Installa Steam
Accedi
|
Lingua
简体中文 (cinese semplificato)
繁體中文 (cinese tradizionale)
日本語 (giapponese)
한국어 (coreano)
ไทย (tailandese)
Български (bulgaro)
Čeština (ceco)
Dansk (danese)
Deutsch (tedesco)
English (inglese)
Español - España (spagnolo - Spagna)
Español - Latinoamérica (spagnolo dell'America Latina)
Ελληνικά (greco)
Français (francese)
Indonesiano
Magyar (ungherese)
Nederlands (olandese)
Norsk (norvegese)
Polski (polacco)
Português (portoghese - Portogallo)
Português - Brasil (portoghese brasiliano)
Română (rumeno)
Русский (russo)
Suomi (finlandese)
Svenska (svedese)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraino)
Segnala un problema nella traduzione
Nice
I WANT MORE HEALTH! MORE!!! MORE!!!!!
Two Hearts is almost the most powerful mutation in the late game. The reason why we emphasize the late stage is because it requires your character to be strong enough to become important.
By equipping kah's loop, dashing becomes a move of great tactical value.
When you have 2000 Glimmer, Esper Hunters become very powerful. To deal with them, it is very important to ensure that you attack first. And the ability to dash for a long time will greatly improve your chances of attacking first (Charge and Teleport have cooldowns, only dash can reliably play a role in the whole battle).
Using a True Kin character, I can boost my character's speed to over 300 through Inflatable axons and increased Compute power, as well as through various speed-increasing gear and food.
A character with 300QN and 2000MS will completely dominate the battlefield. I'm not afraid of any Esper Hunters. But without the help of Two Hearts, my sprint time will drop to 30 rounds, which will greatly reduce the fault tolerance rate of the battle.
Two Hearts is one of the most important mutations in the late game.
2000MS is indeed really great, since that can grant 40 attacks "per turn" with axes. With 300QN on top that makes 120.. if the buffs would last that long.
2000MS does not increase attack speed, MS can only be used to move. I can only attack 4 times per turn (by equipping a short weapon in the main hand, -25% attack action cost). But I have 12 hands, so usually only 1 attack is needed to decapitate Esper Hunters.
The skill "hook and drag" from axes attacks with your mainhand each time you move. With single weapon fighting you instead get 2 mainhand attacks per 1 move during that skill. Increasing MS does increase the amounts of attacks you can make per turn during that skill. MS also increase number of flaming ray casts from rocket boots that you can do each turn (with 2k MS you can kill everything in the game with them in ~1 turn no matter the HP. after plasma).
However, there is one thing I need to correct: "hook and drag" can only last for 9 rounds, generating a total of 18 free attacks. When dealing with multiple Esper Hunters, I can't use this tactic with huge consumption (seriously wastes the buff duration, which makes it not work well with Inflatable axons).
The skill duration in qud is all "subjective time", and the cooldown time is all "objective time", so you can't use hook and drag continuously (because after 9 rounds of subjective time, only 0.9 rounds of objective time have passed).
I have four legs, but Rocket skates really can't work with Bounding boots. It's not because there are not enough equipment slots, but the game mechanism does not allow them to work together.
Of course, the tactics you described are completely feasible: if you install Motorized treads, upgrade the multi-leg mutation (through equipment to make it break through level 10), wear Rocket skates, "hook and drag" can indeed completely replace the combination of a large number of arms + double hearts.
The only drawback is that the BD centered on hook and drag requires much more operations than the BD centered on multiple hands.
For the sake of convenience, I still prefer the combination of Bounding boots + Two Hearts.
That has been changed a year ago. They now work together.
The biggest issue with hook and drag is that it does not work with decapitation. You basically have the choice between lots of high damage attacks or lots of decapitations. The good thing about it is that the combo requires next to no build dedication (e.g. no 12 filled hands. just 29 strength and some skill points), you have penetrating strikes (meaning safe decapitation regardless of AV) and rocket boots and multiple legs are good outside of the combo.
There are probably a ton of new things to discover and surprising changes.