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The main thing you need to do is explore. There are hundreds of hidden places and secrets that have hidden neuromods/weapons/ammo that will greatly help you
There is a guide on steam which offers weapon locations and ammo too so id advise following that
I set up an ambush with them. Set them up and when I get into trouble I take off running. There are also explosive cans laying around and pipes that blow flames when punctured.
Use your environment to your advantage.
two.
player can kill anything and everything with wrench and gloogun on nightmare. the moment one realise weakneses and behavior of all enemies.
three.
try use enviroment! oxygen pipes, baloons, fire canisters and turrets are everywhere. use. them.
four.
wrench has power attack. use it! especially from sneak.
once player understands enviroments and behaviors, game becomes easy.
Abilities:
Human - Necropsy
- You can harvest exotic material from dead mimic based creatures. Corpses never vanish so you could get it later, but it is cheap and saves you time from finding every random corpse in the game and it is a key component in crafting... neuromods, yes the very item that gives you skill points. With this plus the neuromod blueprint (you can get this early btw if you really want, but I recommend just exploring and finding it naturally) you can readily learn every ability in the game by crafting absurd amounts of neuromods.
Typhoon - Regeneration
- In Normal difficulty this skill is unquestionably the single most powerful upgrade in the game. Even in Nightmare I'd argue it is comparable or better than Combat Medic if you aren't dumb about things, especially if you aren't 100% scavenging everything possible. In normal it makes you nearly unkillable unless you somehow fall asleep at the keyboard and keep taking constant damage, especially heavy damage. In Nightmare you obviously can't keep eating damage, anyways, or you will quickly die and it doesn't solve being dumb. With it you can heavily mitigate resources spent on healing and save medkits for true emergencies while also having noticeably increased overall survivability. This heals a lot more than it might initially appear to. The full upgrade needs a Nightmare to be researched IIRC so you will want to research that ASAP. As you unlock resistance based typhoon abilities and get resistance based chips equipped it only increases further in effectiveness. As for hard hitters even though it will not fully recoup especially potent attacks it will cut their effective damage considerably so it is less punishing.
Human - Combat Medic
- If you scavenge at least half decently, even if you never craft a single medkit, you will find quite a lot of medkits. This pushes them up to a 150%/300% increase in healing potential (that is potentially turning a set of 10 medkits into the equivalent of 30, etc.) This is an absolutely immense boon, especially coupled with regeneration, as it makes you not have to carry food and you can turn it into resources if you want while also cutting down on all resources that would be spent on making healing items. Honestly, with regeneration + combat medic if you are having issues keeping health topped up or having to carry food/craft healing items you are doing something wrong because that shouldn't happen due to these being that good.
Typhoon - Mimic Matter
- One upgrade only... useless for stealth. It does let you into tight spots, though, and Boltcaster cannot be used to enter every location (save before using Mimic matter to get somewhere, you don't want to risk getting stuck if you do something odd or it is something like a space shuttle...).
Human - Hacking + Repair
- Hacking should arguably come first for sheer convenience of reduced backtracking (repair needs to be rushed to save backtracking early, too, though). These get you lots of resources, open new routes, and lead to tons more neuromods. Repair, in particular, can lead to quite a few chunks of neuromods early on, but you use hacking far more in general and there is a bit of a gap before you start using repair so you can start off with hacking upgrades at the very start. I would actually get these two before anything else, unless in Nightmare IF struggling else still get these first. Hacking is also extremely practical for sentries, especially if going into typhoon tree as well so you can stop them from attacking you. If you can find 2-3 sentries you can set them down and lure mobs into them making for very safe clears or put them in spots like your home base (if done right) and make it a safe zone. IIRC, been a while but I believe you need to disable sentries before leaving an area, though, because otherwise as you spawn in you will usually find them busted up or knocked somewhere weird while active by random enemies in contrast to simply entering an area and quickly running/sneaking up to activate them to re-clear a spot you've not been at in some time.
Human - Gunsmith + Firearms + Sneak Attack
- This is nearly the equivalent of cheating in the game. If you aren't struggling you can delay healing based upgrades for this for sake of efficiency. These basically buff the already three best guns in the entire game into the realm of being broken. With this Shotgun will 1-shot anything (except weaver shields, until deactivated) and the Nightmare creature which it can still nuke heavily. For Disrupter it lets you nuke robotics and save ammo (note Disrupted can perma chain robots regardless but you might find yourself quickly running out of ammo without the proper upgrades if not careful). Disrupter is all you need for robots in the entire game. Pistol will make short work of weaver shields, and weavers in general. It is good at saving shotgun ammo early, too, but it is mainly for weavers as this is the only enemy Shotgun can't just handily deal with due to its shields. Wrench upgrades + Sneak can be useful, too, and if you already have sneak might be worth getting at some point if you want (?) but I personally never felt it was necessary since Shotgun is so obscenely ammo efficient with upgrades.
Typhoon - All offensive damaging skills. All. Of. Them.
- This is an upgrade route you do alter, not early, unless going pure Typhoon. It is something you need to go all in on and have the proper equipment to truly benefit from else it is wasteful and not efficient compared to using a shotgun, or even a wrench. It also needs a lot of research, including enemies that show up a bit further in. However, once you have this properly setup with the numerous skill unlocks you can spam multiple offensive typhoon skills to nuke entire groups of enemies, powerful enemies, or when coupled with shotgun instantly kill a Nightmare and one ability will also help disable Nightmare's ranged ether attack. Get phantom shift, too, and now Nightmare wont kill you. Saves you from having to do something like spam recycle grenades on them on nightmare.
Weapon - Boltcaster
- Shoots little harmless arrows, at least mostly harmless. It is extremely useful for shooting buttons far away, often through cracked windows or other tight areas to open normally locked locations. It is also useful for the homing mini mobs in areas that have no gravity as it makes noise, even in just passing but especially if it bounces off something near them, which attracts them and they blow themselves up on it at no ammo cost. It trivializes that mob. Can be used to distract other enemies, too, if for some reason you actually need to as unlikely as that should be.
Jetpack/jump thing upgrade (Google it to get it). Very useful for exploring.
Gloo gun stops electrical discharge from broken equipment, briefly. Not actually useful in combat even with upgrades as by the time it does something your target should have been dead in 0.2 of that time. If you are using this for combat purposes, aside from challenge runs or roleplay you are doing it wrong. Exception might be typhoon only run since you can't slaughter enemies early on due to weaker firearms/wrench but I'm uncertain if even then it is practical as I've never tried typhoon only. Special note: Gloo gun on flying telepaths if high enough can actually kill them due to fall damage (probably on oversight/bug that wasn't considered, but they're rare in they might not always fly high enough to be worth it).
Other abilities are just extra but largely far less relevant. Some like Leverage can be outright skipped for most of the game as you will have enough recycle grenades to easily get past blocked areas or other routes to get somewhere, plus gloo gun if you really want.
Seriously, the abilities seem pretty cool, from the descriptions anyway, but with me not knowing how many mods I get throughout the game I basically didn't bother with it at all. I personally just got the different weapons and sold what I didn't need (some things way too late, just wasted space) and most of my damage was the starting/golden pistol and the shotgun. Can't forget about those whatever they're called nades either, the ones that succ. Great for clearing rooms full of biped enemies, usually 2-3 shots from the shotgun afterwards and they're done.
I have a total of 48 psi-consumables in my inventory. I should probably just recycle them for shotty shells, unless I wanna dabble around with abilities in NG+, which I think the game does have.
If you don't have it already get Sneak attack + Gunsmith + Firearms with your fully upgraded shotty and enjoy 1-shotting everything except Nightmare's (tho it hits them very hard, too).
Didn't know you could get the recipe for mods that early on though. I know you can also find it near the end of the game, onyour brother'sPC IIRC. I was pretty tired when I got to that part yesterday and may remember wrong though. I just recall seeing a recipe/fab plan for something called neurmod on there.
Ah I didn't know you could find a second one later on. Yeah, you can find it super early. You can actually practically parkour up there with a bit of effort even if you don't have the repair skill and then go find it, but odds are you wont have the toy crossbow or the mimic ability, yet, and maybe recycle grenades or leverage/hacking/password stuff (I don't remember what all is precisely needed to get to the spot in there, just where it is roughly so might have to play few mins to an hour in past that spot depending (got upstairs the first time in that area but didn't explore it until after hitting the MC's main office).
I always find myself a nice little security room nook, or under a desk somewhere, and ride out that timer for the first... like 3 Nightmares. They're not worth killing, honestly, they rarely drop anything interesting, not like a lot of the Phantoms out there.
This game rewards stealth, exploration, and thoughtful play much more than it does run and gun.
Running and gunning, on the other hand, are what Mooncrash is for, and it's a very different monster than the main game indeed.