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DLC 2 win i guess, devs suck.
Any useful builds to add to this?
Still keen for some decent Psychic, Terminator & Demolition builds.
Personally, I got sick & tired of the management aspects that came with the mech, & the energy mechanic.
Always felt like it's in this weird spot, between a disposable tool, & permanent squad fixture......
Like all ammo generator skills, immediately use Energy Capacitors as soon as the game loads in.
I really do like Energy Capacitors, & how it gives you 2 secondary slots, however LMG + Missile Launcher sounds like you would be pretty slow.......
& are you doing a bit of point swapping between skills, or would you leave Nanite Swarm at 1 point most of the time?
Forgot that Missile Launcher was what i used in Campaign only, same deal but bigger gun this time lol, all my builds focus on Multiple aspects so either you clear biomass in groups of 2 or stay near main group to make up for the slowness (plus Sprint is amazing), you can drop Energy blade and get more stats or energy regen going as well.
For Nanite Swarm again it depends on mission type but generally you actually level Nanites up first with no points in XICS and one point in the other two, then when your game has enough points for a 4-5 level XICS and 2 level Nanite (or Capacitors if you need that ammo/buff more) then you just pull points out of Nanite and move them, this basically gives you a barrier to cover the rear most of the game while your LMG and Vindicator shred everything infront, mind you i tend to stockpile Vindicator shots to cap before actively using them (generally never had a need early in the rounds)
Mind you that you can probably swap Nanite for Plasma Burst or Gun as they're close to similar costs and cooldowns, mind you this is an easy yet somehow pretty effective build for going into Terminator cause of how easy XICS is to use vs DIO and Forcefield.
The main one being 3.7 is the absolute minimum I would ever go for speed, regardless of class, even with sprint.
I've been playing a bit of Terminator recently, & if you ran energy exhaust in this build, there shouldn't be any reason for XCIS to be disabled / on cooldown at any time.
I can imagine myself playing this, & unless holding position, I foresee issues with energy available to use abilities vs. stacks, leading to me needing to disable XCIS (before blowing up....) from time to time, putting it on cooldown, which seems like a waste.
https://steamcommunity.com/sharedfiles/filedetails/?id=2798374254
All explosive modifiers (enlarged area, more damage) are traps in my opinion. Your max energy regen and the costs of the useful abilities don't come out beneficial enough to also waste energie on fairly minor damage improvements.
The utterly random nature of bot-explosion triggering also doesn't help, a issue since early access that is still ignored by defs. So I try not to use to many placeables in public games. Even the armor breaker upgrade is ... well you could just have more explosives, yet again.
Sadly if you want to play any class "efficent" it becomes less fun:
Demo: No messing around with details, blow stuff up, either area clear or boss killer or hybrid. No place for stacked explosives "You get +10% damage for every unique explosive used" or anything like that.
Scout: Speed and utlity if you want to be useful, but arty strikes are fuuunnn. The weapon choice is nice, but you gotta go fast, once again reducing possible playstyles.
Heavy gunner, you either go dps or you should have played another class. Sucks.
Flamethrower: Fun would be damage/fire, useful and functional is tanky.
And so on - so don't even try to min-max it to hard, just know that newest DLC class > anything else, always - max for fun after that.
There is one that i found the greens super useful with though, Extender with Seismic Resonator skill, it gets so ♥♥♥♥♥♥♥♥ massive of a radius and is pretty good are crushing stuff underground before it gets close to ya.
While in no way effective, the freeze-area skill can also be messed with heavly with those abilitys, from early detonation to increasing the radius - thou it depends on how the bugs shake out that day - sadly not as effective as hoped. I wish the effect would be more visible on directional detonators, too - just don't feel like a lot.
Now a good game designer would have made the "explosive improvement" a semi-passive - you get a free automatic improvement on any explosive placed any [cooldown 60 sec], but you can also turn on the ability to have the same area of effect for energy cost as before.
Or you could be insane, make it cost a ton of energy for a area, with no choice of single target, while all explosive placing skills have big cooldowns. Them devs man, i wish someone would take the game away from them.