Invisible, Inc.

Invisible, Inc.

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Has anyone made excellent, consistent use of Rush?
I've played with every agent, archive and standard, and managed to figure out how to make each one a star. But Rush puzzles me. Even if a situation calls for knocking someone out, sprinting to do so is very risky. Even then, there's nothing saying that getting an extra KO turn and/or armor piercing will be relevant.
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Showing 1-6 of 6 comments
Shirsh Dec 1, 2015 @ 1:31am 
Turn sprint on, attack, turn sprint off. Ability worked for enemy turn in ambush/overwatch. With Burst when needed to move extra tile or two before attack.
Midterm Dec 1, 2015 @ 4:01am 
Rush tests your ability to improvise on the run. If you are the type of person that has to stick to the plan and needs to scout out a room before committing to it, making use of Rush's talents is difficult.

However, you can mitigate some of her risks using the following:

- Give her two weapons disrupters. She will constantly outdistance all other agents early game. If this means unarming your second agent, so be it.
- When going into a new room with new doors, always end your turn in cover, even if it means leaving 1 or 2 ap go to waste.
- She starts off with a stim; this is your lifeline. If you blunder into multiple enemies you can't stun, backpedel into the previous room until all but one leaves.
- You don't always have to run. Even while walking, she moves 12.5% faster than starting agents.
- You can go activate sprint, and go into overwatch, without moving
- Since she is already invested into speed, she can handle stims and cloak items earlier on compared to other characters

Her most attractive feature is the ability to not worry about armor piercing until the end of day 3, meaning you can concentrate on other missions such as detention centers and vaults. Towards the endgame, her armor piercing will still be useful against armor 3 guards, making her the only melee combatant that is able to consistently melee guards.
Jooshimus Dec 1, 2015 @ 4:05am 
I agree she's a weird mix of half the bonuses of File and archive Sharp, except Sharp's bonuses are unconditional and also gets 2 free augment slots. She could be buffed to get +2/+2 but that STILL wouldn't be better than File Sharp with 2 melee pierce augments because he doesn't need to run. But that could be justified for campaign for guaranteed early melee power.

To actually help you use Rush: You can pop a stim and/or get AP augments like Netdownlink and Gel Injectors to use excess AP to reach a guard before toggling sprint if you're scared of being heard.
Colonel_S Dec 1, 2015 @ 6:33am 
Another use for Stims is to get Rush back to a high enough AP that you can turn off Sprint after Sprinting.
NobbynobLittlun Dec 1, 2015 @ 3:26pm 
Originally posted by mattmtang:
Rush tests your ability to improvise on the run. If you are the type of person that has to stick to the plan and needs to scout out a room before committing to it, making use of Rush's talents is difficult.

However, you can mitigate some of her risks using the following:

- Give her two weapons disrupters. She will constantly outdistance all other agents early game. If this means unarming your second agent, so be it.
[...]

Her most attractive feature is the ability to not worry about armor piercing until the end of day 3, meaning you can concentrate on other missions such as detention centers and vaults. Towards the endgame, her armor piercing will still be useful against armor 3 guards, making her the only melee combatant that is able to consistently melee guards.

I think I see what you're saying, and it's similar to how I used Nika. I didn't even peek through doors with her, preferring to keep the 1 AP. I'd just open it, if a guard gets piqued then I've got their location. Preferably I'd still be able to slip in, KO, and keep moving. This worked well with Rapier as a starting program, I'd often have the level explored and/or hacked by alarm lvl 2.

The difference might be that with Rush, I have to worry less about guards recovering, especially armored ones, and can get away with not keeping them pinned. Maybe not viable for Endless Plus, but if I stay away from Sankaku and do more K&O it might work well.



Originally posted by Shirsh:
Turn sprint on, attack, turn sprint off. Ability worked for enemy turn in ambush/overwatch. With Burst when needed to move extra tile or two before attack.

Mechanically this works, but I feel like it is a bug and would not use it. Thematically, the melee boost exists because she's running them over like a cargo truck.
ShakerGER Dec 3, 2015 @ 1:46pm 
I really love using the "gain 9 AP when knockout" you sprint then you either turn it off or just drag od the body if someone heard you.
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Date Posted: Nov 30, 2015 @ 10:34pm
Posts: 6