Transistor

Transistor

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Sadinar May 22, 2014 @ 8:53am
All Limiter Achievement
Has anyone managed to survive 5 encounters with all the limiters active? I've completed all the tests but this achievement seems really tough for me. The mem drain coupled with shielded cells seems very tough to deal with, what transistor layouts worked for you guys to succeed?

I was trying using Jaunt+Spark to break the shields on the cells but I just don't have enough damage to kill anything with only 20 MEM base and having to use 5 of it on Jaunt+Spark.
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Showing 1-15 of 19 comments
Troll May 22, 2014 @ 9:04am 
I like to use Jaunt () + Flood () + Purge().
It sends 4 / 5 purge missile all around, perfect active fight and cell shield destruction.
Could be a bit Memory expensinve to use though.
RadKit May 22, 2014 @ 9:09am 
I used Spark+Purge+Mask, and all the defensive passives (not regen though). That's pretty much it. Stand back a bit and nuke stuff. I wasn't even using turn much.
Fringehunter7719 May 25, 2014 @ 11:14am 
After a bit of tinkering I came up with a 20 point build that seems to comfortably deal with any encounter with all limiters active, including those in more confined areas that can be a bit trickier:-

Passives:
Get, Breach, Crash

Actives:
Void+Crash
Jaunt+Purge
Tap
Mask

Swapping out Mask for a get passive on the void active works quite well too.

The basic strategy is to use turn to wipe out dangerous enemies with a 3x void and 1-2x Tap combo with Jaunt to get in and out. Then jaunt about during Turn cooldown. Mask also works during turn cooldown so can be used to get out of a tight spot. If you have space and/or time then you can forgo using Turn and just alternate Void and Tap.
Steven Universe May 25, 2014 @ 11:41am 
Void()3 Tap()2 is the best strategy I've found, even with all 10 limiters. Apply a mask if you can before you use your Turn().
Ghostel May 25, 2014 @ 12:02pm 
Pffft. Okay seriosly. The best low cost no-turn tactic is...

PURGE (Crash/Breach) - you get a fastshooting homing stunlocking (albeit somewhat slow) weapon. You can control up to 3 enemies with it w/o need to go into turn and render urself vulnerable after. Oh and also.... Shielded cells? It locks and ricoshets from all of them - breaking shields as it goes. Just mash that ritght mouse button AND BE AMAZED! Oh and laso you can pass Agency tests with it just by holding right button while being outside of Clone's script of activation his Turn. Hah... I killed last one while drinking tea w/o any difficulty.

For survivability i advice you to get...

CLOAK - this your relocation ability thats it nothing else.

TAP (passive) - makes it easier to get clean Cells w/o runnning into damaged ones.

FLOOD (passive) - in this tactic you DO NOT USE TURN - so passive regeneration of half of HP? OH YEA!

BOUNCE (passive) - this rechargable force field is a very good thing... Not only it helps you survive, but it also helps you.

VOID - well a small DMG up for our paralysis inducing weapon is a godd way to speed up a process.

ALL HAIL MIGHTY PURGE(CRASH/BREACH) COMBO! PCB FOR THE WIN!
Last edited by Ghostel; May 25, 2014 @ 12:03pm
Rhidian May 25, 2014 @ 12:24pm 
The build I used for my All Limiter playthroughs (using Turn):
Tap: Jaunt + Breach- 150 damage fast AoE that can ignore walls, heals, and can be used in Recovery. This move is amazing.
Void: Crash + Purge

Passives:
Crash
Mask- Makes it easier to kill Hair Nets
Get
Espr May 25, 2014 @ 12:45pm 
I did it with Tap(Jaunt, Load), Spark(Spark), Mask. Passives: Flood, Mask, Crash. Most of the time is spent outside turn, but turn was very helpful for getting out of danger, and collecting non-corrupted cells without risking pickup corrupted cells. It could also provide a nice spike in dps with spark/tap spam.
x_x May 25, 2014 @ 1:46pm 
1:Jaunt(Spark + Purge); 2:Void(Crash); 3:Tap(); 4:Mask(); Used Get() and Bounce() passives. Mask() is your emergency button. Never take a step anywhere - that is what Jaunt() is for. Void() + Tap() is your burst damage for the heavy hitters. A bit of advice on Men - use Jaunt(), while not in Turn(), to kill the Haircuts and try to get close. Once they uncloak activate Turn() and destroy them with Void() + Tap(). It's honestly not too hard. It just takes some patience and careful planning. I like this loadout over others (like Cull() based ones) simply because the Void() + Tap() combo can give a lot of health back and keep you in the fight. Edit: In any case, if you decide on another loadout, one of your slots should probably be Void() as it allows you to do more damage with your main while maintaining a low Turn() cost.
Last edited by x_x; May 25, 2014 @ 1:50pm
SilentCaay May 25, 2014 @ 1:59pm 
I just did it a little while ago and while I don't remember my loadout, I made more changes to my playstyle than to my loadout. The worst thing to do is finish off tons of enemies in Turn() and then have shielded cells everywhere with no way to obtain them so it's best to have a quick attack with Jaunt() on it so you can collect cells while Turn() is recovering or simply finish off enemies outside of Turn() and then use Turn() to break a bunch of shields and pickup the cells.

Bounce(Purge()+Jaunt()) is pretty nice during Turn() recovery for keeping multiple enemies stunned and poisoned or for cleaning up cells.

For passives I like things that enhance Turn() so Breach(), Ping() and Jaunt() are some I like to use.
Elvis May 25, 2014 @ 3:02pm 
My allround 20 Memory setup (works good in Turn() and RealTime):

Passives:
Jaunt(3) - faster Turn() recovery
Crash(1) - imunity to slows/stuns wicked nice + less damage taken
Get(1) - just so good for preventing respawns

Ablilities:
Void(Crash(Get(6) - allround CC + debuff king
Bounce(Bounce(Switch(6) - your damage skill + helps survive when Turn() is recharging + pops cells really really well
Mask(Mask(Ping(3) - used either to deal 1k+ damage with your 10 jump Bounce or to get out of trubble, with Ping it's only a 7sec CD

This build works both in RealTime and Turn(). I try to only use Turn() if something is hitting me or about to. Jaunt as a passive + 7sec CD mask can usually get you out of most tough spots. Also the quicker Turn() recovery prevents you from not being able to Bounce cells that spawned from enemies killed during Turn().

In RealTime:
Spam your Void to group up, stun and debuff as many enemies as you can. Then Mask plus quickly Bounce to deal around 1,2k damage to everything and Switch them for 5sec. Then rince and repeat.

In Turn() when something is about to hit you:
Hopefully you have at least one group all Voided up, if that's the case double tripple void something else, Mask + Bounce to kill or just Bounce Bounce and then pop Mask to survive after Turn().

Weakness:
No healing... so don't get hit unless you have to ^^;
Spawning enemies... by that I mean the ones that sometimes spawn right after you just killed 5 guys in Turn() with Mask... they really suck. Run to cover and pray they don't pull you in before your next Turn() is ready.

Spawning enemies right on top of me + plus tractor beam on me + cells flying 1½ screen away, is usually the cause of my demize with this build. The 1k+ damage is pretty much needed to 1 shot the evil stuff like Youngladies and Man mobs. Otherwise just stick to not using Mask for as long as you can.
Last edited by Elvis; May 25, 2014 @ 3:03pm
Kalmaro May 25, 2014 @ 3:05pm 
Help+jaunt+friend

Super dig that runs and switches enemies for me at high speeds. For my attack I just got ping plus the recover move and I think packet to make the heading blast bigger.

Just let my dog convert everything while shooting stuff, didn't even bed to use turn
Elvis May 25, 2014 @ 3:18pm 
Originally posted by Ghostel:
Pffft. Okay seriosly. The best low cost no-turn tactic is...

PURGE (Crash/Breach)...

If you like that one, it's even better if you:
Purge(Bounce(Crash(5))) = Fast spamming homing missiles that pierce through everything (making infinite amounts of mobs stunnable) while dot kills them. It's a very slow way to play though, but awesome at popping cells while stunlocking stuff in RealTime.
Last edited by Elvis; May 25, 2014 @ 3:24pm
limitless May 25, 2014 @ 3:22pm 
Void(Crash) - 5
Mask(Mask) - 2
Cull(Load+Get) - 8
Jaunt(Purge) - 5

Use Turn() defensively or to one-shot Youngladies or Jerks (Turn->Void->Mask->Cull). Cull() with Get() will kill basically anything and won't send them flying, so you don't have to needlessly chase down Cells. Jaunt() to mop up Badcells with Purge(). Mask() when you need time between turns to breathe, or to set up a powerful Cull().
Bomoo May 25, 2014 @ 4:15pm 
Some way to deal with shielded cells is a must. You might try upgrading one of your attacks with Jaunt() to be able to pop them while Turn() is recharging.
Elvis May 25, 2014 @ 4:31pm 
Originally posted by Bomoo:
Some way to deal with shielded cells is a must. You might try upgrading one of your attacks with Jaunt() to be able to pop them while Turn() is recharging.

Other option is have some sort of nice AoE or fast skill combined with Jaunt passive, which lowers your Turn() recovery enough so you can pop any cells before they spawn, except for the BadCells from Youngladies (think it's like 2-3 sec for those).
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Date Posted: May 22, 2014 @ 8:53am
Posts: 19