» Wed May 09, 2012 12:08 pm
Making Energy Weapons your primary combat skill isn't a bad thing. In fact, it's got several good things going for it. Semi-universal ammunition is pretty nice. The pistols use Energy Cells, the rifles use Microfusion Cells, the RCW + heavies use Electron Charge Packs. This makes carrying alternate weapons much simpler. You can carry a lightweight laser pistol for killing 'pest' enemies, a heavier Plasma Defender for close-in work, and both use Energy Cells, even through the defender does much heavier damage. Though honestly I find that a modded Laser Rifle, which is easy to obtain, is more than enough weapon until you get the Holorifle. And the Holorifle is more than enough weapon for the rest of the game, though you could play around with the pulse gun or the sonic emitter or a Gauss rifle for giggles, I suppose...and all without using up the Holorifle's MFC supply.
A tag-set of Energy Weapons + Repair + Science, and maxing them all out before worrying about other skills has served me very, very well in the past. Jury Rigging and Vigilant Recycler are the only low/mid-level perks that are 'must haves' for energy weapons as well, though Finesse is a blessing, and Better Criticals is a beast. But this gives you lots of room to customize your progression without worrying about a strict leveling scheme. LUCK is your baby for an EWeps build, though. Lots and lots and lots of crits, leaving nothing in your wake but dismembered or disintegrate/dissolved corpses.
After those three skills, I'd work on getting Survival up to 60 or so, for 'Them's Good Eatin'' in the future, as well as the ability to make useful food and such.
In general, the recharger weapons aren't worth their weight, except for the MF Hyperbreeder Alpha.