Invisible, Inc.

Invisible, Inc.

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waifu Nov 18, 2016 @ 9:43am
Post your favorite synergies
Post any combination of agents, items, programs, etc. that you find particularly effective.
Last edited by waifu; Nov 18, 2016 @ 9:55am
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Showing 1-15 of 31 comments
waifu Nov 18, 2016 @ 9:50am 
I'm currently enjoying using Flurry Gun + Stim IV + Anatomy Analysis + Internationale. For one turn, you get to just sprint around murdering everything in sight, without any of the kills raising the alarm level. My record: in one game, on the first turn I killed 5 guards and 2 drones.

Flurry Gun + Stim IV: awesome combo, gives you unlimited lethal attacks for one turn.

Anatomy Analysis: so the kills don't count toward the alarm. With Anatomy Analysis, though, each kill costs you 7 PWR, which brings me to the next component...

Internationale: helps counter the steep PWR cost because as you run around, you can wirelessly hack consoles to keep your PWR up.

Optional ingredients:

Piercing Scanner: to crack the higher armor levels found in lategame.

Additional stims: to further extend your killing spree.
Last edited by waifu; Nov 18, 2016 @ 9:51am
Alex Nov 18, 2016 @ 10:32am 
Decker+Tony/Draco+Anyone.Nowadays,I just go with random setup and try to adapt,which is more fun than to exploit any easy combos.
Schraube Nov 18, 2016 @ 4:28pm 
Multiple Stim III + Cloaking Rig(s) is pretty useful for scouting out a level; throw in one or two accelerator III's and you'll get a lot of power in the process as well.

Seed + Golem
Golem is better than Mercenary IMO, since Merc becomes hard to sustain even with seed.



Derek + Med Gel on the last mission. Give Central the beacon, and send Derek together with Monster towards the hub. Once Monster has finished his hacking, run him into a shock trap or some guards. Derek can grab his body (literally), teleport to the final room, and use the med gel on Monst3r to finish the mission on the same turn.

cyberboy2000 Nov 19, 2016 @ 1:05am 
Originally posted by _Naoya_:
Derek + Med Gel on the last mission. Give Central the beacon, and send Derek together with Monster towards the hub. Once Monster has finished his hacking, run him into a shock trap or some guards. Derek can grab his body (literally), teleport to the final room, and use the med gel on Monst3r to finish the mission on the same turn.
Here's a tip not many people know. You can actually use stims to revive knocked out agents, you don't actually need the medgel. It only works on knocked out agents though, not shot ones. I often use this when I'm going to cybernetics labs.
The Skirmish Lord Nov 19, 2016 @ 2:04pm 
My favorite is Subdermal Cloak/Chameleon Movement/Holocircuit Overloaders and a Cloaking Rig/Stim on any agent.

Use a cloak, KO all the guards in an area, and have enough AP to "get out of Dodge" quickly.
or
For the cost of some power, use a stim to perform all the above but get even more AP

The best thing is the Holocircuit Overloaders aren't effected by the reduced KO Daemons as the shock traps are so you'll always get 2KO on guards when you vanish !
Last edited by The Skirmish Lord; Nov 19, 2016 @ 2:07pm
Jooshimus Nov 19, 2016 @ 6:50pm 
Originally posted by cyberboy2000:
Here's a tip not many people know. You can actually use stims to revive knocked out agents, you don't actually need the medgel. It only works on knocked out agents though, not shot ones. I often use this when I'm going to cybernetics labs.
This will be really helpful, thanks man. I assume this works without mods and with any level of stim, and probably doesn't give them the AP boost as well.
waifu Nov 21, 2016 @ 1:48pm 
Originally posted by cyberboy2000:
Originally posted by _Naoya_:
Derek + Med Gel on the last mission. Give Central the beacon, and send Derek together with Monster towards the hub. Once Monster has finished his hacking, run him into a shock trap or some guards. Derek can grab his body (literally), teleport to the final room, and use the med gel on Monst3r to finish the mission on the same turn.
Here's a tip not many people know. You can actually use stims to revive knocked out agents, you don't actually need the medgel. It only works on knocked out agents though, not shot ones. I often use this when I'm going to cybernetics labs.
Wtf? I never knew this. Is there any tooltip that says this ingame? And if not, how on earth did you figure this out?
TripSin Nov 22, 2016 @ 10:27am 
Draco + archived Shalem for the hand cannon. Buy a charge pack each mission for him and you can max Draco out by the 4th mission at the latest, even 2nd or third if you get charge pack drops from guards. In addition to getting a super agent early, you save a lot of credits that would've had to go into upgrading him. You can even mitigate the early mission cleanup costs when needed by spending all your money before you leave.
Last edited by TripSin; Nov 22, 2016 @ 10:28am
RIP Nov 22, 2016 @ 10:15pm 
Rush + 2 Cloaking rigs + 2 Paralyzers. Works even better with an augmentation that decreases item cooldown. You can just run around, knock out guards for the entire mission.
aimer Nov 23, 2016 @ 12:06pm 
I wanna do a Draco run the next time I play and I'm wondering who is a better partner for him, archive Decker or archive Shalem (for the reload potential)? You need 4 charge packs to max out Draco with hand cannon, so that's 1600 credits (and you have 1 shot left since Draco starts with his own gun), with Decker you get 7 upgrades for free. 8 high-end stat upgrades for 1600 credits must be worth it, right?
aimer Nov 23, 2016 @ 2:53pm 
Went with Shalem and it definitely worked out: http://steamcommunity.com/sharedfiles/filedetails/?id=805094135

Found 2 free charge packs on the guards, bought the 3rd + a plasma gun from the nanofab. Draco finished with speed 4 and 5 in all other stats.
Last edited by aimer; Nov 23, 2016 @ 2:58pm
The Skirmish Lord Nov 23, 2016 @ 3:02pm 
@aimeroski
Nice bloodbath !
TripSin Nov 24, 2016 @ 12:48am 
Originally posted by aimeroski:
I wanna do a Draco run the next time I play and I'm wondering who is a better partner for him, archive Decker or archive Shalem (for the reload potential)? You need 4 charge packs to max out Draco with hand cannon, so that's 1600 credits (and you have 1 shot left since Draco starts with his own gun), with Decker you get 7 upgrades for free. 8 high-end stat upgrades for 1600 credits must be worth it, right?

Shalem. With Decker you have to rely on RNG to find a hand cannon or some other gun to kill with after Decker's gun runs out of ammo. Credit-wise it's definitely worth it. All the extra credits you end up with then can go to making your other agents even better. Like I said, you can mitigate the early mission clean up costs somewhat by spending all your money before leaving (and then selling those items to Monster if you want). Cleanup costs are typically $100 per guard killed. And once you've maxed Draco, you can still use his ability on downed guards and one of the possible benefits is +100 credits.

And if RNG maxes out anarchy first, he can for sure start finding charge packs off bodies.
Last edited by TripSin; Nov 24, 2016 @ 6:18am
aimer Nov 27, 2016 @ 2:38pm 
What's a starting loadout that works well with Burst (mostly for Expert+)? It's by far my least favorite starting program. I guess I'd pair it with Parasite, so I don't have to use it too much, lol.
Jooshimus Nov 27, 2016 @ 6:10pm 
Originally posted by aimeroski:
What's a starting loadout that works well with Burst (mostly for Expert+)? It's by far my least favorite starting program. I guess I'd pair it with Parasite, so I don't have to use it too much, lol.
Parasite sounds like the way to go. In general it's a sucky starting generator that makes no sense to use over Fusion unless if you plan on finding Overdrive asap.
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Date Posted: Nov 18, 2016 @ 9:43am
Posts: 31