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• Slippers
• Strong Arm (replaced with Last Chance if the trial is hard)
• Noise Reduction
Noise reduction
Strong arm
I might switch out Strong Arm for Last Chance if 'deadly prime asset' variator is on.
Might be worth mentioning I use x ray rig, so battery is never a concern for me
How is xray, would you buff it given the chance? It's the only one i haven't used.
But Strong Arm and Noise Reduction are too strong to pass up.
Strong Arm
Noise reduction
Though sometimes I replace Slippers with Night Crawler on certain maps with a lot of darkness, and back when I was grinding Sabotage the lockdown repeatedly during the halloween event I had that amp that give you a free item at the start instead of slippers to help speed things up so that there was a chance I wouldn't need to hope a brick would spawn in the right spots to throw at the only grunt that patrols the back hallway on that map. Last chance if there's a deadly prime asset. Slippers I guess is the most expendable for testing out other amps where strong arm and noise reduction just feel like a must with every loadout.
Night Crawler is good too.
Everything else doesn't hold a candle to these 4 amps. Slippers not worth post-nerf unless paired with Night Crawler but even then basically every glass pile has a mantle right next to it or can be sprint jumped over.
For rigs I switch between Stun/Blind depending on the trial.
Heal rig can be ignored since you shouldn't plan on being hit constantly and X-ray is irrelevant with map knowledge, though it is nice how frequently you can spam it now (annoying how it toggles night vision though).
Not to mention sometimes taking a hit can be a strategic play. I've sometimes taken hits just to body block them from causing a teammate nearby low on health to take that hit and bleed out. Giving them time to get to a safe place while I distract.
I guess if you play with newbies/randoms, but that's kinda niche for me personally. If you play solo or with a friend group of regulars heal rig is not too relevant aside from trials w/ gimmicks. For clarity sake I'm moreso referring to general use rather than weird temporary event trials where some niche amp/rig will be very obviously useful.
Most of the time you shouldn't need to take hits for people anyway cos someone's gonna have a bottle/brick or stun rig ready or a blind mine placed down somewhere to stun enemies.
-strong arm
-anti toxin
-last chance
if you know, you know
Honestly most the other options are just not worth it, as Slippers is practically a must have for any build. Noise Reduction is very nice to have even if you don't really need it like Slippers. Meanwhile Strong Arm and Night Crawler are always useful.
Anti-Toxin is the worst, as going Psycho isn't always a bad thing. Because monsters will not attack you while you are psycho, so you can use the duration in order to run to a different part of the map or start breaking down doors, or at the end of the level go psycho to avoid the boss camping the escape shuttle door.
◦ Noise reduction
◦ Slippers
◦ Strong arm
This simply reduces the chances of getting caught by enemy assets and gives you more time to run away after stunning them. You can switch noise reduction out with "last chance" if you tend to get hit a lot.
Although if you are a professional player and don't plan on getting hit, then this is what I recommend:
◦ Noise reduction
◦ Night crawler
◦ Strong arm
This gives you less time to traverse trials whilst not attracting that much attention from enemy assets (this is because you tend to crouch and use your night vision a lot in almost all trials). The strong arm can be a getaway escape in dangerous situations, especially if you plan on getting an A+ grade.
-Noise Reduction
-Strong Arm