Favorite Incognita Loadout?


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Hi guys,

 

i've been searching for a thread like that, but since there appears to be none, i'd like to ask you (more advanced) players: What are your 5 favorite incognita programs? Of course the game currently is in it's early access state, and there will be some changes in the future.

 

So right now (on Operation Sherwood) I really like:

Fusion (I think it's vastly superior to the other two power generation methods. Maybe needs some rework?)

Parasite 2.0 (While Parasite 1.0 seems to go to slowly normally, the 2.0 is really cheap, fast and efficient. For only 5 power, you can have two seperate devices lose 2 firewalls per turn each. This is huge!)

Dagger 2.0 (If you need something down fast and cheap)

Hunter (For that annoying demon in the guards office/server farm terminal/scanning amp)

 

And i'm a bit unsure about the last slot. I don't know how to feel about the wrench programs, maybe something like fusion, lockpick, wrench2, wrench3, wrench4 would be really good as well?

 

Adding +5 extra power also seems like a great idea, but the slot just seems to valuable to waste it for it. I've never really tried stuff like Leash, Ping or Data Blast...ping sounds good in theory, but like i said, 5 slots really let's you choose very carefully.

 

So this is about endless games of course, in story mode you normally take what you can get. What would be your ideal "dream loadout"? :)

 

 

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One caveat to this list is that I always run with Internationale.  I can not imagine playing without the Wireless scanner she comes with or the ability to access consoles from a distance.

 

Fusion - Probably doesn't need a rework.  You need to remember to turn it on every four turns.  Plus, since it needs to be activated, it is susceptible to the Paradox Daemon which locks you out of Incognita thereby preventing you from re-activating it.  Also, it is suceptible to the Daemon that increases the power cost of activation.  If it goes from 5 power to 8 power, you get less of a return and also need to have 8 power to activate it.

 

Parasite 2.0 - The regular parasite takes forever on the later levels (and I only play EZ mode).  I haven't done the hard math, but I'm pretty sure I'm saving power by using 2.0 vs 1.0.

 

Abacus 2.0 - In 100+ hours of gameplay, I've only seen it once.  But having a power storage of 30 is awesome and takes full advantage of Fusion and a Hacking of 5.

 

Hunter 1.0 - Taurus is a distant second since you can't move a Daemon if there are no remaining Daemon-devices.

 

Hammer or Lockpick 2.0 - An instant ICE breaker is great thing to have for those times when you need a device now, not next turn.

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My fav loadout:

 

Power Drip - The positive effects it keeps on giving are immune to Paradox or Modulate daemons. In comparison to Fusion, being locked out of Incognita prevents you from activating it and the increase in program cost makes Infusion not even worth it to activate or impossible if you don't have lots of power in reserve.

 

Rapier - It's so much cheaper to hack mainframe devices using 1 PWR/firewall on the first alarm level

 

Wrench 2 - At higher alarm levels and on more difficult missions most things are 2 PWR.

 

Dagger 2.0 - For those pesky high levelled firewall mainframe devices

 

Abacus 2.0 - For a nice larger bank of power

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1- Fusion
2- Rapier
3- Taurus
4- Parasite 1.0
5- haven't yet found a favourite for this spot; currently using Lockpick 2.0

It's interesting to see how different favourite incognita loadouts are.
 

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One caveat to this list is that I always run with Internationale.  I can not imagine playing without the Wireless scanner she comes with or the ability to access consoles from a distance.

 

Fusion - Probably doesn't need a rework.  You need to remember to turn it on every four turns.  Plus, since it needs to be activated, it is susceptible to the Paradox Daemon which locks you out of Incognita thereby preventing you from re-activating it.  Also, it is suceptible to the Daemon that increases the power cost of activation.  If it goes from 5 power to 8 power, you get less of a return and also need to have 8 power to activate it.

 

Parasite 2.0 - The regular parasite takes forever on the later levels (and I only play EZ mode).  I haven't done the hard math, but I'm pretty sure I'm saving power by using 2.0 vs 1.0.

 

Abacus 2.0 - In 100+ hours of gameplay, I've only seen it once.  But having a power storage of 30 is awesome and takes full advantage of Fusion and a Hacking of 5.

 

Hunter 1.0 - Taurus is a distant second since you can't move a Daemon if there are no remaining Daemon-devices.

 

Hammer or Lockpick 2.0 - An instant ICE breaker is great thing to have for those times when you need a device now, not next turn.

First of all, highfive for Internationale! She's my favorite agent, too! :)

 

Maybe I don't have enough experience yet, but so far i can't remember a situation where I had REAL problems with fusion caused by a daemon, yet to even think about "damn, if i'd only taken power grip instead". I don't want to say Fusion is totally broken, but i feel it is just the best after all. And with a lot of distance to the second place (power grip) which again has a huge distance to emergency grip (which is mostly garbage from my experience. Please correct me if i'm wrong.)

 

Anyway, I really like your loadout, but why not Dagger 2.0 for the 5th slot? Normally you don't need THAT much devices instantly. However having a drone suddenly targeting your agent who can't escape AND having Dagger on cooldown could seriously ruin your day with your loadout. Maybe Hammer or LP2.0 is better after all. But hard to decide which one to take. Hammer can be frustrating when a parasite-infected device is down to 1fw, but suddenly needed instantly. But for everything larger than 3 firewalls, hammer pays off...

 

But i AM a big fan of parasite 2.0. I hardly use 1.0 at all, as it's just way to slow, but 2.0 is fast enough for most things. And even though it costs 2 power to start with, an additional one is only 3 power (and the next 4 power and so on). For 5 power you can have 2 mainframe devices lose 2 firewalls per turn each until they are hacked which is just huge I think!

 

But when you have for agents with high stealth (and maybe or or even more wireless scanners) rapier suddenly becomes hugely viable, as you can hack 50% (or sometimes much more) of the map in the first alarm level for one firewall per power. And that instantly! Nothing beats that!

 

 

 

 

I always use Archived internationale and Archived Banks :3

And these two go awesomely well together! Banks can make TONS of money with her custom Econ Chip and high Hacking, while Internationales Server (more than just) compensates for the lost power from not hacking consoles. One of the best synergies from two starting agents in my opinion, which i also like to use myself :)

(Slightly OT, but I wanted to mention it)

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1 - Fusion

2 - Rapier

3 - Parasite 2.0

4 - Hunter

5 - Abacus 2.0

 

The 30 PWR is super nice with archive Banks because you have to sacrifice a few terminals for extra gold.

And with archive international's server its super easy getting PWR but only above warning level 0 but thats not really an issue

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Caveat is that I usually run this with Xu & Archive Banks, so I can generate absurd quantities of money with the econ chip & don't have to hack safes.

Emergency Drip

Lockpick v2

Rapier

Dagger v1

Dagger v2

 

Rapier for early turn quickness, lockpick v2 for reliability, and daggers for late game, must crack devices, and I never need to access a terminal for power.

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For me?

Fusion

Rapier

Lockpick v2

Taurus

and the last one is whatever I want it to be.

 

In the end, Fusion is very useful early game, though once I start building up PWR generation options, it becomes less used, but still there when I need a quick burst of PWR per turn.

 

Rapier is amazing at the start of a mission. Ensures a lot of early hacking without as much PWR spending. And it is still viable until alarm level 2 which I turn to...

 

Lockpick v2. Extremely good PWR to hacking ratio later on, ensures I can hack still quite well even after alarms start raising firewalls.

 

Taurus for its benefits of moving daemons into firewalls which I have no need to hack. Ping 'em around a bit to keep things useful.

 

And really, after that, I have not much use for the last slot. Sometimes I pick some interesting stuff, but beyond that, nothing for me really.

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Fusion - It has it disadventages but at the end of the day in four turns it produces +7 PWR and enough for a reactivation (12 PWR - 5 PWR for reactivation) although gradually you can depend only on computers or on a portable server II (I've never tried it anyway 2 risky 4 me).

 

Wrench 2 - You have no idea how many devices use 2 firewalls, this program offers the maximum saving up (next only to 3 firewalls for 1 PWR of dagger 1.0, but it also has cool down) with the only problem you can ONLY use it on devices with 2 firewalls.

 

Hunter - I usually avoid all daemons unless it is necessary. I'd rather loose 5 PWR than triggering a daemon (validate, modulate, rubiks, labirynth, ohh those send chills down my spine) and besides fusion allows 1 hunter in a charge and still having enough for a lock pick.

 

Parasite 2.0 - If you get a wrench 2 (most devices have 2 firewalls on the later days on easy) or a wrench 3 (on normal most have 3 on the later days) you'll be rarelly using this but still, best operators have good plan B's and the more you survive the most your going to need this if you get in a bad situation.

 

Lock pick 1.0 - If you already got a wrench then there'll be times when there is a 3 firewall device and you have wrench 2, lock pick 1.0 comes very handy in this situations. Now its very important to manage your PWR correctly (you don't know what BS could happen in the next turn to screw you up)

while you could use 2 lock picks 2.0 how much PWR does that consume?

3 ICE - 2 (lock pick 2.0 - 3 PWR) = 1 ICE - 2 (lock pick 2.0 again - 3 PWR) = 6 PWR to break 3 firewalls your paying DOUBLE to break the firewalls.

If you use lock pick 1.0 things don't go any better: 3 ICE - 1(-2 PWR) - 1 (-2 PWR) - 1 (- 2 PWR) = 3 ICE for 6 PWR same in here, but note that if you use lock pick 2.0 you pay to break 4 firewalls but only need to break 3 game still keeps the PWR, thank you very much you have been sucessfully scamed by your own programs.

But if you use lock pick 1.0 and wrench 2 then: 3 ICE -  1 (lock pick 1.0 - 2 PWR) = 2 ICE - 2 (wrench 2 - 2 PWR) = 3 ICE for 4 PWR you are only paying 1 more PWR than the number of ICE you are breaking.

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I am currently on day 10 of an Endless Normal difficulty run, and have actually taken the bold step of SELLING my Fusion program.  I have 2 agents with Distributed Processing (50% chance each to generate a power per turn), I have Dr. Xu to pop safes and other devices for free, and I carry a Personal Server III on Internationale.  With max Hacking, Accellerator Chip III, and careful use of consoles I have found that I can easily keep up with the power requirements.  I certainly don't think it would be a good idea to sell your initial power generation module in Story Mode, but it is a feasible strategy in late-game Endless mode when you are going for fast runs.  I try to get in and out as quickly as possible, neutrilizing only what is necessary. So what did I give it up for?

 

Lockpick 1.0 - My go-to choice when I need something right now.  Or, coupled with Parasite 2.0, I can bring down a difficulty 3 next turn.  I have contemplated giving this up for Rapier, but I do occasionally get into a bad spot and end up at higher alarms, and in those situations Rapier is simply not viable.  I recently had to get out of a very nasty failed courier run at alarm 6, and having Rapier instead of Lockpick would have certainly meant death.  I think Lockpick 1 vs Lockpick 2 is debatable, you could really go either way and it depends on the other mods you are running.

 

Parasite 2.0 - Workhorse of taking down higher numbers.

 

Hunter - I don't often have power issues anymore, so I have switched to Hunter over Taurus.  The main drawback to Taurus is that if things go wrong and you are stuck in a difficult level and the alarm is going up, you are now probably looking at most, if not all, of the remaining devices having daemons on them.  And having to pop daemons on a level 5+ alarm with Elite Enforcers chasing you is a recipe for disaster.  One strategy around this is to move the daemons around with Taurus, and neutralize them on safes or other accessible devices using Dr. Xu.

 

Abacus - I will gladly switch to Abacus 2.0 if/when I find it.  Without passive power generation from Fusion or Power Drip, you need as much ceiling as possible.  As another poster mentioned, Abacus 2.0 seems extremely rare as I have only seen it once in all my playthroughs.  If you see 2.0, I think you always pick it up, even if it means selling something else.

 

Oracle - This is the "free" slot I have gained from giving up on Power Drip / Fusion.  I think the value of early intelligence about the level layout more than makes up for the loss.  Earlier access to a Facility Layout or Camera Database can make a huge difference.  Or, let's say you are facing a level that splits two ways.  You cannot cleanly get through to scout either one, perhaps because they are guarded by watched doors protected by Null Drones (I have been in this situation).  You need to make a choice whether to take path A or path B, and once you do the clock will start ticking.  If you can get hold of a camera on the other side of one of these it can help you make the right choice.  I think you could also make a case here for running an alternate strategy of Leash or Ping, in order to handle these difficult situations.

 

Update:  Now at Day 14 and I switched things up.  Ditched Oracle and Lockpick, trying out Rapier, Parasite 2, Hunter, Leash, Abacus.  Hit the level hard and fast, Rapier for most targets, Parasite for any bigger, non-immediate stuff.  Use the drones to scout and neutralize threats for you.  I still feel very uneasy about getting into a higher alarm with only Rapier for immediate threats, but I tried Lockpick with Rapier and was really missing Parasite for efficiency.  Being able to take down those 4s and 5s over a few turns for only 2 power is just too good.  Rapier really requires getting used to, you have to be ready to move around the level a lot very early.  I am still thinking about going back to Lockpick instead, it's certainly safer.  Net Downlink, Scanners and Accellerator Chips are a must if running Rapier as primary.  Oracle was nice, but I now feel that I can scout the level effectively enough without it, and I am having more fun with Leash.  I rarely go over Alarm 2 on non-escort missions, but the escort mission always take longer.  Still haven't found Abacus 2.0...

 

 

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