the one true thief on 2/12/2006 at 21:26
I've been playing SS2 for about 7 hours now, currently on Deck 6. How long is the game roughly?
What's after Deck 6?
Just a bit of curiosity. May have more questions later! :D
Bjossi on 2/12/2006 at 22:52
You got quite a bit of the game left from Deck 6, although you are more than halfway through at that point. :)
Bluegrime on 2/12/2006 at 23:03
You've got one ship and one.. The hell would you even CALL whats after the Rickenbacker if you're being spoiler free?
the one true thief on 2/12/2006 at 23:25
Oh. Well I thought it was just the ship you went on! :o
Another question; What are the Cyborg Assassins weakness? I'm guessing AP rounds but I'm not too sure...
And what melee weapon is better, the Glass Shard or the Laser Rapier?
:thumb:
Bjossi on 2/12/2006 at 23:36
The Shard is definitely the more powerful one.
But if you can afford it, having Energy 4+ and a Rapier wouldn't hurt, in case you have a meeting with bots. :sweat:
The weakness of the Cyborg Assassins is AR + Armor-Piercing bullets, or the Shard with high Exotic skill and over-hand attack.
the one true thief on 2/12/2006 at 23:43
Ah right. Thanks. My Exotic skill is level 2 and Energy is 2 also, currently trying to get Strength to 6.
Bjossi on 3/12/2006 at 00:11
That's a good idea, I personally try to max Strength quickly. :)
Bluegrime on 3/12/2006 at 03:24
Laser pistol also works, dosen't it?
Anywho, i'd put exotic over energy if you're not using the laser pistol.
Assidragon on 3/12/2006 at 14:25
You don't need much energy for laser pistols. 1 will usually suffice. The trick with laser pistols is not high energy skill, but having as many pistols as possible and having a good maint/modding skill.
Nameless Voice on 3/12/2006 at 15:39
A higher energy skill is still useful for that extra damage, though.