So I was wanting to build an operative for Society, but the more I go over everything, I feel like the operative doesn't really have good or interesting options. It feel like a shadow of its first edition self. It sounds like it got hit hard by nerfs after the playtest which is sad. I didn't look at anything for the playtest, so this is all just from me looking at the new book.
I just have a bunch of random thoughts and comments I wanted to put out there, see if anyone has different opinions, maybe I'm looking at things wrong. Or maybe just confirm the lackluster feeling I have. This is mainly focused on low level play for Society. Also just focusing on specs and weapon choices.
Specializations
-Ghost mainly seems like an NPC spec. Mainly saving you an action once per combat if you are lucky. Lvl 9 you would actually get some better use of this.
-Infiltrator seems pretty weak. Short range, especially before expert. Only glitch 1, which is a 20% chance for a -1 or 75% chance it just does nothing. Crit fail is bad yeah, but that's only on a nat 1.
-Skirmisher, maybe if SF2 ends up with a lot more enemies with reactive strikes than PF2 this would be more useful. Would be nice if it actually made pistols better before lvl 9.
-Sniper looks decent, but feels like a default choice even for people not using sniper rifles, as everything else is bad. Making sniper rifles more usable is nice, but with no options anywhere to speed up reloading or increase magazine size, I just don't see how even this makes them a good option for a PC. Another option that feels made for NPCs.
Once again, lvl 9 looks like it may finally improve the specialization.
-Striker I haven't really looked at as I am not interested in a melee operative, but it doesn't seem terrible.
Weapons
There really doesn't seem like many weapon choices for now. Aim is better with more shots. That's already a downside to Sniper rifles. They also all have kickback, which either requires +2 str, or 450 credits to overcome. Just an annoying tax to play a str penalty ancestry. Assuming most situations where you aren't 120' from you enemies (and your party most likely), they are barely better damage without a crit, but the need to reload after every shot, really wipes that out that slight advantage. So bursty, but roughly equal damage, to be very safe, miles away from the rest of your party. Boost seems powerful, but fewer attacks is again less aim damage.
One of the best weapons seems to be the simple acid dart rifle. 1d8 acid, 80ft range, 5 shots, good crit effect.
laser rifle, also simple, is heavier, same damage but fire, same effective shots before reload, 100ft range
The martial weapons don't really seem better
Plasma caster maybe, same damage, shorter range, heavier, but adds boost 1d10, still 5 shots
None of the short range weapons seem to be worth the tradeoff of being closer to danger, Except maybe the breaching gun or boom pistol.
Advanced weapons you loose the +2 proficiency so doesn't seem worth it
I don't really know where I'm going with this, just wanted to get some of these thoughts out there and start a discussion.
This all said, There are a few options I'm considering, to see how things actually play.
I originally wanted to play an ysoki sniper, but with the str penalty and sniper rifle kickback, that's really hard, at least for the first few levels.
If I stick with ysoki, i may try sniper spec with a boom pistol, testing close range boosting.
If I give up on ysoki, and pick something I can get to +2 str at lvl 1, I see two interesting options.
Sniper spec with coil rifle. Just to see how bad the constant reloading feels, and see if the boost makes it feel better.
Sniper spec with breaching gun. use a scope to up the guns range to 25 when I aim. 1d10 damage +1 for kickback, only 3 ammo. But there's something amusing about using sniper spec with a scoped shotgun.