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Most enemies I find you can use a poke and shoot strat with, basically peek out, take a shot, hide, listen for them to take their shot, repeat.
I had to restart the game becuse I run into same problems as you did.
Also find the Sparq laser as soon as possible. Then make note of energy stations. And you have basically infinite ammo.
And to make things even easier, try and locate the cyborg conversion room on each level. With that active you will simply respawn at the converter every time you die.
The game simply doesn't want you to fight enemies head-on, and tank damage. Use covers and fight "cowardly"
Beside the general FPS tactics and/or use the correct ammunition (ie: +x dmg to robots / emp grenades /armor piercing stuff, used against robots), there's not too much new to track.
Can you provide a scenario where you end up struggling?
edit: however, looking at cortex reavers and Cyber-Diego its actually a valid option sometimes. Take a berzerk patch, switch on boots and shield if you have, then go ham on them with melee and watch how they die in seconds.
https://www.nexusmods.com/systemshock2023/mods/28
remove file:
1001) AmmoPack_HalfAmmo.pak
for more ammo...
remove file:
0904) LootTable_Rebalance_abcefxyz.pak
to get a lot of loot, including ammo.
---
to get all features, a new game from scratch needs to be started:
modular gameplay changes:
0101) 20%Run20%JumpBoost_StartNewGame
0102) 84StartingInventorySlots_StartNewGame
0103) InventoryExpander12Slots
0104) CombatDifficulty_Rebalance_acdefghz
a) Player Respawn 100% //75%,50%,25%
c) Player Loot Bonus 0%,0%,0% //0%,0%,20%
d) Monster Damage 100%,125%,150% //75%,100%,125%
e) Monster Alertness and Forget Time 100 and 10, 150 and 15, 200 and 20 //60 and 6, 100 and 10, 140 and 15
f) Monster Hesitation and Accuracy 100 and 100, 75 and 125, 50 and 150 //150 and 50, 100 and 100, 50 and 150
g) Player Max Fall 100% //50%,75%,100%
h) Security Camera Detect and Alert Range 1200 and 800, 1400 and 1000, 1600 and 1200 // 1000 and 0, 1200 and 800, 1600 and 1200
z) Monster Health 100% //70%,100%,120%
0105) HardMission24HoursTimeLimit
0201) CyberSpaceWeapon10Damage
0202) KF18_Skorpion20Damage
0203) Mark_III_Magnesium24+12Damage
0204) Cybergun50Damage
0205) Magnum_2100_75Damage
0206) SK27_Shotgun_Dragon'sBreathRounds100+50Damage
0207) Frag_Grenade_200Damage450AoE
0208) Gas_Grenade_240Damage300AoE
0209) EMP_Grenade_300Damage300AoE
0210) Proximity_Mine_300Damage450AoE
0211) MK84_Railgun_350+50Damage
0212) LGXX_PlasmaRifle_500DamageSecondary_DamageDividedByEightEnergyCostPrimary
0301) LGXX_PlasmaRifle_SlowProjectileSecondary
0401) TB05_SPARQBeam_DamageDividedBySixEnergyCost
0402) RW45_PulseRifle_DamageDividedBySevenEnergyCost_OverchargeByEight
0403) LightLowEnergyDrain12s
0404) SensaroundLowEnergyDrain12s
0405) EnviroLowEnergyDrain12s99%Protection
0406) TargetIdentifier5EnergyCost
0501) TargetIdentifierFastHack
0502) Magnum_2100_FastTargetAcquireNoEnergyDrain
0601) DetoxPatch30s
0602) BerserkPatch60s
0603) VisionPatch90s
0604) StaminPatch48MaxHp40Hp80s
0605) MediPatch80Heal
0701) Scraps300MaxStack
0702) Junk10MaxStack1ScrapMin
0703) Batteries_20MaxStack80Energy
0704) Patch20MaxStack
0705) FirstAidKit_20MaxStack
0706) LogicProbe_20MaxStack
0707) Explosive_20MaxStack
0708) LGXX_PlasmaRifle_20MaxStack
0709) MK84_Railgun_20MaxStack
0710) SK27_Shotgun_120MaxStack
0711) Magnum_2100_160MaxStack
0712) JW76_Mag_200MaxStack
0713) Mark_III_480MaxStack
0714) KE41_KF18_600MaxStack
0801) Junk_CrewCap_1x1GridSize
0901) LootTable_CyborgDrone_Unique_InventoryExpanderInsteadOfKeyCard
0902) LootTable_HumanCorpse_FoodInsteadOfTB05
0903) LootTable_Rebalance100%DropChanceSingleItem_abcdefxyz
a) medical items can only drop once per monster
b) increase in quantity of ammo dropped for the Mark III Assault Rifle
c) instead of standard bullet, another type of ammo drops
d) if loot may drop from a monster, then there is 100% chance to get at least 1 item
e) human corpse drops reflex aid patch, instead of sparq beam weapon
f) the quantity of ammo dropped for each ammo type is now fixed, and it doesn't increase for tougher monsters
x) mutant corpse drops staminup patch, instead of berserk patch
y) human corpse chance to drop berserk and reflex aid patches are halved, junk food chances are raised
z) more penetrator bullets than magnesium bullets drop now, since more monsters are mechanical instead of organic
0904) LootTable_Rebalance_abcefxyz
1001) AmmoPack_HalfAmmo
1101) Puzzles_ReducedSpotLightAttenuationRadius
1201) No Intro
- As others have pointed out, take it slow
- Backtrack to cover if available
- When fighting from cover against ranged foes, lean out to bait an attack, lean into cover until the volley ends, then lean back out to counter-attack
- When fighting melee enemies you may need to backtrack, but be aware of obstacles behind you
- Most enemies have a small window where they telegraph their attack. Pay attention to how they're moving
Weapons:
- Identify your target and pick your weapons/ammo appropriately
- Save armour piercing ammo for stronger cyborgs and all robots
- Against organics and weaker cyborgs, standard ammo is fine
- If there are recharge stations nearby, prioritise energy weapons
- Energy weapons are less effective against organics
Cybernetics:
- The Target Identifier implant not only shows enemy health/shields, but also indicates weakpoints (note the key to acquire target, may need to remap)
- Target Identifier will also indicate when an enemy is about to use a particular weapon!
- V2+ Sensearound not only indicates items in the area, but enemies as well (highlighted in red)
- Judicious use of the Energy Shield can greatly increase survivability when outnumbered or outgunned, but doesn't protect against most (all?) bio attacks
- You can dodge slower projectiles with Rocketboots/Motion Booster System (eg loaderbot barrels, missiles), but be aware that the more intelligent enemies can lead their shots
- Be sure to balance Cybernetics use with Energy weapons, since they draw from the same pool. Make sure any Cybernetics that aren't in use are switched off
- Map cybernetics to easily accessible keys to aid in quickly enabling and disabling (I use F1->F8)
Staying Healthy
- Try to stay above 2/3 health, but don't use medipatches to reach 100% health if a significant portion of the patch's effect will be lost
- If you want to top your health up, food items can save on patches
- Similarly, try to preserve your medkits - they're somewhat rare. Use them for emergeny healing (when you're in cover), or if you have more than one stack and few medipatches
- Staminup gives you modest overhealth
- Use surgery machines if they're in the area, but you don't need to obsessively backtrack to them unless your resources are particularly dire
- While Detox is active you cannot heal via medipatches (but medkits still work)
Resource Management
- Keep an eye on energy usage, and don't be afraid to use batteries if there is no convenient recharge station close by
- But don't over-use batteries - keep at least 2-3 handy at all times, if possible, in case of emergencies
- Scavenge for supplies. There are secret doors scattered around the station, which can often be identified via use of sensearound
- Be sure to check enemy corpses for supplies as well. Mutants, for instance, will often have medipatches, robots and cyborgs will drop ammo
- While the best use for tri-op credits is weapon upgrades, don't be afraid to buy ammo or patches if running low - even if that means taking a bit of time out to scrap some items.
- Your resources are there to be used
- Choose a safeish location for long-term item storage. Do not store items in elevators.
Cyberspace
- Many Cyberspace sections are not mandatory
- If you come up against a particularly difficult Cyberspace section, ask yourself if it's necessary to progress, read logs etc.
- Use recall/escape after sniping a core if the exit is not in proximity
- You can only carry one recall/escape at one time, so there's no point in hoarding it
- You can often evade Cyberspace fights by flying straight past enemy programs
- If you do need to fight, focus on precision shooting. Most enemy attacks can be evaded by simple lateral movement