1/29/2024 0 Comments System shock 2 marines navy osa![]() Training Maintenance skill gives the player one Disposable Maintenance Tool.Players focusing on Standard Weapons can choose between the Marine and the Navy Sailor.Additionally, selecting these Weapon Skills outfits the player with either a Poor ( 2) condition, non-modified Laser Pistol charged with 20 energy units - or a Poor ( 2) condition, non-modified Grenade Launcher loaded with 5 Fragmentation Grenades, respectively. It is also the best choice to use Energy or Heavy Weapons early on.The Marine can gain more Strength than all other classes (+2 instead of +1).Choosing +2 Standard Weapons during the second Year (path 2.3) gives an equivalent of 1 Cyber Module (2 on Impossible difficulty) less than other Year 2 paths.On average, Marine's trainings are worth a similar amount of Cybernetic Modules as Navy Sailor's trainings, however with a smaller spread. ![]() ![]() It also offers most practical Statistics and some Technical Skills. The Marine begins with bonuses to weaponry, the Navy officer is skilled in repairing and hacking, and the OSA agent gets a starting set of psionic powers. The Marine is generally a safe choice for new players, focusing on Weapon Skills, of which 2 out of 3 can be learned. ![]() JM-432 Asteroid Belt Automated Ore Facility You have one of three options to choose from:ġ2 th February 2112 − 23 rd February 2113 After that, a shuttle takes you to the Wake Island Space Station orbiting the Earth to begin your three-year training. Upon selecting this class, you are first sent to Camp Lejeune for a half year long preliminary training, during which you gain +1 Standard Weapons. In the year 2114, forty-two years after the events described in System Shock, a soldier joins the military organization Unified National Nominate (UNN). First on the ground in a fight, a Marine trainee learns either a lot about Standard Weapons or a little about more unusual weapons, as well as learns a Technical Skill, and bulks up on Statistics. You could always just be a weirdo and stick with the wrench, which would be odd considering all the military grade munitions lying around everywhere.For the more combat-inclined characters, the Marines is the branch of choice. There is a huuuuuuge surplus of ammo once you get aboard the Rickenbacker followed by a huuuuuuge drop off once you get to. With standard weapons you will be swimming in psi-hypos by the end of the game. The game is full of hidden supplies that are only accessible with Psi-Pull, and the standard Psi-blast is a great fallback weapon if you ever run out of shells or bullets. Especially invest a few modules into Psi as early as possible for the Psi-Pull power and the basic Cryoshot (or whatever it's called). Conserve bullet ammo until you max out Standard Weaps and grab that assault rifle, baby. Like seriously I didn't know you could do that. As for hacking turrets and cameras, I have played through the game four or five times over the years and this is the first I'm hearing of it. It will also get you through certain doors and forcefields. Otherwise you will spend your whole life wondering what kind of treasure awaited you in that locked crate. Or is the amount of cyber modules given the same for each class? No matter what route you go you should invest in hacking. 8 The shortcomings that the export Osas had were mainly the low efficiency of their missiles against small and ECM -equipped targets, as seen in the Battle of Latakia. Osa IIs were filmed firing their deck guns into the city of Latakia. I would assume with a hacking character you can get all those extra cyber modules. Syrian Osa II's have been used in the Syrian Civil War. JCD-Bionicman: So, is Navy the omni class then?
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