

You will have to be careful early-game cause food will be your sole source of healing as you can’t risk getting addicted at the time. Not using companions will make your game a lot harder, though. If you plan not using companions, it’s free. Max technology you will need is 80 + a toolbox for a combined 100. All tinkering you really have to do can be done with 2 Ciggys and a Magnifying Glass. Food is plentiful at every stage of the game, so it has no drawbacks. Will get you most checks you would care about. In the long run 8 will be enough if you want more Attention and Luck or would prefer Morphine Doctor. Intellect = Preferably 10 for faster power gain.You can get away with 6 of even 4 with drug use for hard fights, but I wouldn’t advise it as it will make your early-game needlessly hard and random encounters more dangerous. If you don't play solo, don't bother with stealth, it's not working with a party, beside the dog you can't really build well companions and give them a high stealth. But caution, without some long range attack ability, you'll be forced to start combats when you are very close. If you play solo, high stealth is very powerful, firstly because it would let skip any random encounter if you want, secondly because it allows start with the best position, thirdly it open the option to move very close before the combat start. But it's not working like that, it means that when you are quite injured you have 2 more AP to open inventory, that is in those cases open inventory AP cost is like 3AP. Adrenalin Rush doesn't look that great because you don't want HP halved. Quick reaction is only for first turn of a combat, it's not that powerful. Use a shield, it was a good option before for a pure close range, since 1.08 it's an even better option. Don't even think use DEX lower than 10, BUT it's definitely playable to start a pure close range with DEX 8, put the two extra points in INT, and add 2 DEX points during the play.
#Atom rpg melee build plus
Chainsaw plus aimed attack to eyes, and this skill was generating a ton of instakill.

It is for each enemy, so if you play solo or control well companions it's a big skill with guaranty critical on each enemy. This experience is now totally obsolete with 1.1+Ī few old tricks that could be obsolete or not: Second time only main character was close range, companions was Automatic/Automatic/Pistol, but it wasn't much fun to play.
#Atom rpg melee build full
once full party was more or less close range too and it was a lot of fun, but a few combats was totally unplayable.

I played twice with main character pure close range: I'm not much appealed with a solo close range run, if I do a solo it will be with another main weapon choice. And a difficulty with party is you couldn't exploit stealth, and even if this been changed with 1.1, you can't seriously build well companions with a high stealth. But this also doesn't include play melee the whole party. This removes options of letting companions do a lot of job. I won't list an build suggestion for a close range build plan, pure or not, because:ĭev comment was mentioning only a main character run without companions. Yes I didn't added this warning, with a plan with Throwing or even any long range, don't keep ATT too low, ATT 1 or even 2 would be only for a pure close range plan. I think it's a safer bet but it's not a pure close range run, more a no bullets run. I would even suggest make a first attempt only at Easy, and only because of abilities.ĮDIT: Throwing isn't good enough too to specialize only in it, hence some players advise mix close range (Melee or Martial, Martial seems better) to Throwing (Crossbows and grenades). Easy: 10 abilities at level 20, reach level 20 will probably require a bit of grinding. Normal: 8 abilities at level 19, reach level 19 is possible or could require a little bit of grinding. Survival/Expert: 6 abilities at level 22 and reach level 22 will require grinding. I would just comment two points, don't try it with Expert/Survival because you'll get too few abilities: And since I did there's been plenty changes.

I gave up since long try do pure close range run. I know a Martial weapon using ammo can do some AP, but my experience of it with 1.08+ wasn't convincing. Does close range do now armor penetration? If they don't I don't see how it can be viable in a few combats.
