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Claymore
Impending doom for rupture
Callow Ember (Rapid fire)
Superior Scope
Superior Auto-Loader
Plated Vest
Plasma Grenade
Motile Inducer
Shrapnel + Plasma does massive damage and you can use motile inducer on Torque or Terminal to give you another combo with Torque's Tag Team or Terminals Cooperation.
BlueBlood
Artful Fanthom (Lightning Hands)
Superior Scope
Superior Expanded Magazine
Mach Weave
Relocation Disc
Talon Rounds
Use relocation disc to setup faceoff or get pulled by Torque.
Torque
Surly Constant (Hail of Bullets)
Reflex Grip
Targeting System
Mach Weave
Relocation Disc
A.P. Rounds
Reflex Grip and Targeting system + A.P. rounds is a nice opener. Relocation is useful. Motile inducer is probably the best item if you get more.
Terminal
Crucial Symmetry (Chain Shot)
Superior Scope
Superior Auto-Loader
Flux Weave
Shock Grenade
Bluescreen Rounds
Nanomedikit
Terminal's Guardian is OP sometimes. She managed to kill the orb thing while it was running away on the second encounter. Overwatch triggered three times. You're suppose to kill it on the third encounter. I thought I was going to get bugged with endless reinforcements but it finished after three waves.
Would love to see if there are any other broken teams, but what's more broken than killing everyone before they get to do anything.
Why you even need to rely on accuracy and line of sight when you can kill everything with guaranteed damage that goes through walls.
My go to team was
Cherub - Soaking up hits and giving people boosts
Blue Blood - sweeping out and taking down enemies
Torque - Picking off enemies I need dead quick
Terminal - Keeping everyone alive(and giving out free actions to who needs it)
Blueblood: ap rounds with lighting hands, aim and extended mags. Enough said.
Axiom: Ap rounds, extra armor mod. Easy to tank with.
Torque/Patchwork both support from behind.
Terminal: Well ye heals.
The best squad IMO is:
1. Claymore with a Keycard
2. Patchwork with a Scanner
3. X with a Medipatch
4. Blueblood with a Medipatch
I ran Torque in slot 3, but literally anyone in this slot is being carried, it just doesn't matter how good or bad they are.
Torque, Shelter and Verge are the best choices and Zephyr is a close follow up.
Claymore with a Keycard lets you pick breach points based on bonuses, every time.
He and Blueblood simply do not care about the negative 1 and 4 breach results.
He can take 2 actions without moving or shooting, and BB either doesn't move or uses the teleporter item. Free reloads make weapon disabling pointless.
Patchworks slot 2 breach ability is absolutely nuts, especially with 2 team members that care about +crit. You're just max damage on every single breach. Run scopes and laser sights on every single gun. The Scanner is for the 1 breach on a 3 encounter mission you can't use her ability on.
I get that what you're doing has strong alpha strike potential, but consider that running BB in 4 can always be Team Up'd to 2 on the alpha strike encounter. Otherwise, you're trying to reduce cooldown usage and control the encounter. He's particularly good cleaning up a turn where his team has softened up multiple targets for him.
You can't alpha strike every single encounter, so I find it's best to evaluate performance based on floor and ceiling. What is their lowest potential vs their highest.
The above squad really only has 1 weakness, Mobility.
And honestly, given how small the engagement field is, it's not much of a weakness.
Torque and Shelter are particularly good additions because they compensate for this.
If anyone cares I can recommend full loadouts.
Claymore:
Shrapnel Bomb
2 Grenades
run and gun or rapidfire epic shotgun
Motile to Blue
Grenade
Deadeye
Triple shot Epic pistol
Motile Terminal
Grenade
Cooperate to Blue Blood
Face Off
Team Up to Axiom
Chain-shot
Axiom
Adrenal to Smash
Grenade
Rapidfire Shotgun to the face or Quake
5 Grenades + Shrapnel Bomb
1 or 2 Shotgun shots from Claymore
2 Deadeyes from Blue
1 Triple shots from Blue
1 Faceoff from Blue
2 shots from Chainshot (used teleport disk to make it point blank)
1 Smash
2 Shotgun Blasts or Quake from Axiom
And all of that on your first turn before any enemies can move. It's completely overkill though. 6 explosives, 1 melee and 10 to 15 shots and/or quake. Use overdrive on Axiom and if anything survived it's wasting it's time trying to get through minimum 5 armor, 4 regen and a chance to only do 1 damage.
You're missing out on a 2nd breach item by using patchwork in 2nd slot when she can go in any order except the 1st
And no one seems to be valuing Godmother... with that shotgun and AP rounds..
Patchwork can use her Holo Scan ability on 3rd and 4th slot.
Save the 2nd slot for any grenade breach item that is appropriate for that encounter. Cease-fire or otherwise.
I did not put out any Breach items in the team comp as before you start the mission you see 'projected breaching' and team is very versatile options to breaching
The Team already comes with 1 Wall Breach and 1 Hack Breach. If you need a secondary wall breach, you can add. If you need a keycard, go ahead, Patchwork's Holo Scan is crucial to bump everyone close to 100% shots. If there are vents, that's up to you if you want to put the weave on.
The team build is built for Damage, why bring a healer when there is no one to heal and all the enemies are dead and never had a turn for Guardian Overwatch to take effect.
agent load outs i like are patchwork with voltaic arc maxed and the impact frame weaponmod, let's you subdue 8 hp enemies
I like to pick Fond Farwell (last shot of the clip deals double damage) for him. With Talon Rounds + Laser Scope his crit chance is great and if the last shot of the clip is with Deadeye and crits... most enemies go from hero to zero with this single shot.