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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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# ¿ May 14, 2015 02:40 |
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# ¿ May 14, 2024 01:13 |
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Central and Monst3r, they're an interesting duo to play with.
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# ¿ May 14, 2015 08:46 |
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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.
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# ¿ May 22, 2015 18:23 |
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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? I played a lot of XCOM and the way relative positioning works there is similar.
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# ¿ May 22, 2015 21:05 |
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The bench should cover Sharp from that spot unless I'm missing something.
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# ¿ May 22, 2015 21:29 |
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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.
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# ¿ May 24, 2015 00:18 |
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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.
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# ¿ May 26, 2015 16:25 |
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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.
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# ¿ May 26, 2015 16:51 |
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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.
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# ¿ May 28, 2015 20:10 |
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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. 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.
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# ¿ May 29, 2015 02:05 |
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Haha, true. It would be neat if you could sell augments at cybernetics facilities.
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# ¿ May 29, 2015 07:25 |
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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.
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# ¿ May 31, 2015 02:52 |
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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.
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# ¿ Jan 19, 2016 03:44 |
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Made it.
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# ¿ Jan 25, 2016 01:34 |
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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.
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# ¿ Jan 25, 2016 18:07 |
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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 |
# ¿ Jan 26, 2016 21:22 |
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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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# ¿ Feb 1, 2016 19:49 |
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# ¿ May 14, 2024 01:13 |
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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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# ¿ Mar 19, 2016 06:47 |