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Otherwise, as far as I'm concerned, you can leave Blitz inside the Matrix to prevent the game from glitching again. You should have enough firepower to hold position without him.
Well actually the first time I rushed Blitz out of the matrix so he could help out because they were both shooting the main terminal and hacking the node. What do you think should I shoot the big drones or the deckers who try to hack the nodes?
In my opinion, you'd better kill all the guys before killing the drones, because their AP damages are annoying.
Unless you could kill them in the Matrix. Then, that would save you some AP to kill the drones before they start shooting the computer.
So two tips in my opinion to make the thing less painful, either having a lot of ESPs to help your decker inside, but that would mean focusing on the ESP stat if your main character is a decker, which isn't wise, as it's pretty much a dump stat, so you can multitask inside the Matrix and clean things faster. It's especially important if you went for the "destroy" path instead of killing as you don't have APEX's help.
Or, you access the nodes in meat space, using fast characters, and/or drones. Flying support drones in particular are particularly fast, having a lot of movement, which make them very good at pressing buttons behind ennemies lines(I used that during the sewer section, it turns out drones are pretty good as defusing bombs without having hands. Who knew?). You only need to access the matrix to activate one set of turrets, and turrets aren't that big of help honestly, other than serving as a distraction and doing a bit of damage.
About positionning, Dietrich should be on the left side, as he has two sources of spirits to summon(one can summon two spirits from my experience). The spirits have a pretty nifty 3 AP aoe attack which inflict a lot of AP damage, working wonders on bunched up ennemies.
Remember you are playing the clock, you don't need to kill everything even if it helps, but just to keep as little of them on the field in positions where they can do damage. Flashbang and AP damage work wonders.
I would also give him the help of whatever drones you may have if you bring Blitz of have a rigger main character, as alone with the spirits Dietrich won't be enough.
Other side should be ok with Eiger and Glory. Eiger should have her scary assault rifle, and can snipe anything too far with great efficiency. Glory being fast can run interference when needed in case you have one cultist sprinting toward the node. Remember to use armor penetration/armor stripping against the drones, as this is the main problem dealing with them.
In general, drones will go for the main computer, while cultists will go for the nodes.
No matter how you cut it, it is a particularly hard and tedious battle, which follows a section which is a lot of backtracking and seems out of place in the game. I always felt like you didn't have enough characters, even with drones, to properly cover all sides. If Dante was able to come as a fifth member, it would have made things more fair: 2 people each side, the decker in center, and you had something going.
Now that I thought about that, can't I just return to those cultist and kill them there?
http://steamcommunity.com/sharedfiles/filedetails/?id=971474294
So if the spawning is finite, then a good tactic might be just to let them take the nodes (If I recall correctly they will just chill in that room with the node) and eliminate all the enemy drones? another gamechanger
Edit : Note that there's around a hundred enemies in total, so you're up for a long fight if you intend to hold position.
it is super straightforward at least on hard if you give good loaner items to team. Dietrich + electric barrier spell (-1 ap + 7 dmg) and Blitz + shield 3 + sniffer 3 can do wonders and street sam + pain control taser can usually stop 2 enemies per round. On left side you can easily hold 2-3 waves by summoning from environment if you keep spirits out of sight so they attack junkies and robots even when your shaman loses control. On right side I had Eiger defend solo with sniper rifle and engineer's special rifle and reflex skill to dodge attacks. Blitz can stay in matrix quickly enable left turrets first and then constantly keep fighting through to other turret in matrix so that he's ready to switch power whenever you need to switch turrets. he should use suppress alarms skill whenever it's off cooldown. you also shouldnt kill waves too quickly because next wave starts right after you eliminate one. and focus on junkies because they rush to switches and turn off emergency sequence.
i did basically same on very hard too but that was ages ago. except it was more hectic and I had to move shaman between left and right sides to place barriers.