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apart from that, sticky bombs, seeker mines or a support station.
The combination of damage mitigation, healing and damage buff is just vital.
Since I play solo alot I loved Turrets for CC until NPC's started to hack them...
Generally I run with Pulse as my second skill now and not just for the crit bonus.
Knowledge is power and knowing where the enemy is.. Crucial.
The Immunizer runs a close 3rd and I will occaisionally switch to it if I'm being swarmed by Cleaners or LMB gas grenadiers..
I guess in the DZ someone needs to have First Aid to keep everyone topped off (at keast).
It seems like none of the others are particularly useful for now and could use a little developer love.
Edit- I guess there is a Sticky Bomb meta but I know nothing of it..
First aid and sticky has saved (and killed due to glitch) me and my friends more times than i can count. Im a very mobile player, so these skills really compliment the playstyle.
People greatly underestimate CC then complain enemies are OP. Lock them down and it cuts the difficulty in half. Im gonna give tazer turret a try and see if placing it in better locations will increase its effectivness. Most of the time, it just gets kicked and destroyed. XD
That's very true. I always recommend special grenades for CC, but I see how the flash sticky could be a more viable method. Especially in the Underground where you can definitely run out of nades after a phase or two.
However I don't mainly play a DPS role, if I was then I'd be more focused on both seeker mine & turret maybe even the health station but we try to reserve the health station more for the mid support role since they are mainly a reclaimer.
Mobile Cover? Ok, that's an uncommon one!
Yeah, I tend to enjoy playing a real tactical support role so providing the team with the best strategy and support is my job. Which leads us to Mobile Cover, it's great, not only can you use the extension mod to help you get out of a jam if you need extra cover when reviving your DPS, but by using the countermeasures it allows your group leader to control the board better by having the ability to position your DPS anywhere they want and provide the player with more damage output.
To be honest, between all four players on a team the only skills which are not used often is the Ballistic Shield and Tactical Link. Other than that every skill has it's place and can be used to optimize team play.
I think the game has a good mix / balance between skills, it's just unfortunate people only go for the 'meta' pulse and heal with someone running smart cover. People should expand their skill set and come up with some good builds for team work, I've said it a thousand times, play as a unit. By working together you open up skill slots, for example; you only need 1 person running First Aid. (this opens 3 extra skills for most groups since everyone seems to take it).
sérieusement parfois je me met
A Scan / station de soutien / bombe ça dépends
T Guérris tout le groupe (l' icone vert mais j' hésite a changer avec le bleu pour la protection)
E Vie plus guérrissage d' une partie des 3 segments
Health overheal: So handy, use on yourself, a team member, or all of you.
Support station with ammo restock: I need that for UG missions on challenging, let alone heroic because they eat bullets, especially when you use the ammo directive.
Edit: Plus restock boxes aren't all that common, unlike on normal or hard mode.
I must venture above ground, use smart cover and get to grips with it.
When I first started, I used the support station/ turret skills before I ever got my signature abilities, looking back, turrets are kinda useless, unless you are literally facing someone that can't hack it, or is another player in the DZ. Highly undervalue imo, especially since when I loved using the turrets. Was nice mini shield while able to gun down enemies, even if it got destroyed in the process.
I personally want to see moble station, the roit shield, and turrets more for incursions and mission. POssibly more talents that can boost them would probably help with this.
Man more people using mobile cover in underground would be nice, some places if you don't just rush in past enemies, it can be hard to find usable cover.
Saw a guy use the shield in a neat way, when someone went down he would pop the shield walk over and pick him up, pretty basic but somthing I didn't think of
Also, by not running first aid you open yourself up to have a new skill. This allows the team to have a total of eight skills (including first aid) opposed to everyone taking first aid and only having four availible skills.
One of the side effects of Smart Cover is that it reminds me to actually USE cover. I am way guilty of running and gunning too much and then getting REKT. SC reminds me to pop into cover and play smarter.
I think there is room for more expanded strategies that utilize these other skills, but that is a bit uncommon.
THIS IS A KNOWN ISSUE UNDER INVESTIGATION.
But seriously, this is a known issue under investigation and as soon as I have something concrete to report, I will update you all here.