The other perk that grants fresh free move after a grenade throw or a shotgun shot deserve a mention, its unreal what a shotgunner can do and reach, given the low costs of an attack.
This! My IMP merc was a lightly armored shotgunner with a starting 85 agility and also 85 wisdom. She became faster and faster *very* quickly. I chose every perk that gave her more free movement - Fast Runner, Breach and Clear (free move after *every* shotgun attack/grenade toss) and Frog Leaping, which also gives another bonus to free move, if you start your turn in cover. It was insane. I had to refrain from clearing the whole sectors with her alone, because it was *that* imbalanced. I used a cut down shotgun so she only had to use 4 AP per shot - with the Auto 5 you can even reduce that to 3 AP per shot. It is absolutely bonkers! I opted for a crit build with normal buckshot. The perks that really helped were Arterial Shot (no damage reduction for shooting limbs - which are often unprotected, especially the hands), Shock Assault (+30% crit chance from point blank range) and finally Anatomical Precision and Total Concentration, both in the gold tier of agility (+50% crit *damage* and +30% flat damage after the first kill in combat, respectively). She one-shot just about anything with very few exceptions!
3:42 Keep in mind that your IMP (who definitely should have 85 WIS) will learn very quickly, so starting with 85 AGI means you will get to 90 in no time. Well, some time. But for me, the IMP is always priority for all magazines that aren't MED/MEC/EXP, because with 85 LDR, they can hand those benefits over to everyone else.
Exactly! That's how I did it and actually my final test was with chr_isso (IMP) at 92 Agi and Fast Runner Perk. Shadow (98 Agi) has the same movement, except for the extra 3 tiles granted for Fast Runner. So the 10-point rule seems to apply up to 99.
@@chr_isso Which is perfect, because training works up to 91, so you can get everyone to near perfect. Though admittedly grinding the magazines (they restock every 5 days in both Fleatown sectors; save-scumming before buying means you can manipulate which magazine you get) to get everyone to 100 is probably not worth it - though something interesting for a "free merc only" challenge.^^
Yeah, I've been giving everyone the heavy armor, and while it hasn't hurt me all that much, you definitely don't get the full advantage of movement you need with someone. I will keep this in mind through my next playthrough.
Imho Heavy Armor is not really worth it. I mean you want to avoid getting hit anyway, even though it's not always possible, especially in higher difficulty. But then still, better shoot, move to cover and repeat.. also pay attention to the m24, it's also cumbersome!
I would have liked to see the effects of the iron clad perk, how does rounding work since it preserves half of the free move, also does it work in combination with fast runner and any of the heavier armors
Your vids are AWESOME, thanx! ...this game...!! ...yesterday I rage-quit because I couldn't decide which perk to pick 😡or if I should wait...should I have waited (for another category level-up) ? does it matter? + after Tut-Island: go North or East or South? 🤬(starting over AGAIN)
Thanks man, I'm really new to the YT game and I'm really glad if you appreciate my efforts. Imho it's best to take fleatown first, take the outpost in the river and train militia there 3 times. Then go north, follow my Video on sector A2 and take the mine in the north and the northern city. Then go south. If you struggle, let me know!
I prefer going A2 first. Yes, the combat can be difficult if you want to save all the slaves, but it's perfectly doable just with your starting squad. In return you get a mine that never gets raided. You can also gain goodies depending on how you deal with the slave master (killing him provides a garbage weapon (it's cumbersome and can't be silenced), sparing or recruiting him gives cash and magazines; best part: if you spare him, your loyalty with some cities will drop, but because it's already at 0, it doesn't change a thing). When you're up there you are immediately in the vicinity of Flay and Larry, two free mercs. Flay is very easy to get, you get the quest at the Poacher's Camp (C6). Best part? Every 5 days you can buy a greatly modded Dragunov at the Poacher's Camp for just 2k. Move further east and you get to the mine that's controlled by the Maquis. Do some quests for their boss and he gifts you the mine. This is the most profitable mine in the entire game and you barely have to do any fighting. Then you have to free the Refugee's Camp so you don't get a sequence break, then move in the north to deal with Biff. I do it this way because it means I have one tough combat before I get late-game weapons, and I can develop the two free mercs (who suck without developing them) for a longer time. Also, the Pantagruel quests lead you towards Fleatown anyway, while the Fleatown quests lead you towards Port Cacao. Landsbach is super rough at the early stages of the game, but other than that working from north through south saves a lot of backtracking.
@@chr_isso 🙌 ye, I watched your A1 vid 👍 (after I had gone north/A1 and) deployed opposite of, a little different, but same outcome. - your tips helped
@@DrZaius3141 thanx ! I did immediately go north (seemed logical) and did A1 (wasted a bullet/got free gun x) ) thought about starting over cus of storyline and watched others on yt (playthroughs) different info = got confused...not sure if...if if... 😶🌫 (lolz) -but thanx again - great info (:
Hey, I like your FOX better than mine.
Wrong picture my ass. LOL
haha, my bad ;-)
equipped with ballistics
haha
@@Fadexpl She's got a killer pair of "guns" on her.
-my ass-
The other perk that grants fresh free move after a grenade throw or a shotgun shot deserve a mention, its unreal what a shotgunner can do and reach, given the low costs of an attack.
Will look into it, thanks for the addition!
This! My IMP merc was a lightly armored shotgunner with a starting 85 agility and also 85 wisdom. She became faster and faster *very* quickly. I chose every perk that gave her more free movement - Fast Runner, Breach and Clear (free move after *every* shotgun attack/grenade toss) and Frog Leaping, which also gives another bonus to free move, if you start your turn in cover. It was insane. I had to refrain from clearing the whole sectors with her alone, because it was *that* imbalanced. I used a cut down shotgun so she only had to use 4 AP per shot - with the Auto 5 you can even reduce that to 3 AP per shot. It is absolutely bonkers! I opted for a crit build with normal buckshot. The perks that really helped were Arterial Shot (no damage reduction for shooting limbs - which are often unprotected, especially the hands), Shock Assault (+30% crit chance from point blank range) and finally Anatomical Precision and Total Concentration, both in the gold tier of agility (+50% crit *damage* and +30% flat damage after the first kill in combat, respectively). She one-shot just about anything with very few exceptions!
3:42 Keep in mind that your IMP (who definitely should have 85 WIS) will learn very quickly, so starting with 85 AGI means you will get to 90 in no time. Well, some time. But for me, the IMP is always priority for all magazines that aren't MED/MEC/EXP, because with 85 LDR, they can hand those benefits over to everyone else.
Exactly! That's how I did it and actually my final test was with chr_isso (IMP) at 92 Agi and Fast Runner Perk. Shadow (98 Agi) has the same movement, except for the extra 3 tiles granted for Fast Runner. So the 10-point rule seems to apply up to 99.
@@chr_isso Which is perfect, because training works up to 91, so you can get everyone to near perfect. Though admittedly grinding the magazines (they restock every 5 days in both Fleatown sectors; save-scumming before buying means you can manipulate which magazine you get) to get everyone to 100 is probably not worth it - though something interesting for a "free merc only" challenge.^^
Great video, nice visualizations, very informative.
Thanks for sharing.
Glad you enjoyed it!
Yeah, I've been giving everyone the heavy armor, and while it hasn't hurt me all that much, you definitely don't get the full advantage of movement you need with someone. I will keep this in mind through my next playthrough.
Imho Heavy Armor is not really worth it. I mean you want to avoid getting hit anyway, even though it's not always possible, especially in higher difficulty.
But then still, better shoot, move to cover and repeat.. also pay attention to the m24, it's also cumbersome!
Wieder mal ein Brett, dieses Video. Kompakt, kein Fluff, netter Gag. Mach bitte genau so weiter!
Danke dir! Wochenende war etwas stressig, aber hab schon neues in Planung ;-)
I would have liked to see the effects of the iron clad perk, how does rounding work since it preserves half of the free move, also does it work in combination with fast runner and any of the heavier armors
I just tested it - two tiles horizontal/vertical, 1 tile diagonal! Hope this helps!
Works only with armor - M24 (cumbersome Sniper) does not work!
Very clear. Nice work
Isn't is None, Light, Medium, Heavy, Cumbersome and the last category is applied by some weapons too.
I didnt count the weapons to the armor, and therefore i said "if you want to be precise its four". So yes, none, light, medium and heavy.
Your vids are AWESOME, thanx!
...this game...!! ...yesterday I rage-quit because I couldn't decide which perk to pick 😡or if I should wait...should I have waited (for another category level-up) ? does it matter?
+ after Tut-Island: go North or East or South? 🤬(starting over AGAIN)
Thanks man, I'm really new to the YT game and I'm really glad if you appreciate my efforts.
Imho it's best to take fleatown first, take the outpost in the river and train militia there 3 times.
Then go north, follow my Video on sector A2 and take the mine in the north and the northern city.
Then go south.
If you struggle, let me know!
I prefer going A2 first. Yes, the combat can be difficult if you want to save all the slaves, but it's perfectly doable just with your starting squad. In return you get a mine that never gets raided. You can also gain goodies depending on how you deal with the slave master (killing him provides a garbage weapon (it's cumbersome and can't be silenced), sparing or recruiting him gives cash and magazines; best part: if you spare him, your loyalty with some cities will drop, but because it's already at 0, it doesn't change a thing). When you're up there you are immediately in the vicinity of Flay and Larry, two free mercs. Flay is very easy to get, you get the quest at the Poacher's Camp (C6). Best part? Every 5 days you can buy a greatly modded Dragunov at the Poacher's Camp for just 2k. Move further east and you get to the mine that's controlled by the Maquis. Do some quests for their boss and he gifts you the mine. This is the most profitable mine in the entire game and you barely have to do any fighting.
Then you have to free the Refugee's Camp so you don't get a sequence break, then move in the north to deal with Biff.
I do it this way because it means I have one tough combat before I get late-game weapons, and I can develop the two free mercs (who suck without developing them) for a longer time. Also, the Pantagruel quests lead you towards Fleatown anyway, while the Fleatown quests lead you towards Port Cacao. Landsbach is super rough at the early stages of the game, but other than that working from north through south saves a lot of backtracking.
@@chr_isso 🙌
ye, I watched your A1 vid 👍
(after I had gone north/A1 and) deployed opposite of, a little different, but same outcome. - your tips helped
@@DrZaius3141 thanx ! I did immediately go north (seemed logical) and did A1 (wasted a bullet/got free gun x) )
thought about starting over cus of storyline and watched others on yt (playthroughs) different info = got confused...not sure if...if if... 😶🌫 (lolz)
-but thanx again - great info (:
Very good approach! Thanks!
Thank you for the guide.
No problem! Hope it was useful!
The hottie at 1:41 her special attack is Boobs Flash Bang, stuns every enemies watching... lol , it would be fun if it was a real thing in the game...
haha would mind to get hit by those "grenades" lol
Nice video my friend👍😍👌
Thanks man, thanks for watching all my vids!
@@chr_isso -vids- *videos
Wrong picture joke made me subscribe. Yep I am that sad 😂
Haha thanks. No need to be so serious all the time right? Its JA3 !
woot woot nice video
Thanks you mate :) appreciate it!
What about the frogleaping perk? Is it also a flat +3?
I would have to test this out, but yes - i think +3 plain! Not 100% sure though!
was wondering how many tiles of free move the medium armor takes away from fast runner?
All of them! Fast Runner gets deactivated if you wear a single piece of medium/heavy armor. So you lose all 3 Tiles!
@@chr_isso cool, thanks for the vids, very informative..
Does the FN FAL have the cumbersome negative effect?
As far as I know: No. Only some sniper rifles and machine guns. Not ARs
@@chr_isso you are correct, thank you for the response.
No free move with quick prism scope? Why is that?
Nono, you habe free movement, but free movement is still movement so your first action is moving, not shooting.