Jefferson got managable with more Damage Per Shot, although I might have to replay it if I won't be able to manage Kansas City. Because I forgot I'd need Weapon Handling, and took 3*More Critical instead of 2 times.
Heavy Weapons skill went up to 150%.
For the mission I needed: 1 psycho for the heavy weapon expert in environmental armor, SAW as weapon, 1 sniper (Billy Bob, although he started to frustrate me,because I found a bug related to Reaper Man trait, which causes a crash, namely if you wear armor you candodge the damage, but that results in Unexpected Error, whichcauses crash), 1 medic. That's pretty much it.
Here is the map:
#1 ground floor is heavly trapped. Check EVERYTHING before bothering.
#2-3: both location have one-one isolated mutant with SAW. Canuse the car to prevent damage, although the car can't suffer more than 1 burst, and can only have 2 members inside.
#4 has a flamethrower, the first of its kind. Absolutely useless thing for you, but if they hit you with it, that can easily finish you right there. Keep your distance.
#5 has a rocket launcher. Stand in the little bunker marked "A" and it can't hit you though.
#6 is a minefield, which you likely can't disarm (not w/o spending skillpoints anyway)
#7 is another minefield, but you can disarm the mines on the left creating a passage w/o spending skillpoints. Do it.
#8 has 2 browning-wielding nutthead inside. Fortunately they are more dumb than Max and Alice (twoBoS-recruits), so you can run in, pass their doorframe, than step back, release ONE shot (I mean burst of course), then step out of the frame. Wait 14 seconds and they'll return into position. Rinse&Repeat.
#9 has 2 turret (stationary) and a SAW-mutant, and 3 grenadier who'll charge you when you blow up the generator. That disables the turrets which you better leave alone, at least do not waste buletts on 'em. They have thick armor, barely worth exp, and have only like 100 7.74 ammo which at this point is obsolate.
I suggest you follow the route marked "B" with 2 members (and burst weaponry), destroy the generator, and kill what comes.
There'll still be #10 of the area who unfortunately keeps sneaking, and has dangerous grenades. I suggest ride in on the car, and drive out ASAP, killing the mutie from a distance.
#11 has a rocket launcher, but just like the browningers is stupid and falls for the setp in/step out trick. Put a characteron the side faraway to know where the mutie is.
#12 has a browning, but you can snipe it away from where #11 was. He's too farto cause havoc.
#13 has a browning, and I did not check how to kill it. He's too much on the open for my taste. This also means don't bother trying to use the radioactive tunnel from this side,. It is useless as an entry anyway (suspecting cancelled content).
#14 are a bunch of muties behind a fence. Do NOT attack them, they count as neutral, so you'd loose karma.
Oh, and don't try to drive through the ominuous underpass, it has too low ceiling.
Tip: Do not use rocket launcher here, you don't have ammo, and that might be useful in Kansas City.
Oh, and look where stupid mutant crawled in:
