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Jedah
Sep 1, 2001

YOU CAN NOT BUST THE KRUST

dyzzy posted:

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.

Nice, congrats! I just hit day 21 as well.




I definitely agree with you about archdaemons. In my experience, Blowfish 2.0 (beginning at Alarm level 2) was the toughest to deal with. Otherwise, I'd try to accomplish the most important objectives during Alarm level 0 and 1.That always seemed to be the best window of opportunity. Thankfully, I busted Draco out of a detention center, gave him 3 flurry guns, the K&O "Lance" Rifle, and armor piercing augs. He became the "oh poo poo" button during those sketchy moments. Also, I totally agree with you about cloaking becoming necessary in the end-game. Holocircuit overloaders was always a "get out of jail free" card. The tag gun + Incognita's Lightning ability was another useful combo, if you want to ignore armor.

In general, I thought the most essential items were: Cloak 3, EMP 3, Buster Chip 3, Stim 3, Paralyzer 3, and Shock Trap 3. I found that by pairing these items with Torque Injectors (reduces item cooldown by 1), I had a much easier time dealing with brutal situations. Regardless of the mission type, each item provides insane amounts of utility, and their cooldown isn't terrible. As others have mentioned, tier 4 items suffer from having one charge, and dealing with charge packs is typically a huge pain. Draco ended up camping next to Nano fabs and sniping people, because it was a quick way to reload.

Did you find it difficult to manage your inventory? Overall, I felt it was pretty limited, and my agents were constantly encumbered, but at least Stim 3 helps. I ended up dropping items from my inventory just to pick up mission items, and that process was sometimes tedious. In the end, one of my agents was the designated mule. I wish there was an "item drone" that just carried things for you. Perhaps you could limit the drone by giving it low AP, and it could only move a few tiles each turn. Even if the item drone carried 2 or 3 items, it would make all the difference. In the end, I abandoned countless amounts of "valuable tech" just so I could fetch those evil exit keys!!!

If I had to do it all over again, I would have started with Dr. Xu. His melee-range EMP ability would have made the experience much easier, even if you factor in Magnetic Reinforcements. Dr. Xu doesn't care, he will :getin:

Edit:
I suppose Central would also be an amazing choice, since maps are eventually covered with daemons. You might as well generate tons of power from constantly installing new daemons.

Jedah fucked around with this message at 23:01 on Jan 26, 2016

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