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Some examples of combos you can make:
For starters, you want to stack armor breach and have burst weapon, like Autocannon. Armor breach increases incoming attack damage per each Autocannon shot, making it a nice starting combo.
I also always stack Corrosion with Internal Damage and Scavenger Nanites. It melts through a lot of enemies, and you'll get Scavenger Nanites maxed out pretty quickly.
Nullifiers are always great with Plasma weapons. You'll get all the benefits and none of the drawbacks.
But the combos are just one of the elements, on higher difficulties you need to position your units very well in order to succeed. Move behind the corner to bait this annoying Acarid. Move wounded units behind the lines to repair and cool down. Bring down the walls to flank an enemy, etc.
Hope that info helps =)
Start with autocannon (Damage: 7-9x3, 21 min burst)
Learn his -5 heat per turn skill
Equip boots that give +4 extra moves and cost 5 heat per turn
Add rend cannon or scavenger nanites (Damage up to 17-19x3, 51 min burst)
Learn his +40 max heat skill.
Learn his +2 burst shots when you have moves left skill. (Damage up to 17-19x5, 85 min burst)
From here you have a few options depending upon what you have available. Option 1 is preferred because plasma autocannon uses less heat so you can withstand heat attacks easier and the nullifier provides protection against debuffs, but if you don't get a blue nullifier you probably can't use option 1. You can use one of the other options temporarily until you find both a plasma autocannon and nullifier to change to option 1, or just stick with it for the rest of the game if you don't.
Option 1:
Add a nullifier (to prevent getting debuffed, and make it possible to use a plasma autocannon without plasma residue)
Replace autocannon with blue plasma autocannon (Damage up to 20-25x5, 100 min burst)
Get boosted to 100% crit by another robot with a sensors kit (Damage up to 30-35x5, 150 min burst)
Replace blue plasma autocannon with gold plasma autocannon (Damage up to 35-40x5, 185 min burst)
(Optional) replace scavenger nanites/rend cannon with gyro stabiliser (Damage down to 35-35x5, 185 min burst), but you don't have to power up the nanite/rend damage with internal and corrosion damage at the beginning of the mission anymore.
Option 2:
Add a blue preloader (Damage up to 17-19x7, 119 min burst) - this is a research item
Get boosted to 100% crit by another robot with a sensors kit (Damage up to 22-24x7, 154 min burst)
(Optional) replace blue preloader with gold repeater - same damage but you still get max shots after you have used all moves
Option 3:
Add another rend cannon or scavenger nanites (Damage up to 27-29x5, 135 min burst)
Get boosted to 100% crit by another robot with a sensors kit (Damage up to 32-34x5, 160 min burst)
Option 4:
Add a 100% crit item (gold focal sensor or blue filter module) (Damage up to 22-24x5, 110 min burst)
This version isn't quite as powerful, but it doesn't need plasma or nullifier, doesn't need crit buffs from another robot with a sensors kit and it will start out the mission with more damage than the version that uses two rend/nanites. Its stlill enough to do the job on lower difficulties.
There is one thing I am gunning for. I want to try an oracle module with a gyro stabilizer and put it on a weapon with a huge variation on damage. Because the Gyro Stabilizer adds so much minimum damage. I think it would pair so well with the oracle module. Though I hope I'm not falling into a trap with that one. Thank you all.
@ John, I should have gone for missions with the Blue Nullifier. I didn't realize how powerful that was. Status effects are like the bane of my existence.
What kind of upgrades do you prioritize for your units? Right now, anytime I see extra movement speed, I take it. I almost never consider hull. And heat, I will consider it if that particular unit is suffering from heat stability.
Ill consider crit chance, depending on the items I'm going for. I am on the fence about crit damage. The enemy unit that caps damage at 20 can be so detrimental to heavy damage builds.
Of course if you get debuffed and the enemy also has armor you aren't going to do good burst damage, so a burst guy alone is not all you need to win, but he is the backbone of a powerful offense in the current version of the game. If you combine him with another guy that can do a significant amount of armor breach per turn (probably the best is with phase cannon, cooldown reduction, and 3 or 4 AP) then you can kill almost every type of enemy in one round.
Kinetic Cannon works well with Gyro Stabilizer because of the wide damage range.