Red Solstice 2: Survivors

Red Solstice 2: Survivors

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Bonzai101 Mar 18, 2022 @ 3:55pm
Your 'best' build
A while back, I added a "Loadout - Sample Builds" section into my guide, however, I usually play solo w/bots, & only up to very hard.
https://steamcommunity.com/sharedfiles/filedetails/?id=2562653491
This means that my sample builds are likely not optimal for high level skirmish play.

I would really like to add some screenshots of builds, that other players have successfully used for each class, into this section, & add them in as contributors to the guide.

So, if you have a screenshot of a build that you think is really effective, or especially enjoyable to play, please reply below!
Last edited by Bonzai101; Mar 19, 2022 @ 12:02am
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Showing 31-45 of 99 comments
Kill with Fire Apr 17, 2022 @ 7:35pm 
Iirc using the Crusader, the bonus resilience it gives you generally makes broken legs and other common ailments last about 20-30 seconds I believe, on top of making it less likely to get them from random trash mobs eating you.
Chronoreaper Apr 17, 2022 @ 7:39pm 
Which lets be real, sometimes feels unfair how often it 'can' happen, i've gone games where my legs are made of paper and some where they feel like i'm actually wear a steel exosuit.
Why not just run combat engi with mech? Kill enough in the first wave (or run over funny blue orbs) to lvl the mech ability to max, with repair/batterys/quick bat you can keep it powered even while fighting and healed up - i love it, you can run most missions with just the op mech.

DLC 2 win i guess, devs suck.
Bonzai101 Apr 22, 2022 @ 1:15am 
@†
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......
Last edited by Bonzai101; Apr 22, 2022 @ 5:08pm
Chronoreaper Apr 22, 2022 @ 2:27am 
I run a terminator build with with Nanite Swarm, Light Weapons, Energy Capacitors and i think its called XICS? and the weapons are LMG and Missile Launcher, basically a boot leg Demo with your own personal bodyguard, fyi needs 4 points in XICS minimum to work if you go that route first.

Like all ammo generator skills, immediately use Energy Capacitors as soon as the game loads in.
Bonzai101 Apr 22, 2022 @ 2:59pm 
Originally posted by Chronoreaper:
I run a terminator build with with Nanite Swarm, Light Weapons, Energy Capacitors and i think its called XICS? and the weapons are LMG and Missile Launcher, basically a boot leg Demo with your own personal bodyguard, fyi needs 4 points in XICS minimum to work if you go that route first.

Like all ammo generator skills, immediately use Energy Capacitors as soon as the game loads in.
Can you post a SS?
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?
Chronoreaper Apr 22, 2022 @ 5:15pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2798299648

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.
Bonzai101 Apr 22, 2022 @ 5:49pm 
I think I've got a few concepts stuck in my head, that would prevent me using this build personally.
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.
Last edited by Bonzai101; Apr 22, 2022 @ 9:29pm
Chronoreaper Apr 22, 2022 @ 5:55pm 
generally aiming in combat helps energy regen but yea without 4 points it causes that problem, i've never blown up with it before because Nanites tend to have a low enough CD the more it levels up that i end up at a state where i can't even get enough Energized stacks to pop the 10 stack boost to it.
Bonzai101 Apr 22, 2022 @ 9:23pm 
Ok, that was fun, just ranked up, using the below build, solo w/bots
https://steamcommunity.com/sharedfiles/filedetails/?id=2798374254
Last edited by Bonzai101; Apr 22, 2022 @ 9:39pm
I enjoyed Demolitions a lot in the old Red Solstice 1, sadly a small change here (inability to donate placed explosives in many stated, such as ziplining, dead, in transport, evacuated and so on) makes it less fun then in rs1.

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.
Chronoreaper Apr 23, 2022 @ 1:20am 
Yea those green skills while great in that they're greens they are indeed traps, the innate energy regen of the Demo and total energy capacity are counter productive to use them, moreso if you use the Detonator green skill and thats not even factoring in actual explosive skills like Stationary Explosives,
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.
Originally posted by Chronoreaper:
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.
Chronoreaper Apr 23, 2022 @ 4:55am 
A unique green toggle passive might be useful, its taking a utility green off the player but reward, given the Demos limited capacity it still acts as its own counterbalance but doesn't drain immediate energy at least.
Last edited by Chronoreaper; Apr 23, 2022 @ 4:35pm
Kill with Fire Apr 23, 2022 @ 8:39am 
Changing the explosive amplifier/extender to be an energy reserve like Shoulder Turret sounds nice indeed, although I do believe that if it was a medium ranged target ability instead of an area around self ability it would also be better, since you can toss it onto an explosive you're going to trigger relatively safely. I think it's an area around self ability at least.
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Date Posted: Mar 18, 2022 @ 3:55pm
Posts: 99