Universal Hybrid Character


(wolfnemesis75) #1

(U.H.C)

What is a good strategy for a Universal Hybrid Character(UHC)? What are your thoughts? Should you focus on Rank 3 abilities across the board and max out on Universal Abilities? Or are there other strategies. Basically I want to start developing a Universal Hybrid Character.

Basically I already have 2 level 20 Class specific characters. Then I am working on Soldier class Heavy. I will eventually create a heavy medic. I will have 4 class specific characters eventually, but want to start setting up my Universal Dude.

Any thoughts? :smiley:


(St NickelStew) #2

[[I posted this on the Bethesda forums today.]]

I created an “all-around” character to use as an objective-oriented character. Last night I got the complete all missions on hard achievement with this guy, and he is now my second-highest level character at level 15.

By level 20 he will have:

UNIVERSAL (these are standard on all my characters)
Battle hardened
Supply max increase
Combat intuition
Sprinting reload
Resupply rate increase
Silent running

SOLDIER
Armor piercing ammo
Scavenge
Grenade mastery
Kevlar vest

MEDIC (all of my characters have these three abilities)
Increased supplies
Improved increased supplies
Self resurrection

ENGINEER
Extra kevlar
Light turret
Improved weapon buff
Medium turret

OPERATIVE
Sticky bomb
Caltrop grenades
Cortex bomb

The Op abilities were chosen so that the Op can best defend himself prior to and while hacking. If it could kill, it was chosen. The other choices seemed like a good mix of abilities that would enable them to reach, protect, and complete objectives.

It will sometimes be useful to have on the team the person who is able to switch to any class to support the attack on a particular objective. This is my version of such a character.
What does your “all-around” character look like?


(wolfnemesis75) #3

[QUOTE=St NickelStew;324948][[I posted this on the Bethesda forums today.]]

I created an “all-around” character to use as an objective-oriented character. Last night I got the complete all missions on hard achievement with this guy, and he is now my second-highest level character at level 15.

By level 20 he will have:

UNIVERSAL (these are standard on all my characters)
Battle hardened
Supply max increase
Combat intuition
Sprinting reload
Resupply rate increase
Silent running

SOLDIER
Armor piercing ammo
Scavenge
Grenade mastery
Kevlar vest

MEDIC (all of my characters have these three abilities)
Increased supplies
Improved increased supplies
Self resurrection

ENGINEER
Extra kevlar
Light turret
Improved weapon buff
Medium turret

OPERATIVE
Sticky bomb
Caltrop grenades
Cortex bomb

The Op abilities were chosen so that the Op can best defend himself prior to and while hacking. If it could kill, it was chosen. The other choices seemed like a good mix of abilities that would enable them to reach, protect, and complete objectives.

It will sometimes be useful to have on the team the person who is able to switch to any class to support the attack on a particular objective. This is my version of such a character.
What does your “all-around” character look like?[/QUOTE]

Great list. I like how you averaged out the most ideal abilities. Cool.


(St NickelStew) #4

Based on your preferences you might switch some abilities here and there.


(wolfnemesis75) #5

I started a new guy and started leveling him up by doing the challenges first. I like entering the multiplayer once I get the Light body unlocked. I will start working on him and your list is a good guide.


(Smokeskin) #6

I currently play a soldier/engy/ops build. I’ve done a lot of thinking and experimenting with it, and I’d happily share my thoughts on what went in and what got left out.

If I were to allow for a medic also, I’d build it like this:

Universal 4
Sprint Reloading
Combat Intuition
Supply Max
Supply Rate

Engineer 5
Light Turret
Medium Turret
Gear Head
Improved Weapon Buff
Extra Landmine

Medic 4
Increased supplies
Improved increased supplies
Improved Life Buff
Self resurrection

Soldier 5
Flashbangs
Kevlar
Extra Magazine
Grenade Mastery
Frag Blast

Operative 2
Caltrops
Sticky Bomb


(DazTroyer) #7

This is my next build once I maxed out my Light Soldier class, not given it much thought as yet. A lot of the universal aren’t really needed imo, like grenade shooting etc.


(Overgear) #8

I was gonna say that your Medic really should Improved life buff.
You could probably drop both the engi turrets so you can get extra landmine which will actually do some damage compared to that scrap.
I was wondering why neither of you with UHC builds didnt take Comms hack? It rakes in the experience and is quite useful just to see where people are.


(Rubbaduren) #9

If I were to make an universal charactger, the most important skills would be:

Engi: Imp. buff, extra mine
Medic: Imp. buff
Soldier: Ekstra mag
Operative: Depends on your playstyle. Agree with caltrops and sticky, if placed on a good spot, you know where the enemy is coming from. I like to use hack turret, can do some damage.

This way you can give the best buffs to your team, to the players that probably have a specialized character.


(farnsworth) #10

Here’s mine:

Universal:[ul][li]Battle hardened[]Supply max increase[]Sprinting reload[]Resupply rate increase
[/li][/ul]
Soldier:[ul][li]Flash Bang[
]Grenade Mastery[]Frag Blast[]Grenade Damage
[/li][/ul]
Medic:[ul][li]Increased Supplies[]Improved life buff[]Metabolism[]Self resurrection[]Lazarus Grenade
[/li][/ul]
Engineer:[ul][li]Kevlar[]Improved weapon buff[]CP upgrade[]Extra Mine
[/li][/ul]
Operative:[ul][li]Comms Hack[
]Hack Turret[*]Cortex Bomb
[/li][/ul]
was thinking of re-specing and taking away Metabolism to get Turret Control or the Sticky, but then again I don’t play that much Operative and love the Medic :slight_smile:


(Smokeskin) #11

Battle hardened isn’t very good. As soon as you get damaged, you only heal up to your natural hp. So it only has any effect if you’d otherwise die the first time you get hit. Plus if you have other bonuses, the last health pip gets smaller and smaller.

Extra kevlar and metabolism can be ok, but most of the time you’re going to be low on supplies just using your primary abilities, or boosting metabolism on ppl so you don’t have pips for revive is counterproductive.

Comms hack breaks combat intuition for your entire team. Counterproductive.


(wolfnemesis75) #12

I agree. I don’t add grenade shooting, seems like there are other attributes that are better overall.


(St NickelStew) #13

I, too, would agree. However, I want to have at least one character with every Ability, and so I am going to give my “pure” Soldier this one. (I am weird like that.)

After reading comments in this discussion (and the related one here: http://forums.bethsoft.com/index.php?/topic/1195030-the-all-around-character-how-to-build/), I have changed my thoughts on an overall build a bit.

UNIVERSAL (these are standard on all my characters)
Battle hardened
Supply max increase
Combat intuition
Sprinting reload
Resupply rate increase
Silent running

SOLDIER
Armor piercing ammo
Scavenge
Grenade mastery
Kevlar vest

MEDIC (all of my characters have these three abilities)
Increased supplies
Improved increased supplies
#3 (I still don’t know, either Self Rez, Lazarus Grenade, or Improved Life Buff)

ENGINEER
Light turret
Improved weapon buff
Medium turret
Extra Landmine (this way the character can do a little more killing; perhaps a better choice than Kevlar)

OPERATIVE
Sticky bomb
Caltrop grenades
EMP Grenade (if the idea is to successfully access the objective so it can be hacked, EMP is more valuable than Cortex)


(farnsworth) #14

[QUOTE=Smokeskin;325415]Battle hardened isn’t very good. As soon as you get damaged, you only heal up to your natural hp. So it only has any effect if you’d otherwise die the first time you get hit. Plus if you have other bonuses, the last health pip gets smaller and smaller.

Extra kevlar and metabolism can be ok, but most of the time you’re going to be low on supplies just using your primary abilities, or boosting metabolism on ppl so you don’t have pips for revive is counterproductive.

Comms hack breaks combat intuition for your entire team. Counterproductive.[/QUOTE]

Haven’t thought about comms hack in that way because I don’t use the intuition as I found it distracts me too much, but you got a point there. Maybe I should swap that one with the Caltrop.

But I completely disagree on your opinion about battle hardened, as the health buff is the one I almost always get when playing public matches whereas the soldiers and, mainly, the engineers in pub-games tend to think that their buffs are only for themselves to enjoy.

And i always try to keep at least one pip to throw a syringe or my Laz-Nade. The Metabolism and Kevlar buffs I give out once or twice at spawn. You’re right though, it certainly drains supply-pips quick.


(Smokeskin) #15

But if younget buffed by a medic with imp buff, you only get 20 health from battle hardened if you have no health CP (if you do it is only 15 and 10 if it is upgraded). And again it only benefits you if those points save you before you regenerate - all the times you would have died anyway or survived anyway in the first engagement after getting medic buffed, the point is wasted. YMMV, but for me it just seems to be only very marginally useful, especially once medics start buffing.


(St NickelStew) #16

I am vague on the math, but I think with Battle Hardened, a buffed command post, and full buffs from a Medic – all of these together add 100 (?) points of health to characters … what I remember is that the amount is almost enough to double the health of a Light. Every little bit helps, and adds up.


(Smokeskin) #17

That is correct, with all buffs you have +100 health. If you’re missing battle hardened, you’ll only have +90.

So, a light has 220 with BH and 210 without. If you take less than 210 points of damage, BH didn’t matter. If you take If you take 220 points of damage or more, BH didn’t matter. Only if you take exactly between 211 and 220 points of damage in your first engagement since spawning/getting medic buff will BH have any effect. After that, you’ll heal to 120 either way.