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As long as you can't outright kill some of the tougher opponents with Crush, it can be pretty dangerous to just jump in there. Perhaps immediately turning on Heightened Senses after warping in might be helpful?
I'm probably being very obvious here, but changing position, stunning the opponent you grapple to and then gaining back health for it, is a pretty simple and powerful thing to do.
I was successful on most attacks using my Mastiff as my leading weapon, upgraded to Level 3), who would do great with chokepoints, then I would go in after and mop-up.
I did have to be selective with Crush, only using it when there was only one or two opponents in the vicinity, so I'm avoiding using Crush when too many enemies are present.
For Heightened Senses I don't use that ability, nor the auto-aim abilities, as I like the challenge of having the combat occur in real-time, and relying on my own aim to take down opponents. However for some areas with spawning enemies that tactic is not always effective and requires me to run to cover frequently to avoid getting overwhelmed.
Anyhow, I'll keep slugging along and improving my abilities, see how I do when I finally get my augments upgraded to Level 4.
Another minor problem I am having with Old School is that difficulty appears to give you a lot more loot. I shouldn't complain about that, but with the system I'm employing to allow me a limited set of side missions between campaign missions, I'm gaining a lot more credits than I expected. After completing Chapters 04 and 05, I believe I was back at Martyr's Edge with over 198,000 credits. I wasn't expecting to get that many credits so quickly, as I feel like I'm able to upgrade quicker than expected.
But I'll keep going and see how I do. I use what I learn about the game from this playthrough to plan a future playthrough where I limit the credit collection artificially, such as not using good luck charms on my weapons, to try to limit the earnings to bounties and loot-only. So that way the game maintains a fair challenge as I get thru both the campaign and limited set of side missions.
Heightened Senses isn't that powerful on its own. At least personally, it always induces me to stop and try to aim for headshots, but enemies - unlike during the takedown animation - can still hit you. Some people say it's good together with Perfect Aim, but I barely use it like that. But it works with Strength Booster because in melee mode you have to keep moving anyway.
Perfect Aim is not much different from Blast in functionality, but you are dependant on whatever you have equipped. You also still have to deal with the refractor fields. So results can vary quite a bit and it's honestly weaker than Blast and Crush.
And while you wait for the Ambots to unburrow you get swarmed by gang members. So I'll likely try to avoid these Destroy Ambot side missions in the future.
I also tried an S-type Destroy the Witches mission, and liked that one a lot better. I found kind-of an exploit for the Destroy Witches mission for one of the side missions featuring the Chapter 03 maps.
The Chapter03 map area used in question was a large sandy area with a bunch of storage tanks and work platforms accessible via stairs. At the far end is an enormous awning that spans the width of the back side of the area. So I found if I grappled up on top of the high awning, then no other gang members would be able to approach me, except for an occasional Ambot via burrowing. The gang members will try to shoot you from the ground but their bullet shots will be inaccurate and slower projectile shots are easy to dodge at the distance, and you can also use your sniper gun to neutralize them from afar.
So once up on this awning you can use a long-range gun to take a pot-shot at the currently active Psycher that is indicated to you via the hud. Once you snipe the Psycher they get triggered, and will teleport up to your position, with no other gang members around to support them, so you can take out the witch easily up top on your large perch.
Sometimes the witches will spawn under the large awning, for which you can try to snipe them thru an opening in the awning, or just jump down to the ground level, trigger them, then grapple your way back up on top of the awning, after which only they will gladly teleport up to your trap.
I was able to complete Mission 07 last night with a C rating, only had to use 2 stims and found only 2 of 3 chests. Thanks for the tips earlier to equip the Deathbringer +2, but I wasn't able to find better than a Burning Sun +1 in this game, yet.
Surprisingly I had more problems with the starting Orlocks than the Genestealers. My Deathbringer +2 bolter had Archotech Rad+2 (armor damage +4) and made short work of the Genestealers. The only times I died was when the game had the Genestealers spawn from under the floor right on top of me.
I liked the mission 07 as it was designed pretty well, reminded me of Space Hulk and the Alien games. But the mission seemed out of place in the main storyline, as you didn't find anything all that special Archotech-wise, and it didn't really move the plot forward. Perhaps they wanted to have Genestealers in the game and this was the best approach the designers thought of.
Seems like a bonus-mission in a way. I wish they had added a few more Genestealer enemy types, but enjoyable nonetheless.
I recorded my raw playthrough on Mission 07, but due to the size of the mission I spent too much time exploring and not enough on combat, so not worth the time to upload.
There's actually a really good lore-based explanation for the genestealers being there. If you look at the side-missions, some of them have a genestealer cult for a client, which you only get if pure-strain genestealers were present in the first place. Considering how many pure-strain genestealers you fight in that single main mission, this means that the cult was active and secret for a LONG time, especially since a genestealer cult produces a pure-strain genestealer only once every six generations. Also, tyranid invasions ALWAYS attempt a direct shot at Earth; Necromunda's in Segmentum Solar, and there's only two major star systems between the Necromunda System and Sol System. A genestealer cult there is in perfect position for its job.
Ah, yes, thanks, I forgot that the Genestealer cult was a shown as a client in the side missions, which now seems preposterous. I would think the detection of genestealers operating on any Imperium world would mean it's death sentence by the Inquisition. But I'm not going to be so strict about it.
I like the plot so far and getting into it, so looking forward to discovering more in the upcoming missions.
Normally a genestealers would be but I have always just assumed that Necromunda was so densely populated with gangs that even if some world ending event cropped up there to set aside their differences just to kill them and then go back to killing each other.
That, and Necromunda's been so gang-dominated for such a long time that it's actually a perfect place for a genestealer cult to hang out. There's no recognized planetary authority beyond that of a feudal system, the local law enforcement primarily enforces the goveror's orders instead of Imperial law, and most guns-for-hire on the planet don't care who's funding them as long as they're paid. All that means that a genestealer cult can hide for a long time before being discovered.
Bit of a spoiler or Easter egg but there are actually two levels where genestealers pop up.
It’s in the last level if you want to look but not be told.
- #1 tip by far, headshots! headshots can basically triple or quadruple your killing time, so focus on those
- #2 tip is spam your abilities, my main mistake early on was treating this as a shooter and missing out on all the damage from the spell like abilities, they are very strong and necessary to survival on old school
- Handling is useless, it just controls your scoping time, and in this game you are mostly close range and hip firing, so sacrifice that through mods to get better stats like armor pen and accuracy and range... you can always keep a couple of guns for sniping with high handling if you really want, but your main weapons should not
- Hook! Hook is amazing for stunning, removing shields, and just moving around the battlefield
- Jumping and diving gives you dodge chance, meaning you are less vulnerable during and can dodge some big attacks... if you treat this game as a souls like, you can avoid some of the damage that way with good timing
- Pay attention to sound for chests, and get the maps, i find getting the higher rarity weapons earlier makes a difference. Stims are also worth the money once you can afford them as they remove some of the reloading and help you finish the game faster, as i said when you die you keep your loot from everything you have killed, so there is no drawback... Press TAB to see a down arrow pointing to where you can buy stims mid game
- My personal fav weapons are the striker (with electric damage for shields) and bolter (with radiactive for melting armors even more)
- Best stat is armor penetration imo, it does so much more damage to most problematic enemies
- Not worth doing any side missions, if you are dying in your campaign you get unlimited skulls (continues) and you get to keep all the loot, so either you are doing well and not dying thus you don't need to grind, or you are dying and grinding anyways, why go side missions? I haven't found a use for them yet. Worse they can give you a lot of money which ruins the difficulty and thus the primary appeal of the game
- The game becomes easier whenever it gives you allies, meaning the defensive missions are the most manageable for old school difficulty. Again not worth doing, but they only last a few minutes so maybe you like the diversity
- Melee finisher is a misnomer. It should be named melee, as things don't need to be almost dead like in doom to be finished, you can just melee them and it's extremely powerful if you take the skill that lets you finisher any monster in the game (save for bosses), i think it's the shock skill under lumen
- When you're just starting, getting shock and upgrading weapons (striker) with armor penetration is the best thing you can do with your money, upgrading dog's cooldowns and duration are a close next since they help you through the more difficult fights until you get stronger in the following chapters (dogs upgrades are also very much cheaper than yours), he can stun lock enemies through biting and he attacts fire which gives you a break and a chance to heal through doing damage, so the dog is a good panic button for those tight moments