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Transistor 10 Limiter Setup?
So I'm trying to get the 10 limiter achievement, but i cant for the life of me figure out a good function setup to beat those 5 damn battles. Does anyone have any good sugestions that's been working for them?
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Showing 1-12 of 12 comments
morbosfist Jul 3, 2015 @ 7:15pm 
Void + Cull combo for a one-hit kill in Turn, then Crash with Jaunt upgrade so you can attack while in Turn cooldown.
Closer of Doors Jul 3, 2015 @ 10:17pm 
In my opinion, the best ten limiter build in the game (simultaneously able to kill every enemy in the game and trivialize every challenge) is this one from my Super Lifesteal Void guide:

Void(Purge(), Tap())
Get(Breach(), Switch())
Mask()
Passives: Crash(), Bounce()

You basically just Void the hell out of everything so that nothing can kill you and then use Get to pick up cells, switch Cheerleaders, or inflict damage in a pinch (150 damage before Void if you're far enough away). Mask is your panic button for if you screw up.
Last edited by Closer of Doors; Jul 3, 2015 @ 10:17pm
Pretzel Führer Jul 4, 2015 @ 12:27am 
Load (Load/Purge, Ping)
Bounce (Bounce/Purge) -- replace with Spark if you want
Void (Get)
Tap (Jaunt, Crash) -- your get out of jail card (since jaunt lets it spam)

I think I might have Breach as a passive to get out the extra load.

Basically just start a turn by doing Load, Void, Void, Void, Load, Bounce (or Tap). That will slaughter everything since the packets will get pulled into the Void point (which then massively explodes).

I played around with some of your ideas and some of my own and I've got the achievement, thanks guys!
evilkittenofdoom Jul 5, 2015 @ 8:58pm 
I used the following

Void (Crash() Load())
Tap (Ping())
Jaunt (Purge()Spark())
Mask()

[Load is optional, but it does make life easier. Not sure if I had enough MEM for it]
Passives were Bounce () as the only required one. Breach if I could fit it, but I can't remember exactly how much I was MEM I was actually using.

Basically you go into Turn() and hit as many things with Void() as possible, 3 times. After that, Jaunt() into the center of them and use Tap() until they die - 2 or 3 hits at most.

Once Turn() is on cooldown, you use Jaunt() to stay away and/or use Mask to get out of a bad spot. Because of the combination of mods to Jaunt(), you end up spawning several Purge() bolts every time you use Jaunt(), making enemies slowed down and also breaking shielded cells in the process.

Ironically, the exact same tactic works just fine for the entirety of the game. Even the bosses will drop in a single Turn() from the bonus damage between Crash(), Void() x3 and Mask().
Last edited by evilkittenofdoom; Jul 5, 2015 @ 9:00pm
Aetreus Jul 6, 2015 @ 11:24pm 
I'm personally a fan of Tap() with Void() and Cull(). Everyone takes a bunch of damage and is always in the air. If you happen to get hurt, Tap() even heals you. Using Turn() isnt necessary, or even helpful most of the time.

For my other slots I mostly use survivability stuff like Mask() and Jaunt(), but have also used some stuff from other sugestions here so I can effectively kill things using Turn() if I get in a tough spot.
Closer of Doors Jul 7, 2015 @ 1:17pm 
Have you considered Tap(Crash, Get)? It's significantly cheaper and stunlocks.
I had a really fun time using Tap(Crash, Jaunt) with Load as a passive for random exploding chaos. Just stunlocks everything close to you and triggers huge explosions from the packets that you spawn.
Closer of Doors Jul 7, 2015 @ 9:57pm 
Tap doesn't truly stunlock without Get, because it pushes enemies away from you.
WouterCox Jan 16, 2016 @ 5:40am 
A fun one to use is Ping (Purge, Bounce) with Load (Get) and as passives Mask, Bounce and perhaps Breach. And Crash, or a function with crash.

For Load, Load(Purge, Get) OR Load (Stack, Get) is very useful.

My setup (7 limiter) was: Void(Stack, Crash), Ping(Purge, Load), Load(Get,Purge) and Jaunt(Mask, Ping) with passives Breach, Load and Mask.

I call this the 'machine gun bomber', since you can use ping as a machine gun outside of turn (very useful against Men when they are not hiding) and Load for playing bomberman.

If you can, prepare Load outside of turn. The idea is to get a chain reaction of exploding packets.
During turn, Jaunt towards an enemy or group of enemies and place a packet. Ignite it with Ping. Then crash the enemy to make sure he stays put.

The Get function will draw in nearby packets resulting in a lot of damage and sometimes multiple blasts. Then you use Ping on the Cells, bounce makes sure you can unshield an entire group.

Outside of Turn, you can prepare packets or use Ping as a machinegun, I like to do this against Men, Weeds and Cheerleaders. If you are lucky, it will bounce to nearby enemies.

If you loose a function, Jaunt will go first, which still leaves you with two damage skills. Ping doesn't do a lot of damage, but used from the back it can get the job done, especially combined with Purge.

Ping as a secondary ability and Breach as a passive are there to make sure you can do as much planning as you can in a single Turn.

I breezed through the game with this setup. First 'real boss' was ridiculously easy.

Should be useful for a 10-limiter setup as well. Might use Get as a passive there.

Last edited by WouterCox; Jan 16, 2016 @ 5:41am
No one suggest Flood () + Void (Crush) yet? I find this surprisingly good for all situation.
May use Flood (Cull) for better control.
Throw in Mask in between turn and you are good.
Bounce and Get in passive is also good.
WouterCox Jan 28, 2016 @ 3:13am 
Okay, just finished my 10-limiter run using the setup I suggested two posts above, but I changed a couple of things.

First of all, I followed Pretzel Führer's suggestion of putting Get on Void, which is a lot more effective.

The core of the setup:
- Ping(Bounce)

I didn't use this, but I suspect Ping(Bounce, Crash) might be broken.

- Void (Stack, Get) , or possibly Crash
- Load (Ping , Purge or Get or Crash)
- Jaunt, suggested secondary function: Crash or Ping or Mask

Passive functions: Bounce (shield), Mask

The trick is to prepare as many Load() packets as possible before initiating a Turn() with the intention to take out enemies. You could also start Turn(), put down a packet, end Turn() and wait for Turn() to recover. And some battles allow you to lay down packets before the battle starts.

The starting move is usally to use Ping() to make the packets explode as soon as possible, so enemies don't have the opportunity to run away too far from the packets. A huge explosion will follow, with Get (on Void() and/or Load() ) puling in the enemies (especially useful with teleporting Young Lady's).
Blow up the strongest or most annoying enemies first (I'm talking to you, Creep). Then Jaunt to safety. If you have Crash on Jaunt, you can interrupt some annoying enemies such as Cluckers as well while waiting for Turn() recovery.

Jaunt will normally overload first, then Load. Which still leaves you with Void and Ping, usually that's enough to kill the remaining enemies using backstabs.

When Load goes, replace it with Tap (Purge) or Breach(). Purge on tap will eat away the last health of still living enemies, while giving time for Turn to recover.

For the room with the Young Lady's, you could use Ping(Bounce, Tap) and Mask. Kill the badcells machine-gun style and use mask to run to a safe place until Turn() recovers. Rinse and repeat.

There are two main weaknesses to this setup:
a) there is no healing function, so you in difficult battles you usually cannot afford to make mistakes.
b) When there are a lot of shielded Badcells, the one huge blast will only destroy their shields. That's why it might be useful to put Get as a secondary ability with Load(), since it can attract nearby packets with the possibility of two explosions in succession. That WILL kill those Badbells.

One caveat: for the final boss, you should change this setup. Although here also, Void(Stack) is my favorite opener.
Last edited by WouterCox; Jan 28, 2016 @ 3:20am
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Date Posted: Jul 3, 2015 @ 2:09pm
Posts: 12