DRL > Discussion
Newbie question
Ashannar:
For melee, Brute is your bread and butter and Berserker is your trump card. Brute increases your melee damage very nicely and Berserker boosts it to insane levels and keeps you alive. The key to playing melee is to tip-toe around until you get ahold of the chainsaw in the Chained Court special level. Then you'll be able to rip up guys left and right. Most people who play a melee character will end up getting the melee master trait, because it's hard to enhance a melee build further without one.
But as always, there's no reason not to take guns with you unless you're playing Angel of Berserk or going for a Strongman badge. (With Strongman, you can still use guns to blow holes in walls and stuff, but be careful!)
LuckyDee:
Not much left to add here, I see, but I'd still like to try:
I think that, no matter what type of game you play, you pick one master trait to aim for. On very rare occasions (due to finding some exotic special weapon or some such) you'll want to divert from that path, but otherwise these masters have enough to add to build towards these in a fairly straight line.
Since master traits also exclude the availability of certain skills, and you know you'll only have so many points to spend, eventually, you can more or less plan out the entire course beforehand. To use the Cateye example, I'd take INT-INT-SOB-SOB-TH-MCe, since INT2 provides a huge advantage early on, benefits extra from the extended range MCe brings and you'll need at least 5 other skills before you can take MCe anyhow (or is this outdated?).
For MVm I'd prefer BRU-BRU-BER-BAD-BAD-MVm; again 6 skill required, you'll want BER a.s.a.p. and the extra level BAD allows you to immediately start boosting your health up to 200% once you get MVm.
With this in mind, you can also make a mental shopping list regarding what weapons you'll want to take. For pistols, SOG is a must (as I believe is a master trait), so anything that excludes the use of this will generally be a bad idea. Melee is worthless without BRU, so builds that exclude this tend to rely on another backup weapon.
So, barring any restrictions placed by challenge mode or badge hunting, you base a primary weapon on your master trait - possibly a secondary too - and pick another as backup. Shotguns are versatile enough to support almost anything, rocket launchers can work miracles as well, as long as you manage to keep out of the blast (and not blow up useful stuff in the process). BFGs are a mixed blessing, but I tend to keep one handy as well.
Evilpotatoe:
--- Quote ---But no, you can't fire 'while' moving
--- End quote ---
Isn't it the purpose of the new "gunrunner" scout mastery ?
I didn't try it yet (not picking my target doesn't look very appealing to me), but I think it can be quite valuable
Ashannar:
Huh, I hadn't noticed that! I'll definitely have to look into it.
LuckyDee:
--- Quote from: Evilpotatoe on March 23, 2013, 05:39 ---Isn't it the purpose of the new "gunrunner" scout mastery ?
I didn't try it yet (not picking my target doesn't look very appealing to me), but I think it can be quite valuable
--- End quote ---
Hey! I didn't even notice that one. Good to see Running Man has been replaced with something that sounds worthy of a try. Since it requires DM, you should actually be able to focus on evasion while the RNG takes care of the shooting for you. And although you technically cannot pick your target, you should of course be able to lend chance a hand by making the right moves....
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