STARTING GEAR
| GEAR | IMAGE |
|---|---|
|
Dress shirt
|
|
|
Jeans
|
|
|
Buck Gaylor Wall Mars
|
|
ATTRIBUTES
| ATTRIBUTE | LEVEL |
|---|---|
| AGILITY | 69 |
| DEXTERITY |
81
|
| STRENGTH |
88
|
| INTELLEGENCE |
93
|
| PERCEPTION |
90
|
SKILLS
| SKILL | LEVEL |
|---|---|
| MEDICAL |
95
|
| EXPLOSIVES |
0
|
| MECHANICAL |
5
|
| MARKSMANSHIP |
14
|
| STEALTH |
21
|
TRAITS
Athletic: Slower decrease in stamina when running
Team player: Morale rises when working in a full squad.
Strengths/Weaknesses
Dr. Vince, as his name suggests, is ideal in the role of squad medic. That's all, though. He's got some very high attributes to start with, but his pathetically low starting marksmanship of 14 is a huge problem in combat situations. Especially in a game like this one, where every gun counts.
Tactics
: Your best bet with Dr. Vince is to fill his inventory with medical supplies and equip him immediately with the strongest armor you can find and some quality melee weapons.
He's not going to be much use with a firearm until you can level him up a bit. So take advantage of his high strength and health instead by letting him whip enemies with a blunt or sharp instrument, your choice.
Long-Term Play
Marksmanship. Boost it. Immediately. With a starting intelligence/medical of 93/95, you can safely ignore those stats.
Dr. Vince can do all the doctoring that he needs to without you having to spend your precious points in those categories. You don't want a star medic like him constantly rushing into the fray for CQC actions, so boosting marksmanship should be your highest priority.
You probably won't be putting points into anything else for Dr. Vince, but there's no harm in dropping any extras into dexterity, strength, intelligence, or medical.