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And it is something of the past, but the Slimcase-10 used to be super buggy, and downright only work about half the time when the game was new.
But on most characters? Yeah, an extremly good deck, and can easily last you the whole game.
You'll probably still end up raising INT to 7 just for the extra defense (or to raise Rigging)... but you can maybe save at least 7 karma on Decking.
I think the extra damage the deck does, plus the karma savings, plus the lower cost, outweigh the slight fragility - decking is mostly about taking out IC as quickly as possible to prevent the alarm building up, at least the way I play. If you don't mind setting off the alert and doing the extra fighting, then maybe the Fairlight would be a safer bet after all.
If you feel ok playing a bit slower/more careful in the matrix then it's definitely enough for the whole game. Confirmed with my 2 melee brutes.
I rarely, if ever, use anything but Suppression, Killer, Erosion Blaster (the basic attack for this deck), and occassionally Medic. Sometimes the AOE attack, but that's situational.
After every fight, I jack out and back in, to reset all the cooldowns (especially on Suppression).
Ideally, this means the alert level never goes above 20 except briefly - which lets me carefully remove all the IC between me and anything I might need to get to in a hurry later (this preemptive approach makes e.g. the Ares run, where you have to get to the vent controls quickly, a breeze).
If done right, the *active* IC you encounter is actually an advantage, since each of those only adds +5 alert per round (as opposed to the +20 of watcher IC); if I go into a fight against active IC with an alert level of 20, I usually come out of it with an alert level of 5 or 10.
I'm also careful about never engagting more than one watcher IC at a time, since that adds to the alert level the fastest.
4 turns with the slim case, an AoE and 1 - 2 aa is enough for most single ICs. Sniffer is for hard mode and because my builds often have less than 7 int. If you make use of covers then running away is not always necessary, just to be a tidbit safe.
Imo, the alert bar is also a resource. If you can complete the mission without too much trouble then it can go up to 70% or more. As for the story-driven feeling, well, in my case there'd be corpses flying in the meat world, so a messed up network is fine.
And I lack the time for playing sometimes so forcing a block or two helps
Still, it's a useful technique where the maximum alert level is really low - in some places it can only hit 60 or 70 before tripping. It's also useful if this is your first playthrough and you're exploring ever part of the system to make sure you haven't missed anything. It's also good for saving up alert level if you want to force the blocker IC.
Lastly, I still recommend Killer over the AOE attack (Blaster) unless you happen to have two IC next to each other. Killer 3.0 does 125 damage - if you luck out and get a 2x Critical, that's 250 damage in a single hit, which is bad news for anything.