Archone wrote:I've got a question pertinent to this. I've been told that many cybertronians go for high strength and then bare hands. As if having high strength eventually comes to supersede weaponry, like with the Black Belt/Master from Final Fantasy 1, who did massive damage with bare hands as compared to weapons.
I've got an autobot with a strength of 10... and a firepower of 2. He's hitting hard with punches and kicks (though it's been hard to determine that because he's more likely to ram... or repair an ally). Will he be continuing to do more damage with bare hands than with a weapon, or can I benefit from upping his firepower and/or skill and equipping a better weapon accordingly?
The general rule of thumb is that at lower levels it's better to have high strength and no weapon since with a few exceptions[sup]1[/sup] most weapons don't really do that effective damage until you get into the ten-point-total weapons[sup]2[/sup] and up.
Another thing to take into account in the situation you describe is the feeder stats; high strength increases the damage done by your Ram tactic, increases your chances to stun a rammed opponent (which can be a tide-turner) and perhaps more importantly reduces your chances of being stunned by an enemy ram. Plus, higher strength means more armour which can help reduce damage from enemy attacks.
Of course, what do I know? I'm one of those crazy people that actually equips his team according to 'their' weapons and not necessarily the 'best' weapons.
1. Best known exception; Battle Blades. Personally, I've had good runs from time to time with Laser Cannons and Gatling Cannons.
2. Ten-point-total refers to the total combined points-cost of the weapon in Firepower and Skill; 5/5, 6/4, 7/3, 8/2, 9/1, 10/0 and the like. Basically, any weapon where you can add the firepower and skill requirements and end up with a total of ten or higher are considered to be where weapons begin to become effective.