Which department is suitable for powergaming?
Posted: Tue Jan 18, 2022 11:32 pm
Science: powerful anomaly equipment, mechs, bombs and xenobio
weakness: anyone with a circuit imprinted can hijack your research efforts.
medical: chem bombs, syringe guns and healing supplies
weakness: lacking and poor offensive combat choices.
engineering: can hijack research with imprinter, tools useful for breaking and entering, powerful atmos gas mixes for flamethrower and utility
security: roundstart access to guns, armor and stuns
weakness: everybody hates sec and often team up to kill you, your loot makes you an enticing target
service: bartender shotgun, load with darts or improvised shells, botany fuckery, cqc, slips
weakness:you are very weak early game, and do not fare well in 30 minute rounds
decide which department is best
weakness: anyone with a circuit imprinted can hijack your research efforts.
medical: chem bombs, syringe guns and healing supplies
weakness: lacking and poor offensive combat choices.
engineering: can hijack research with imprinter, tools useful for breaking and entering, powerful atmos gas mixes for flamethrower and utility
security: roundstart access to guns, armor and stuns
weakness: everybody hates sec and often team up to kill you, your loot makes you an enticing target
service: bartender shotgun, load with darts or improvised shells, botany fuckery, cqc, slips
weakness:you are very weak early game, and do not fare well in 30 minute rounds
decide which department is best