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What is your AC's build? How do you usually play? Close range? Long range? Mid range? Have you tried a cheese build? etc etc
I beat the game by taking advantage of the game's design flaws and the AI's weaknesses.
Close quarters combat will always maximize your damage potential at no cost to yourself due to the lack of splash damage.
Stagger is your best friend in this game, and it's easily exploited.
The AI also struggles to target hyper-aggressive players.
All this together means all I needed to do was get up in their faces and lay into them with high impact weaponry. Songbirds, stun needles, mini-guns, shotguns, w/e, your preference. This approach allowed me to almost completely ignore boss attack patterns because I simply did not give them the chance to attack me.
And if it works against a boss, it'll probably work against everything else.
Most likely many failed tries/attempts will be need to be made to accomplish this.
Recommend gathering/Upgrading all the Parts, Weapons, OS tuning that you can muster before the fight.
Also suggest looking up S-ranking "Underground Exploration - Depth 2" on you tube.
Its all about speed & efficiency, the longer the fight, the more likely no S rank.
https://steamcommunity.com/sharedfiles/filedetails/?id=3393497701
https://steamcommunity.com/sharedfiles/filedetails/?id=3393498089
https://steamcommunity.com/sharedfiles/filedetails/?id=3393498235
(and yes it is in portuguese, i can translate if needed)
https://steamcommunity.com/sharedfiles/filedetails/?id=3393555856
Lucky for us, the internal part names are easy to work out. You are already using my currently favorite generator too.
Here is some minimal changes so you will play almost exactly the same as you are used to with a little better burst/DPS.
https://steamcommunity.com/sharedfiles/filedetails/?id=3393595142
https://steamcommunity.com/sharedfiles/filedetails/?id=3393595606
https://steamcommunity.com/sharedfiles/filedetails/?id=3393595980
I have ONLY changed your arms, and one gun.
It is very important to have the burst gun in your RIGHT, and the turner in the LEFT. So that when you switch to the bunker to make sure it is ready when the enemy staggers, you can be shooting with the higher stagger gun.
Don't forget heavy reverse joint kicks were not nerfed into the dirt like other kicks. I don't even bother kicking anymore with bipeds because without a heavy build even an MT or stationary turret can tank those now.
https://steamcommunity.com/sharedfiles/filedetails/?id=3393618306
One other part to change, if you want.
Torso. Medium tech. VP-40S
Why? You will lose some stability and health, but gain way more ENERGY defense, (Every defense will be at least 1,200. even explosive with the loss of explosive meter).
It will also give enough output/thruster efficiency that you can get one more quickboost. Without dropping down to fragile light torsos.
over 6k surplus energy up from 5k range means your meter will refill nearly instantly on the ground as well.
But also, an important detail about "long range" combat.
IDEAL range, not effective range, matters for bosses.
Ideal is the range it will never deflect. Effective is just the range the shot stops existing.
https://steamcommunity.com/sharedfiles/filedetails/?id=3393604099
https://steamcommunity.com/sharedfiles/filedetails/?id=3393605624
Turners have only an ideal range of 170, so the "long range" stat does not matter for them essentially (I did not change your FCS, as it has some of the best medium range without too terrible close range anyways).
This means past 170, turners are going to deflect off the enforcer. The burst rifle has only about 160 ideal range, but that is still good for what you like. The effective range of a turner being 300, only matters against weak fodder targets.
Why a combo of a normal rifle and burst rifle?
1, PvE logic. The AI actually wants to dodge burst fire weapons even at full health more often. It treats higher burst damage weapons as more of a threat. (This is why I normally ignore burst guns). Two burst guns can have the AI just dance between salvos more often.
2, PvE logic. The mixed fire patterns make it harder for the AI do dodge consistently even when you do nothing but hold the triggers down.
3, Reoil and reload logic. Turner will empty out at the same time as the burst rifle. Scudder is stronger, but this will keep the combat smoother. It also has JUST enough burst output to kill the sleeping mechs before they wake up to make replaying the stage smoother.
The arms you picked have enough recoil to handle even the scudder rifles with no crosshair bloom if you wanted. But the 80s melee stat still really hurts when your only punisher is the pile bunker. For handling twin rifles yours are on paper better. But it WILL help without you noticing the downsides, trust me.
Why? Because Also, even max firearms possible will not stop enemies from just strafing out of the way of bullets and lasers past 200m anyways. So losing 10 firearms stat will not hurt you, it is still solid amount of tracking.
This is why even my laser "sniper" builds with much better firearm stats, still fight within 200m ranges, for a combo of ideal range and less odds the enemy just walks out of the way reasons.
You are already essentially a heavy build. So losing 5-10 top speed will not hurt using the bigger arms and one bigger gun. (My lights are 370-380. my average is 350 or 300 MINIMUM)
Your booster pick is fussy because while you ARE overweight for the peak quickboost efficiency, you won't actually gain any more grand total dodges using a heavy thruster with lesser quick boost drain. (your boosters are also 2nd best melee boost stat)
So might as well stick with those unless you use the max normal speed boosters in exchange for less dodges total (top speed booster is 3rd best melee stat).
Finally. I am very fond of the missiles you picked. They might not be the strongest, but they are the fastest at "just hit em", work point blank, and can't be interrupted during a firing sequence like the x10 launcher (even shooting a bazooka or charged shot cancels an in progress missile salvo)
https://steamcommunity.com/sharedfiles/filedetails/?id=3393696980
That is some real fast progress compared to a lot of players. A big thing to keep in mind about big reverse legs is they dodge long, but have some fussy issues with chain dodges even with good boosters.
Why? Because they float into the air a little, and your best recharge is when you are touching the floor. (and your generator/torso choice gives under a second before recharge kicks in).
Which is something I had to readjust to and still got my ass impaled by the grab on my "how did I S rank!?" test with the suggested build edit.
That said, because you are using reverse legs, you have the best vertical jump. Which can help in phase 2 once they start using the 360 energy ground pound wave.