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The only think a bit notable about this mission is the enemies have slightly higher damage resistance/armor
But I take the point that using stun and AP damage would help, as they certainly used it against me to good effect! That comment on the armour - it was a big part of the problem because even when I had them stunned, I couldn't take them down.
I was using Racter, Duncan and Is0bel. I'll try another mission and come back with Gobbet I think.
I'm running a Qi adept who seems to be pretty much up there with the rest of the team
Jarl and his crew are pretty ineffective in combat but they do serve to draw fire from the guards. Heal them if they take wounds. You can't control their actions in combat, but some of them do have medikits which you can have them use in between combat rounds.
Forget grenades; I pack everyone full of medikits and AP adders like Jazz. Giving Duncan a bunch of extra fire turns is better than any grenade.
Stay under cover and set overwatch ambushes; let the guards come to you.
Duncan's bean bag can inflict AP damage and is a pretty good stunner. Racter's drone can equip stun grenades as well. Gobbet has her gas barrier with the upgrade that does AP Damage good for CC
As for a Qi adept, during the mission where you pick up Gaichu, you can buy the shock glove wich adds AP damage to your unarmed attack. If you did the museum run, you should also have the emperor's sword which can toss a lightning bolt for AP damage as well, and it does AP damage on a crit. There's also the lightning katana you can buy from the monk Distant Storms fortold that can do AP damage on each hit.
Not sure if I missed some missions earlier, but the Ares one is specifically noted as urgent so I went there before taking on others that came in around the same time. I'm now on the ship mission (taking a biological sample) and trying to level up there.
@dwarfpcfan - I didn't know that Racter's drone can also equip grenades - sounds useful. I had bought a grenade launcher for Duncan though. I missed some of those items you mention, so I'll have to do another playthrough :)
The ship mission is actually pretty hard, and has a rather convoluted course. Good luck with that one. Watch out; do NOT use grenades on that mission against hostile grenadiers; some of them have magnetic arms and will toss them back at you. Duncan is better off with Sniper rifle, his assault rifle and a shotgun for close in work.
Isobel can shut all gas lines off in a single turn if you did some pre-cleaning of the matrix. I typically bring racter isobel and gobbet if my primary character is a strong damage dealer.
But I noticed your last post about confusing missions so that may explain the Racter vs Isobel.
I usually move ahead of the other crew to the top right couch corner positions and buff my team with Gobbet where possible and maybe catch an overwatch. Depending on timing of enemy arrivals, I used to have Iso dump 2 grenade launchers at the pack before running to the control room up north to hack the gaz lines (I only remember running the place on 3AP base, I forget if its available early enough for a 2AP run).
If my main damage dealer isn't very strong (e.g. it's duncan because my character is a decker replacing iso), I might use jazz + cram or cram x 2 force-fed to the damage dealer by another character who's AP are less powerful like Racter or Gobbet, for the first arrival after the alarm. Every subsequent reinforcement wave, including at the elevator escape, can be largely handled with holding good positions + overwatch for a few turns until they arrive and engage.
Just in case, since you seem to be a newer player, overwatch is that dot with an arc button to the right of your weapon abilities on the interface. I think it's mentionned very briefly in tutorial but I recall I only picked up on it on like my 4th game (i.e. either didn't notice or didn't think it was strong enough on my blind playthrough of all 3 games).
I want a better damage dealer for the run through the tunnels. Koschei is fair but not great.