficult without increasing difficulty option because of low HP pool, but I had 2 str when I got to LA last time, and no issues there. CI is kind of low, first (and probably second) point (lvl 10 and 20) goes definitely into Awareness, others to Strength or Awareness depending on feel of the game.
- decided to pass on energy weapons on Seasoned and possibly take them on Ranger (probably wont play on SJ)

4SP per level allow to get probably all needed Skills
Everyone will get ARs to 10 and:

1. Perception, Demolitions, Outdoorsman, Weaponsmith
2. Toasters, Mechanicals, Hard ass, Brute Force
3. Medic, Surgeon, Smart ass, Kiss ass
4. Electronics, Safes, Lockpicks, Alarms

- tried to give everyone some "have to be 10" skills and some "7 is enough" :D

With free skills points, trinkets and everything, this should allow me to keep all skills competitive, while all characters will remain highly dangerous in combat :)
And well... in first stages, it works really well...
Such low charisma will probably deny you all (or many) companions (even Vultures Cry just thanked and ran away :D) but as long as I dont want any companions in the first place, its no issue for me

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