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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.
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).
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().
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.
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.
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.
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.