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Just wish that I had a slightly higher success rate with her. Was only able to get a rank IV prudence employee on short notice, and that means she more often than not is 'just' low enough to be neutral mood, and infect the department.
At least I now have shield bullets to protect the weaker employees with.
Though I have to agree, suppressing abnormalities in CC-room is a huge pain.
I have the Fetus and Orchestra adjacent on the lower floor of CC-room. Just as like my lack of powerful EGO-weapons have been not enough for the challenge, the room composition itself makes it even more harder.
I've at least gotten a promotion on the agent that can handle them. And turns out that the entire thing is counted for regen, so you can camp them on the lower levels and still get regen effects.
Also, it migth help if you think about your layout AFTER picking an abnormality to extract but BEFORE expanding departments. I, for example, am holding in the left wings of my facility always double tool-types, whilst the rigth can fully focus on the dangerous abnormalities.
You should probably spread it out among many employee's but I was mostly just testing to see if I could reasonably do that and power level a single stat that way. I also just kind of wanted somebody who was V Justice.
If you have patience or feel a bit hardcore - try to level up justice on One Sin or Fairies.
Making sure that I only work on abnormalities that produce high amounts of energy, I've never had to deal with a Noon level Ordeal with this strategy. That's right, I produce enough energy I have left over work box's in my qlipoth meter for more "training" or for producing gear, or producing extra PE box's in case we lose anyone in the future, so I can buy all of the gear back quickly and give it to somebody else. It's so energy efficient working with high energy abnormalities that I completely avoided having a Noon level ordeal, and now before I ever have to deal with one I instead get 5 qlipoth meltdowns instead now that I'm on day 22 and working with the Central Command team. Save for a few abnormalities like my Magical girl, even if they did get out I could put them right back in easily with my top tier employee's that I acquired through "training" the WAW level Magical Girl I have though, I don't know if she can breach when she melts down, but I do know that her normal parameters for breach are pretty hard to actually reproduce. It doesn't seem likely that I'll trigger her escape naturally through errors in decision making, but, ♥♥♥♥♥♥♥♥. If she gets out I'm lose 2 of my V or IV employee's at the very least. She throws a Pale lance that can instakill everyone not wearing HE level armor, and below a certain amount of health even with it on. She's so brutal, containing her meltdowns will be priority number one for my teams from now on, because I learned she was so brutal in testing.
I checked all of my breach-able abnormalities and their all a cake walk compared to her. She shreds strong people like their nothing.
I'd work as energy efficiently as possible and then, when you meet your energy quota send employee's in to do repression training with safe abnormalities that won't kill them or breach if you get a bad result with them, like how katsuga suggested, and then I'd take whoever you trained and put them in central command in order to help with your move speed problem with your employee's there. Remember LOB alteration is an option if you're consistently finishing days without losing any employee's.
Specifically, King of Greed. I cannot see that thing being shut down in any short order.