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When operating as a duo w the psychic he can basically clear the entire screen every 40-60s except for superbosses as reality mix and stationary have the same timers. Demo should plant first ahead or to the side of the team allowing the psychic to reality mix at his discretion and then demo triggers the big boom. Other good combos are cryo w. apportate and gravity w. directional charge. You don’t need detonator as psychic can use pull and throw to detonate explosives for you . This is a co op game and synergistic builds are really at another level vs individual .
https://steamcommunity.com/sharedfiles/filedetails/?id=2798911212
Important safety tip: Stop deploying mines if you have civilians nearby.
That looks like quite an interesting build, I'll give it a go.
@Blackhand
https://steamcommunity.com/sharedfiles/filedetails/?id=2761095484 - For Hellfire, & there have been a couple of Hellfire builds posted in this thread already.
I don't think alot of people play demo, so that is likely why you aren't finding much content, I'll have a dig around on discord & see if I can find a build, as I haven't played demo for ages.
I've added in a Terminator build to my guide that does works well, which I used for a solo rank up w/bots the other day (also posted in this thread).
But the general idea with the Terminator is that you generate energy stacks (dio, or xcis) then pick an ability or two to utilize the energy stacks
(which if you max out, cause you to go nuclear.......
Since dio or xcis being active, reduces your energy regen, alot of the time you will want to use energy exhaust (Green ability), to bump that energy regen back up, & buff your squad.
- Just as a side note, terminator is more micro intensive than other classes.
I'm also not quite sure what you mean by 'consensus' in the above post? There are multiple ways to build any / all classes, some being more effective than others.
tbh, if I was making a demo build atm, I would probably be centering it around the green "Armor Breaker" ability to deal with high threat, high armor enemies.
I believe the demo is getting some love from the devs soon, so hopefully will see a bit more content around them after that.
I don't know how I missed this guide, thank you very much for uploading it! I will try!
It seems I added your terminator build, but settled on the build with ASW, xcis, nanites and shield. On this build, my power increased by 300%!!! but I think that there are even more bomb builds)
It is a pity that the demo is not so popular, I hope it will show its own!
Will add it into my guide, good to get people thinking about more outside of the box builds, ty
Sounds like new dlc is just broke as always. I disagree with your opinion on extenders greatly. Basic logic tells us Area of Effect (imporoved with extender) is for hitting a LARGE AREA - so usually no to boss kill. Which is where you need armor shred. Non boss units lack the armor & hp to surive any exposive besides mines and sonic, so your point is, sadly, pointless.
https://steamcommunity.com/sharedfiles/filedetails/?id=2801589076
I haven't unlocked alot for the demo yet, but the above feels pretty solid, build wise
Also the three skills with that new passive attached to them (Leaper, Minefield, i think one of the other unlocks) all stack as well so you have have alot of skill % damage boost to explosives.
EDIT: i also discovered something awesome with Disarm and Stationary, you can Disarm each individual piece of stacked explosives and thats not a bug by design.