Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
And for some reason they can destroy bettle guards shockwave attack.
The lack of movement abilities is hard to deal with but I think his damage makes up for it, the M2 is pretty lame though from what I've played.
Wandering vagrant uses it's charged tracking shot? Nope, deleted. Wandering Vagrant shoots a bunch of explosive bolts? Nope. Denied. It can even take out malachite spikes.
It also gives this to every drone you purchase, giving them some amazing defense (they're flying and most projectiles will now be deleted when aimed at them), or they can do it for you.
So most projectiles simply won't be able to hit you for a loop. Very helpful.
His passive and R are very powerful. Yes, they get bad when you're a loop or two in, but if they can carry you to that point (which shutting down up to even boss projectiles and 10% healing a second/free interactables of any kind most certainly can), then you should have enough items to make do with your equipment, M1, and shift.
Imo, his hacking r is the best. It lowers the price of all interactable items to zero after a short period that are within range. You can unlock legendary chests, the golden realms, or make all versions of a shrine of chance free. Amazing for early and mid-game.
He has some downfalls, but he's amazing for early and midgame and late game doesn't really matter. Just uh... don't go to a hidden realm before you're snowballing like I did.
That said, it's a huge part of his kit and his shift is where half of his damage comes from. It definitely bugs me that it gets removed for 'make sense' reasons.
Aside from that though, he's plenty capable. Some of his alternate skills are really good too.
Certain proc items like ukulele are incredibly strong on him.
Shotgun - pretty cool attack but suffers from charged attacks feeling awful as a primary attack due to the attack speed meta
Taser - Easily one of the most boring skills in the entire game, he had this whole theme with the robot arm and the drones and this is the best they could come up with?
Orbital Probe - Copy and pasted from the plant robot, nuff said
Orbital Supply Beacon - Why would anyone think single use abilities would be good in this kind of game? Also they're just worse than the engineer's turrets in every single way possible, not to mention that this is the only ability with alternative versions, and they're all very lack luster
Passive Drone - Again probably the most boring passive in the entire game, i never even noticed it doing anything, not to mention you can infinitely scrap it for red scrap, does hopo even test their own game?
A 10% heal a second, especially on the higher difficulties where you have basically no HP regen, is amazing to consistently have.
He's also got a hacking tool in his alternate kit that can make any interactable free. Legendary chest? Free. Powerful drone? Free. Expensive hidden realm shrine that you'll regret going into? Free.
You didn't notice wandering vagrants not being able to get a shot off? Boring I agree, but stronk af. They literally won't be able to attack aside from their big charge up explosion even without any drones.
I spend less than five minutes per stage, and usually stay in one spot otherwise. It's a pretty braindead decision to drop the healing beacon at the teleporter event, where it's very helpful. 'One time' uses aren't really all that bad when you're moving through stages quickly and know where you'll usually wind up spending most of your time.
I don't have issues with incoming healing (I've been clearing Monsoon for a long time and have argued that healing items need to be nerfed in monsoon for awhile), but if you were to tell me I had an option between not being healed and having 10% healing a second, I think it's obvious which I'd choose. That's stronger than most healing items until they get two or three stacks.
And, to reiterate since you didn't mention it, getting a free interactable (more if they happen to be grouped up) once a stage of any kind is a helluva snowball.
Isn't that kinda proof that it's a poorly designed skill if it's basically "i have healing at teleporter".