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dyzzy
Dec 22, 2009

argh
Just beat the game on expert. Holy dick that was hard. The last mission was a horrifying standoff with 6 guards hunting through a room with pillars as my agents dragged guard bodies to and fro to stay out of sight.

This game rules.

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dyzzy
Dec 22, 2009

argh
Central and Monst3r, they're an interesting duo to play with.

dyzzy
Dec 22, 2009

argh
They'll look around (and sweep through the full 180 in front of them) if they're hunting at a spot marked by a ? but an unalerted guard on patrol shouldn't do that.

Also, wisp owns so hard. I managed to dodge 5 alerted guards in a single room just by having all their paths plotted out.

dyzzy
Dec 22, 2009

argh

Bhodi posted:

So what you're saying is if the guard comes out and is looking/facing towards my character, the only squares where he'll spot me is the ones I marked in red? the ones in yellow are safe? Even if the room was longer and they were farther back?


By the looks of it, yes you're right. You'll also be spotted if the guards are facing diagonally while in those red squares.

I played a lot of XCOM and the way relative positioning works there is similar.

dyzzy
Dec 22, 2009

argh
The bench should cover Sharp from that spot unless I'm missing something.

dyzzy
Dec 22, 2009

argh
A lone wolf mode, where you only get one agent, could be fun. There would probably have to be a change in the player's favor to offset that though.

dyzzy
Dec 22, 2009

argh
In my experience, they bust doors down if they have first-hand knowledge of your agents being on the other side. Easiest example I can think of is closing a door to block their overwatch.

dyzzy
Dec 22, 2009

argh
Yeah I think there's probably more to it, my expert campaign I vaguely recall a mission where a guard was going SWAT through the entire level.

dyzzy
Dec 22, 2009

argh
Sounds like they just converted the old starting augment to a +1 speed at the start. I think having him start with a level in speed is more elegant since having augs that just duplicate stats is kind of boring. His daemon scanning isn't amazing, for sure, but he's not worse off compared to his old self. Plus you don't always have a daemon database handy every time.

dyzzy
Dec 22, 2009

argh

gnome7 posted:

You misunderstand. The Early Access Decker had an augment that gives him +1 AP every turn, no questions asked, on top of starting with one level in Speed. So everyone else starts the game at 8AP and he started at 10AP, with a cloaking rig. His cloaking rig was also the same as the current Cloaking Rig II, cloaking rigs got a nerf during EA. Decker was very good. Bland, but good.

I do not think I have ever once used his current augment. It's just not very good at all. That said, Archived Decker's augment is hilarious and I use it constantly, it's just incredible.


I love this idea a lot, that would be an absolutely incredible augment. And it'd pair really nicely with Internationale as the starting duo, whose main power is the ability to give the player more information to work with.

EDIT: Or for something more sensible and also spy-related, maybe the ability to TAG any guard he ends his turn within one space of? That'd be really fun and clever to play with.

Oh I didn't remember him having the speed stat back then as well. But the augment is basically the same as having the upgrade... again, I think augments duplicating stat effects are boring.

Anyhow I think the way he used to be was kind of boring and his daemon augment could probably use an improvement.

dyzzy
Dec 22, 2009

argh
Haha, true. It would be neat if you could sell augments at cybernetics facilities.

dyzzy
Dec 22, 2009

argh
The gun is active for one round and then shuts down. So somebody with multiple attacks can shoot multiple times. Archive Nika doesn't have multiple attacks but anybody with stim III can take advantage of it.

dyzzy
Dec 22, 2009

argh
I'm on day 13 on an endless run and haven't had to do it.

I did a bad job with my augment loadouts but so far so good. Suppose I could try to get a bunch of key cards and look for augment drills.

dyzzy
Dec 22, 2009

argh
Made it. :coffeepal:

dyzzy
Dec 22, 2009

argh
They go with the # of days passed, with some missions being +1 to that. After... 10? or so they stop having titles for the difficulty number.

The archdaemons are a huge pain in the rear end; Portcullis 2.0 and Pulse 2.0 are my least favorite. That and the slowly escalating guard armor/ko resistances, making Sharp my only reliable takedown specialist with a bunch of piercing scanners and the 4-AP rifle. You get to a point where guards wake up on the same turn they activate a shock trap.

Shoutout to holocircuit overloader, which seems to ignore armor and KO resistance, giving agents with a cloak the ability to knock any guard out for 2 turns. And of course cloak is practically a requirement for getting through the missions at that point.

dyzzy
Dec 22, 2009

argh
Yeah inventory was definitely a big stress point. That far in you've had a wealth of opportunities for good gear and you need every bit you can scrounge. I just started seeing the -1 AP cost as a fact of life in missions, since inevitably you'll be dealing with a security card, exit pass, and power cell before you can leave, combined with the occasional vault card and mission objective.

I forgot about lightning! I was using wisp to stay out of sight as long as possible and it would have been the perfect panic button. That lance rifle also sounds nice but the rail gun was working well for me too.

I actually did have Dr. Xu on the roster, and he is indeed quite helpful but his aug can sometimes backfire. It counts as an attack so it breaks cloak effects if you use it, and since it's an EMP effect magnetic reinforcements will kick in and make it a hack 2 per turn tool (still nice).

Speaking of top tier items, I feel like the rank IV versions of items are too limited by their once-per-mission drawback. All of my agents had cloak 3, stim 3, and emp 3 as a base toolkit and I'd never consider replacing them with 4's.

Oh and congrats to you too! I like that there can still be some pretty big differences in experience even in endless. Pretty strong testament to how well designed the game is.

dyzzy fucked around with this message at 21:45 on Jan 26, 2016

dyzzy
Dec 22, 2009

argh

Fano posted:

I did this combo on an earlier expert run and it went very well, I'm not sure how it's going to fare in Expert+, given that the alarm level will rise twice on each kill.

The aug that prevents heart monitors from going off and/or EMP effects will work wonders for you. Forget about Shalem, get Dr. Xu on your team.

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dyzzy
Dec 22, 2009

argh
Those little chats are a great touch. There's one where Xu admonishes Decker for still drinking and he goes "psh yea whatever nerd"

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