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
That said, without grenades this fight might be impossible. There should be 7 Smoke and Gas grenades for sale in the Pit (Cole's Gadgets and the Gun Merchant near Boone's Moonshine) with a couple more you can find.
Don't bother with Flashbangs, use them if you find them, but don't buy them. They only last a round, which is hardly enough time to do anything meaningful in a combat.
Against melee guys with adrenal stims, you can save scum leg attacks as your openning action until you get a crit and just kite them around. They'll waste all their AP trying to follow you, and by the time they catch up their stim will have worn off and they'll be debuffed.
You can kind of play a trick by having two tank one with a lower evasion than the other with a distortion field and the other with a shield. Before combat starts engage both the field and shield. For the first two rounds, the enemies will focus on the guy with the shield. After that, the distortion field will drop and the enemies will focus on your secondary tank since his evasion is lower now. That should help you avoid downed party members.
Edit: this should be one of the last fights you do before heading to the Factory so some of your guys should have damaged riot armor and diver armor. That will make the fight a lot more manageable.
And no, they don't cheat. Use the energy pistol and stims if you don't have 'nades. These give an edge too/
What I have managed to do is grind to 1 enemy left in this battle before 1 party member dies since it's so difficult. I guess it's just about luck then. Have to save scum the crits... Nice game design.
If your chance to hit is low, you'll have to rely on luck and save scumming, but that's not the only way to play.
EDIT: actually yeah hitting them is pretty difficult sometimes. But I think selecting the best debuffs help first.
I'd suggest to reload to an earlier save before the final fight and explore. After that you'll find both Jonas and Mercy fights much easier.
The same can be used for the Jonas fight to do it without consumables. The only difference is you bait the grenade with the 2 regulators.
Wonder what will happen?
You get another one in the Heart.
You get yet another one in the Shuttle Bay.
I think you also get another such message in the Habitat.
The problem here is not a "do you really want to move forward" thing. It's more a misconception by the player that they should remain in one area and clear it entirely before moving to the next one. Even though you can see people with Steal 6 requirements that you're extremely unlikely to reach if you remain in the Pit all the time, so that might well be a hint that there are some things to do here you should come back later for.
Also, retrying a fight where you are obviously underleveled when you haven't explored all the areas around is a bit weird.
More hand-holding would just be too much in my opinion.