Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For the final mission I wouldn't take a specialist.
No hacks, they are kinda dead weight.
Specialists are for hacks and skulljacking INTEL. but not very high priority for the final mission.
for the final mission I take 2 psi ops, 2 sharpshooters and either two rangers or a ranger and a grenadier.
a grenadier with rapid fire ideally give him shredder and holo. Chain shot *could* work but doesn't combo with inspire. and isn't nearly as good.
Uh healing? And Rapid fire is an ranger ability. Unless you want to depend on luck with AWS granting an grenadier it.
Not really luck, just buy grenadier col until you get one. and for healing we got 2 psi ops, generally with soulfire leech and a medkit, the snipers both have a medkit. the snipers are in regular armor with bluescreen rounds everyone else is in war frames.
so I got 4 medkits for things I generally don't engage, since things are taken care of at squad sight range or with mind games.
you don't get hit. the ranger doesn't leave concealment. Your avatar unit mind controls something to scout a pod and you rain squadsight death on it. You really shouldn't need healing on this mission but 4 kits are plenty.
First perk: medic, last perk capacitor.
this is spot on; capacitor discharge is kind of redundant for any hacker with decent hacking ability, for most situations. restoration is a trick that can't be replicated by another ability.
I play on commander ironman. Still don't get shot much. you face 9-11 enemies on a map.
3 pods of 3 with a possible fourth pod.
you kill the first pod on the ambush. hell you can take out 2 pods on the ambush later on.
leaving 1-2 pods.
IF they shoot you theres STILL no point healing because just kill those pods.
the only time you really want to heal during the campaign is crystallid poison. early on you just die. later on theres no point.
on the final map I mentioned. you just don't need it, all the time in the world. not sure your hostility.
you only need heals if you get bad activations. and you only get bad activations if you don't know how to play.
Aside from the period where you have plasma and war frames is longer off. but wouldn't that make the grenadier class with its elerium core bombs more valuable over healers?
On my commander ironman playthrough I found capacitor discharge to be too limited by range and LOS to really pull through when I needed it, so I switched to restoration for the final mission (otherwise kitted for hacker). I didn't need it, but it made me feel better when going into the final room. On legend I'm trying hacker kit plus restoration again. We'll see.
p.s.
"...stopped using meme beacons." I generally agree offense is better than defense, but when a gatekeeper and his 3 archon buddies walk up (on legend), no amount of "playing smarter" will get you out of that with 0 injuries 100% of the time. That's what I keep the meme beacon for.