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Net Downlink Augment Review and Strategy


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I'm really enjoying using the Net Downlink augment, it gives the equipped agent 2AP for each thing you hack, so if you hack a couple of cameras and a safe the agent will have an extra 6AP to spend that turn. I've even had agents with two of the augments equipped reaching 40+ AP, the augment lets you find more hackables before the alarms push the firewalls up so you end up hacking more stuff for cheaper and so get more AP boost.

 

It seems to work well with the Parasite tool, slightly offsetting the wait with extra movement when the firewall comes down. With Lockpick and other same-turn hacking tools you can hack strategically to give your agent a little boost if they're exposed and you don't have the AP to move them into a better position. It doesn't always work out though, you can be left pinned down while sitting on a massive AP bonus that'll evaporate next turn.

It definitely does work well with Parasite, and I try to get the augment on Deckard, due to his innate cloaking device. Planting a parasite on databases, safes, turrets, and power supplies allows you to start your turn with a huge sum of AP's. Combine that with his cloak and you can walk through a huge amount of threatening areas and scout a ridiculous amount of the map so early on.

I was going to post about this too. All of my team members have this augment, it's incredibly useful. Just to share a bit more on this:

  • My S11 has 2 of these augments
  • He has 2 energy guns and his rifle
  • He has the anatomy skill (no alarm penalty for kill)
  • I have Incognita programs: Fusion, Parasite, Hammer, Ping (I don't use this much except in pinches)

What usually happens in a level for me is:

  1. I scout out about 7 or more non-daemon hack targets,
  2. of which I get them to synchronise the countdown through Parasite.
  3. I have Fusion running in the background 2 turns before all the targets are hacked.
  4. Upon hack, I have S11 go on a rampage (with Internationale following him closely)
  5. Enemies sighted? Fire-away with the energy gun (it is unlimited until you end your turn)
  6. (Even if multiple enemies spot you and go into overwatch, you can stand still and shoot all of them as it is your turn, just don't move away from your spot)
  7. Cameras / targets of hack opportunity encountered on the way - Use Hammer on them and extend your rampage
  8. Consoles on the way, use Internationale's long range hijack to pick up power for more Hammer strikes

I have easily accumulated about 60 - 70 APs total in my more spectacular runs, S11 would have mowed down the entire map at no alarm penalty. As a result of this strategy, You'll find that you can frequently complete missions under alarm level 3 with all safes looted and objectives done.

 

Not sure if this is a bit too overpowered, but I did sacrifice an extra slot for that augment :o

That sounds awesome... I didn't realize the augments stacked like that.

 

Also, where did you manage to find this energy gun?  I've played through several times and haven't seen it yet.  Sounds like a great way to deal with robo-guards in the later levels.

That sounds awesome... I didn't realize the augments stacked like that.

 

Also, where did you manage to find this energy gun?  I've played through several times and haven't seen it yet.  Sounds like a great way to deal with robo-guards in the later levels.

 

The energy gun is a rare weapon that you can find from Nanofab terminals ($1,400 if I'm not wrong). It's not so easy to come by, you might have better luck at doing a Nanofab Vestibule mission and finding it in the main terminal :)

 

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