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2. Don't bother with painkillers and drugs for pain in general. Get the pain immunity clone, choose your favorite clone, use gene modding and put that trait on your favorite, done. This is the best trait (unless you never get hit then there are better obviously). This trait saves you from any AP loss which prevents you from losing even more hp and resources and so on and so forth. If you expect to be hit, go sprint, this gives you 3 AP and next turn pain will bring you to 2/3 instead of 1/2, this only applies if you don't have this pain immunity trait. Gavvakh removes 100 pain on use, hold onto those during missions. Having your thigh I believe wounded reduces your AP from sprint back to max run, this can't be prevented other than not being hit. Scouts of Hades class has a 100% dodge boost and 100% damage boost perks on a long cooldown but they will help you maybe dodge the consecutive hits therefor prevent pain and painlock then be able to recover. Also, for crisis prevention, have burst shotgun, the more they spit out the better (or any gun that can cause multiple chances of knockback), it doesn't matter the damage, the old Jeffy will not just wound their whole body, making them weaker and in pain, it will also knock them the hell away, that's how I deal with these melees that got too close to me and I can't kill guaranteed, I switch to sprint, cha-♥♥♥♥♥ (are you for real?, this is censored?, I guess bcs china or something?, new word for the "don't baby sit me trash steam" list) and send a face full of shotgun their way.
3. Tunnel rats is OP no matter what, if you enjoy being op then it doesn't matter, just take them, level it up, the shotgun will shred them no matter what. Assuming you got the Jeffhammer-C22 and max level of the perk. I don't use rats nor do I bring any classes/clones for specific jobs so can't advice here well other than rats op, yes. I just chosen my favorite clone, Mirzia, modified her, done. Then use Scouts of Hades for everything.
5. I never traded so I dunno why you need trading, I simply bashed skulls and got my loot by force. Did you unlock Xiomara?, did you help her? She gives a weapon that will melt anyone that isn't poison immune and she herself will fight Tez too. Also, other factions won't target Tez, there's no "humanity unite!" or whatever, this is capitalism, they only care about money and their own profit, they will target Tez more often if there's more Tez on the map bcs the chance of targeting Tez is higher but they won't specifically target Tez just bcs big competition. I also previously told that to just gear up and fight Tez later, not force it, well, you see, I don't die, you say you die, just don't die and they won't grow. I go on a planet, I do a mission I wanted there, I spam radar and do all misisons for Civilian Resistance and Feathered Masks and once entire planet is full of missions that I don't want to do I go somewhere else. This way if there was Tez on that planet, the other factions get to have their missions and a chance to beat Tez while I'm away and while I do it, around -1k power. Flying around progresses factions a lot, spam radar, don't die, beat them down.
There's no being "screwed". Venusian quasimorphs get their tech fairly early and then... they never upgraded from that point, their trades do but their weapons and armor in missions not so they quickly become weaker than the humans, I rather do Tez mission rather than fight Realware, I probably won't do a Realware defense mission, I will gladly do a Tez defense mission tho, humans are just massively op compared to quasimorphs. And back to the screwed part, no, beating them up the further they are will drop them further down, tech can't be really reversed even if there are ways to drop it down it only grows, the drop down is too slow but power, at the start you drop them by mere tens or hundreds, once they are at the top and powerful you drop them by thousands per victory.
I consider Pierce damage better than Beam damage because of the wounds they produce. Pierce wounds damage the foes per AP used, so as long the Aspiring Mistress are not in melee distance with you and have space to retreat, you can shoot and run until they bleed out without risks but it use way more kcal. (Angel of Spades is better for this.)
2. You need a weapon to kill 3 AP foes and a Punisher can do the job. If you miss killing blow, just full auto it. Best offense is best defense. Carrying these purple "granades" can work too. Or Molotov + Flashbangs... Or Granade Launcher with Flashbangs...
Crisis Prevention is always expensive, unless you use Scouts of Hades.
3. Scouts of Hades has the most powerful Crisis Prevention skill in the game, Combat Focus, which allow you to survive even the Elevator Reception ones and combined with Blind Rage, you can easily clear nearby danger in 10 turns. The downside is the intense kcal consumption (You want the skills ready all the times, so you will find yourself skipping turns often after activating your skills).
You can modify Reflexes into the Scouts of Hades to maximize your survival chances.
Scouts of Hades + Dodge Master + Helper + Punisher.
Scouts of Hades + -2 AP Reload + Vest with -2 AP Reload + Moon Crossbow (Be aware of the weapon durability).
Angel of Spades + 2 Range Distance. The far from you the foes bleed, better.
Downside: 7.97 dependent. Total Glass Cannon.
Eclipse Blade + Combat Focus + Insanity + Melee oriented clone.
4. It works, as long q-meter is low enough. In defense missions against Teztclan is the most effective and depending of the map, a single incendiary granade from a Phoenix Brigade can clear a wave. Just bring a decent energy weapon to finish high HP ones with guns before they shoot you.
5. You took the worst advice I ever seen... It probably came from someone with a modified shotgun with 200+ minimum damage lol. Oh you can still get thing back as long you have the mission generator upgraded to the max. With 26 in-game hours you can generate 3 missions that can be used to laser focus some Teztclan territory until you finish a Conquest mission and move to the next territory. Also sabotage missions can drop way more than 200 power but you don't have the luxury to choose anyway. Just don't do Defense mission for them.
The good news is that waiting on them doesn't matter because their tech level doesn't affect them. Higher power does seem to put more bodies in missions (which makes them longer, which gives you more opportunities to screw up once and die), but there's no way to solve that except to fight them.
As for how to fight them, take lots of bullets. Sure, it's expensive, but you want the stations cleared of monsters so more profitable opponents can take their place. It's an investment!
Guns that shoot 7.97 are nice, but Assault Rifles burn ammo. I'd recommend upgrading a .42 pistol because the ammo is cheaper to make and still does Pierce damage. Don't worry too much about sending good armour since resisting their melee is less important than just not getting hit and you can get poison resist from their drops.
And remember: just never make any mistakes. Missing a shot counts as a mistake.
Crisis prevention also comes down to how you clear floors. You really don't want to give their units an avenue to flank you with their 3AP units and stomp you. Obviously, not much you can do if there's a corridor with a bend and two doors at the end other than take it real slow and try to gauge their positions. Maybe lock the doors, clear the rest of the corridor, then double back if you need to. Big thing is to always have somewhere to fall back to if multiple enemies start chasing you. Even against 3 AP units, if you can funnel them at the elevator room, you have better odds.
Fire is also solid. Fire nades and molotovs aren't too hard to craft. Some locations have fabricators that require like cans, feces and gunpowder to make fire nades, easy to mass that way but cheaper to craft at the ship if you can get the chip. Molotovs also have insane spread, so gotta be sure enemies don't drag the fire to a tile right next to you and possibly spread it. Flamethrower has the same risk, but can be useful if you can shoot it off a few tiles away and lock a door before they can get close enough to stop you.
For what it's worth, I had Tez at around the same power you currently do. It took a lot of missions (the scanner upgrade definitely helped here to generate them), but I steadily dropped them to around 4-5k power and 5 assets. Unfortunately, it doesn't look like you can finish them off, so you would have to eventually come back to curb stomp them into the ground, hopefully with better gear/mercs/upgrades.
If you can get 30-40 fire resist on your armor you can throw thermal grenades or molotovs at your feet and the DOT from flames will melt pretty much all tetch enemies as they will run straight through the flames to get to you while you can freely move through it.
Molotovs can be made at workbenches they cost 1 bottle, 2 rags and some fuel. Just hold onto all your bottles from alcohol and keep cracking open alcohol crates, you will accrue a large stock of bottles quickly then take them into a small mission and craft a whole inventory of them. Because fuel and rags can be found in almost every mission.
Alternatively rat running against the civil resistance gets you a bunch of molotovs too, they will have them in vast numbers.
Put the molotovs in your hotbar so you can use them while sprinting. When you start getting surrounded you can toss one down, they stack up to 3.
Enigma supreme is also a good recommendation but id suggest getting it from daydream chems because their guys are a lot easier to fight, mostly weaker goons with strong poison weapons. They wear low grade merc gear and their hazard suits have virtually no protection against most guns.
If you are having ammo issues maybe focus on getting the recyling upgrade for your ship, it will let you deconstruct bullets 1:1 and later with more upgrades let you multiply powder from bullets. I have an entire cargo tab just full of rows of gunpowder because i was not expecting the game to multiply all the rifle anmo i was deconstructing by 4x
Raiding industrious zones may spawn LPS whip in crates, on floor or salvaged by scavengers upgrade (even very early in the game - got my first on Mars 2-3 runs in). Otherwise its T5 Corewards mining laser. It dont need ammo, hits 32-42 beam and starts with 2 beams adding 1 more for each consecutive attack.
Francis with +120% weapon durability is obviously great here. No risk taking - just break walls and doors.
Keep something not-beam in pocket in case of spiders. LPS may kill them if they ignite but knife, axe or cheap shotgun for crawlers is good to have.
Scouts class helps to recover from bad situations, Ghosts may help to avoid them. Rat is bit of inbetween.
Grenade launcher with stun grenades in second weapon slot is magnificent. Instant aoe stun for 4 action. Takes some luck with crates or assassinations to get those however.