
That's 20 levels required to get those 5 abilities in an area you want, as opposed to the 8 levels that would be required had you taken the right abilities to begin with. So if you have 5 abilities taken in melee (or pistols) that's 15 ability points used and taking 5 abilities in another section of the tree will cost 40 ability points rather than 15. Every ability you take increases the cost of taking another ability by 1 point and you only get 2 points per round. You can gain enough levels to train another combat skill, even all the way to the max of 199 for each skill, but you're not going to get enough levels to train the ability tree. I think it's worth noting that even if you're going to grind somewhat (or if you're going to explore every nook and cranny and take every encounter in the wastes as you're travelling and explore every cave and basement and everything else) you're still not going to be able to fully rebuild a character. Instead, I gradually built the melee guy into an automatic weapons guy, which is much less effective. I didn't because I realised by that time that my setup for my main character was less than ideal (I'd specced her as a pistol specialist, another choice that's great in the early game but not later).
ATOM RPG SNIPER BUILD FULL
Many players use the single available respec option to respec him (usually into full auto weapons, where his very high strength makes him a good choice for what the USA aptly calls squad automatic weapons). And he's still not much use by that stage and it only gets worse from there on in. One of the NPCs you can recruit to your party is already heavily specced for melee and he's well suited to it (huge strength and endurance). I found 1-3 so much of a problem that 4 didn't have time to beccome an issue. I haven't specifically checked the armour penetration values of melee weapons in Atom RPG, but it should be a problem. Mid and later game enemies do have armour. Early game enemies have little or no armour, so it's not an issue. Bullets are much more effective against armour than a knife. Unless your firearms users are extremely skilled and they're firing single shots, your melee guy is going to get shot unless you change the firearms users tactics to absolutely never shoot at all if there is any chance of hitting a team mate.which means they won't be firing at all when the melee guy is in the way.Ĥ) Armour.

Even if they just move one square, just 1 AP, that reduces the number of times they can fire that round from 2 to 1.ģ) Friendly fire. But the melee guy in your party is running towards the enemy and the closer they get the more angles of attack they block off, so your firearms user has to move to the side before shooting. They can fire two single shots per round. Say, for example, one of your party has 8 action points and the single shot attack on their gun takes 4 AP. At best, that will mean that firearms users will have to move, which uses up action points, which reduces the number of times they can fire. Melee fighters must close with the enemy, which means they will always be blocking angles of attack for firearms users. It might be possible to overcome that disadvantage with a solo stealth build, but solo is a very hard way to play this game and a solo stealth sniper would probably be a better choice for it anyway.Ģ) Blocking your own party.

You're going to get shot before you get close enough to stab them. An enemy 50 feet away has an AK47 pointed at you. Very bad after the early game, when enemies are using firearms with a much longer range and/or full auto and those weapons are using more powerful bullets and using them more efficiently. Not so bad in the early game, when enemies are using poor quality pistols with little range or are themselves using melee weapons. But the rate of progress of firearms is much higher than that of melee, so the balance soon changes.ġ) You have to close with an enemy to attack them.

You will also sometimes knock an enemy down and stun them for a couple of rounds, which is a massive advantage. You'll be able to do 3-5 attacks per round when firearms users will be able to do 1-2 attacks per round and your attacks will do at least as much damage as theirs. At that stage, the much higher attack rate of most melee weapons is an advantage. I found that melee builds are very viable in the earlier part of the game only.
