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*chokes a bit* some sort of teleporter?!?!?!? Blasphamy!
That teleporter is one of the best items (in my opinion) because of the amount of ways it can be used to get through missions quickly as well as getting you out of a jam.
*gasp* Again Blasphamy!
Well alright maybe not blasphamy but Derek is definatly a major option to go for since you can't get him in levels unlike Dr. Zu who you have up to 20 days to get in regards to the achevment.
In anycase I think I will tell you a bit about the magic that is Derek and his teleportation device and why I think it is such a handy thing to have.
The teleportation device is a throwable item that once thrown gives you an option to interact with it on the Incognita screen (at a cost of 4 PWR) to teleport only Derek (and anything/anyone he might be holding hint hint) to said device.
Now what you can do with said device gets fun.
You can:
(assuming you have the teleportation device in the elevator mind you)
This is also not everything you can do with the teleportation device and Derek but I think I got the point across about how versitile it is.
Doesn't matter it is always useful in one way or another.
I actually have a particular distaste for Subdermal Cloak, the problem with it is that you can't use any stim without it costing 5 pwr for a cloak when really you just want the AP.
I prefer Parasite v2.0 over v1.0 for endless, but they're both good. Seed is the only power generator that is close to being worth it for endless since you'll get most of your pwr from portable servers. Either Wisp or at least one TAG Pistol is a must, can not stress enough how good tagging is for any endless run that doesn't rely on knocking out as many guards as possible. Ping is also good for that. Brimstone is not worth it, trust me. Get Hunter or Dagger 2.0 or anything else really instead.
If you really care about getting optimal agents, wait with going to detention centers until you feel like your team is (temporarily) stable, then go for as many of them as you can. If you get an agent you don't want, leave them behind and try your luck again at a different detention center. If you rescue an agent and then regret it, leave them behind in a mission. They'll be in the next detention center, but if you ignore them you'll get a different agent in the next detention center after that.
[BFT]Paul1159, Derek can indeed be found in Detention Centers, don't know where you got that from, so no need to pick him from the start (or freak out over someone not doing so) when you can guarantee getting Xu, who literally breaks the game.
It sounds like you try to ko as many guards as possible. While that's totally a viable strategy, I much prefer stealth, which frees up the slots you'd use for shock traps and holocircuit overloaders.
Overall, it's fun to imagine how to make the optimal build for endless, but ultimately the game is not at all balanced for it. It's super easy to break the game with stims and cloaks and the point where you become able to steamroll all resistance comes long before the 20 days the dlc expects you to be able to play for.
Now if you're playing with mods (NIAA, AGP, PE, WE, Shirsh's Mod Combo, etc.), that's a completely different story...
https://discordapp.com/invite/aQrXEse
I don't take nearly as many cloaks, traps, and servers. At least not with this setup. I perfer a more rounded inventory with 1 cloak, 1 stim, usually 1 buster chip on each person. Then spread throughout the whole group I'll have 1-2 servers, 1 trap, at least 1 melee weapon, and usually 1 gun if I can get one of the really good/rare ones. I also *really* like the prototype chip on one of my stealthers. On "Plus" you don't really want to be knocking people out if you can avoid it. Much better to go with the Wisp route and just learn how to skip around their view.
Central is usually my anchor. Her job is basically to find and secure a route to the exit, then just spot patrol routes and do power generation with servers. Sometimes taking out drones or just hiding near side objectives. She's the most likely to be carrying traps or other weapons along with a server. Net Downlink + Distributed Processing + Torque Injectors
Archive Prism does all the heavy lifting until I get better gear and fill out the squad. With Central using her AP to spot patrol routes, there's 0 danger to Prism just walking around the entire level at her own pace to loot everything while in disguise, even at later alarm levels. Once I get Derek as well (who fills a similar role), I generally send Derek as far behind enemy lines as I can, as quickly as I can, while Prism does cleanup looting on the way.
Derek's job is pretty much to just cloak + stim into impossible situations with a good buster or prototype chip, then teleport back to Central (who is carrying his beacon 90+% of the time, and should usually be right near the exit). Sometimes I'll go with an Overloader build, but for pure stealth I'll usually go with Net Downlink + Torque + Subdermal + Chameleon on both Prism and Derek (have to drop one on Derek because of his starter).
Xu's role is pretty obvious. Just have to keep him safe and let him do the heavy safe looting or assisting with wherever he's needed. Also backup power generator with Net Downlink + Distributed Processing and a second portable server.
I started with Dr. Xu and Draco. The first one is a must with a stim IV in the late missions as it allows you to disable all safes around and find the exit pass card. Draco was more of an experiment as I did not play him too much but murdering guards for abilities in the early game is an easy way to level up.
I found Banks and Rush in rescue missions. Banks is useful to open doors but I almost never used Rush's ability. I think most of the characters are the same after day 10 as you'd rather play stealth. You need to give them a role: explore, disturb guard patrols, generate power... And sometimes the items they carry are more important and swapping them allow you to change the role.
I wish I found more cloaking rig III but I only had three. I got a prototype chip from a mission and this is very powerful as it breaks firewalls 1 for 1. I realized portable servers III are a must in the late missions and I always took two with me. I prefer buster chip III as they are reusable rather than level IV. The tag pistol is almost very useful. I also had shock traps III for emergencies.
For the programs, I started with Fusion and mercenary and then found Wisp, Hunter, parasite V2.0. It felt comfortable and never wanted to change.
The first days are quite easy for an experienced player. Of course when you reach day 10 it becomes more challenging and having two mandatory objectives to escape on top of the main one makes things harder. I almost always completed the main objective even though it becomes irrelevant in the late missions as you just want to escape.
I found myself avoiding K&O missions as I have a bad experience from previous playthroughs. After day 10, I started avoiding FTM missions as well as routers become annoying. Then I focused on Plastech and Sankaku missions which I found easier even though the Null drones are painful sometimes. It was challenging until the end even though I wish there were more changes after day 10 or 15. I just wonder how far people went on endless mode.
I agree, Endless gets very repetitive after a certain point, especially since you tend to accumulate tier III shock traps and cloaks in huge amounts and can easily get around guards.
I definitely stopped after getting the 20 day achievement.
Here's the thing, though, I think Endless benefits immensely from certain mods and I think anyone going for Empire Builder should just have those enabled from the start.
https://steamcommunity.com/sharedfiles/filedetails/?id=575758597
New Items and Augments: Makes the item pool a LOT more varied, overpowered items (like Cloak III, Stim IV, etc.) are removed and their effects spread over other items. Sounds bad but it's actually great because as a result you don't pick the same items at the nanofabs every time. Also introduces pretty substantial cleanup costs.
https://steamcommunity.com/sharedfiles/filedetails/?id=1146687208
More varied layouts, some extra side missions, some new threats.
https://steamcommunity.com/sharedfiles/filedetails/?id=1762663619
Agent Reserve. You can collect more than 4 agents and swap the active team out between missions, XCOM style. This is AWESOME for Endless!
There are ways to get around armor, I'm at day 43 in an Endless Plus game and I've just found my 8th Ventricular Lance... :) It was quite tight until the 5th copy, then it has been more and more relaxed. Aces program also helps as I'm anyway tagging every guard, it's basically -1 Armor to everyone when needed. +5 PWR if you have Central (sadly I didn't think about selecting her in that game).
The one thing I try to think through before an Endless game is which units can be found in detention centers, and whether they have any equipment that would still make them a good first pick. Out of the 12 units that can be found (current versions of the base units, plus the four contingency plan units, so no Archive agents and no Central / Monster), the only really unique item is Nika's custom volt disrupter, which is probably the best melee weapon in the game. So Nika is a good pick even though you can find her later on, because if you find her she will not have her disrupter. Derek is a special case because if you find him in a Detention Center, he will have his teleporter on him.
Of the units who cannot be found in detention centers (Archive agents, Central and Monster), the best is probably Central, her augment seems ideal for Endless runs. Archive Sharp and Archive Prism each have something you cannot replicate later on, but the rest of the crew only offer slight upgrades over the random gear you'll find. Like, ARC Decker can have lots of APs, ARC Internationale can have tons of (slow) power, but you'll anyway dedicate a lot of items to gaining APs and Power.
If there are lots of guards, I usually try to stack the bodies using non-lethal KO like the Neural Dart, the holocircuit overloaders, or even traps. Unless they actually see an agent, guards always investigate downed guards, and they conveniently stand on top of the previous guard to look around. This effectively pins the KO-ed guard(s) for a turn, and if you knock out the investigating guard with a non-melee attack, he will collapse on top of the other guards. You can stack any number of guards this way. Robots are a bit harder to stack, because of how they wake up, but not impossible (EMP helps, Leash can be good for this.) But in general, Sankaku is more difficult because of this. Important not to use melee because that places the guard in your square, not where he stood.
Honestly kinda anti-climactic near the end, everything got a bit too easy so I'll def be including many more mods in my next run. Team was Archive Prism, Internationale, Nika, and Archive Dr. Xu (only first two were picked by me). Archive Prism was a huge carry for much of the game and I don't know if it would've been possible without her - from day 2-10 she pretty much solo'ed the levels while everyone else sat around and ate chips (potato not buster). My overall strategy though was just pure stealth, I think I KO'ed a total of <5 guards the whole run. By the end what turned out to be super OP was the combination of Subdermal Cloak, Chameleon Movement, Torque Injectors, and Stim III's. Generally got every level done before Alarm Level 2. I had this augment combo on Nika but I think it'd be much stronger on Internationale since she can detect and pick up PWR at a range and just blitz through the level while fueling her Subdermals with console pickups. Really want to try that next. 3x Stims, 3x Buster Chips, and go scouting for the objective items from turn 1. Ideally I would want her to trigger Subdermal 3+ times in a turn for a total of 54+ AP, but it seems like you can't manually de-cloak without having to make an attack so I dunno if that'd be possible. With Nika I actually had a TAG pistol which allowed her to make 2 attacks on guards which would de-stealth her and allow for more Subdermal usage, but it would be situational since guards weren't always around to be used for de-cloaking. PWR was also more of an issue since Internationale had a more or less immobile PWR-farming role. Wonder if there are other ways to manually de-cloak? Come to think of it, non-archive Xu might be a great choice as well since he's got an attack that is usable on any device that gets refreshed by Stim III's, but that ranged PWR pickup seems invaluable for a super scout. Anyway /end random wall of text ♥