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Equip Impulse Shield on all your squishies. In the early game, you can ignore defense because you can reliably kill them before they get a turn. You can't do that end game because enemies won't go down in 1 shot anymore. In return, they have a chance to one shot you instead. Even in 46V Magenta Street Market Place, you may sometimes find your tanks getting 1 shotted too. Impulse Shield is just that good. Character positioning becomes more important and you can't just rush in head first, otherwise your squishies will have a bad time.
If you're having trouble against stun, have your melees be equipped with Veteran for stun immunity.
Utilize smoke grenades to counter their Snipers.
Use drones. Even if their mastery board is not filled out, they're still good fodder.
If you're using 1 Shot 1 Kill/Catharsis combo, consider ditching it. It becomes less useful end game as enemies becomes increasingly tankier. Instead, consider using Breakthrough or Prior Planning to reduce their block or dodge chance by 50% respectively.
1) Under no circumstances should you start in the north. The mercenaries are well entrenched there and the position cannot be overwhelmed without casualties. If you start elsewhere though, they will leave their vantage points, ditching an overwhelming advantage.
2) Bring smoke. The mercenary gunners have Chain fire and Fire support, the Snipers have fire support too. Basically, when one attacks your character, ALL of them do. Without a high dodge/block chance, the target is going to literally be buried in bullets. But... fire support gives them Action Time (AT in the future) +30. With the gunners using Chain fire, that's +60 AT. Once you weather the hail of bullets, send in your biggest damage character with One Shot One Kill (Mine is Martial Artist Irene). Gunners and Snipers have 70-75 and 50-60 speed respectively. A character with at least 100 speed will get to move twice for one turn they take. Gunners and snipers also don't have much survivability, 1S1K works on THEM.
3) Use AT and speed to your advantage. Along with smoke grenades, bring upgraded Frost grenades, which add another 50 AT, delaying the mercenaries even further. If you have them, your 100+ speed characters will have a field day.
4) Melee enemies mostly have Impulse fields and 100%+ block chance. Freeze (Leton and a Frost Draki), Breakthrough, Black Mage Sion with Magic acceleration, Irene's Red Panda 6th Style (Can't be blocked unless Final Resistance procs) make short work of them.
5) Equip Emergency Rescue System on Kylie's drone you'll be using. Once per deployment, the drone can resurrect someone with the same effect as Second Heart (25% of HP and takes the turn right away). But make sure to keep the drone 5+ tiles away from VHPD members who aren't Jane, so the drone doesn't use it up on one of the grunts.
6) Avoid confronting the White Tiger gang members. They will prioritize fighting mercenaries otherwise and you don't need to worry about them stealing your boss-kills.
https://steamcommunity.com/sharedfiles/filedetails/?id=2225216578
Could be my bad, 46V is pretty similar.
OP, are you referring to the 46th Scenario mission (arresting Foo Kraal) or Magenta Market place (46V)?
The 46th Scenario mission - arresting Foo Kraal.
Thank you all for the replies so far! I have a lot to think about and adjust for my next try.
-Veteran. Immunity to stun is extremely useful, because a stunned character can't dodge or block, and therefore dies very fast. If you lack spots in Support, you can use Massiveness instead, especially on ranged characters that tend to stay near obstacles in the environment, because most of the stuns are caused by knockback and collision. Also, there's a very good item that you can farm in the lvl 46 violent case, namely the Sturdy head gear, that gives you stun immunity.
Stun immunity is mandatory, period.
-Impulse field. This game is very "swingy", with a lot of crit chance flying around for everyone. Meaning that a character can sometimes withstand a lot of punishment and suddenly implode because of a critical strike. This makes Impulse field almost mandatory on all of your squishy characters. On those who tend to take risks, like Heixing who likes to push forward in order to reach a good sweeping fire spot, you can also consider Second heart. If you manage to go above 100% block chance (fairly doable on characters like Albus, Irene, Battlemage Sion and Leton), you can consider not using Impulse field, because a blocked hit can never crit. Be careful though, because some enemies have ways to reduce your block chance, so 100% block chance doesn't guarantee an absolute crit immunity.
-Catharsis + One Shot One Kill. One of the most OP things in the game, even if it doesn't work on everything. This is what makes Heixing so insane. Don't put it on everyone though. Only the most resilient enemies have Impulse fields, allowing you to often clear a lot of fragile DPS with ease thanks to this combo.
For the last story mission specifically, you have to be careful and take things slow. Don't try to rush the enemy "bastion" where they are barricaded, because the barricades don't provide cover. Only the most resilient characters can afford to go exposed through here. Advance slowly and try to progress while following the borders of the map, in order to make an "outside sweep" before considering committing to their fortress.
Against snipers and the usual chain fire strategy, smokescreen is quite good. You can also use a very tanky character in order to purposely draw the fire on him, in order to give the White tiger shooters a lot of AT penalty.
Said attack on the VHPD members starts when you take down Foo, if my memory serves. Rather than bursting him down, consider putting him into a Starlight Prison first, afterwards peck him with AT-increasing attacks or freeze him with Leton, so the goons start flocking to your position. My first attempt at that mission ended the same as yours. Irene and Sion obliterated Foo in one round and his goons busted through the northern blockade.
As a RPG game it's easy, just do what you describe in the end of the post, level up, farm equipment and talents, and the map will become quite easy (in normal),
As a strategy game, I'd say rely on the police force... set up the fort at your starting point, set someone out to aggr mobs and play defense. Once you decimate the first (couple) wave(s) of enemy force including bosses like Foo and Darius the rest should be easy....