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Power-ups: is there a guide anywhere?


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I do not always understand what the various power-ups do from the in-game explanations, which, while colorful, are not usually tremendously informative.  The Brawler thing, for example; I do not really know what it does, exactly, so I am not sure whether to get it.  This may well be deliberate on the devs' part, they probably want you to experiment on the basis of relatively little information as that preserves an element of risk (which is what the game is all about) but while I respect this, I wonder; has anyone published a guide?  Many thanks.

Actually some are somewhat vague about details, not many, but there are:

 

- Alt Decker augment - how it is stacking? 2AP per each different enemy or just 2AP at all, what about reentering vision zone?

 

- Wireless radar - how long its range exactly?

 

- Holo overcharge - range and duration of knockdown?

 

- Guns - sometimes confusing if these are silent ones or non-silent 

 

- EMP pack - how long disabling duration in turns?

Yeah, the tooltips really should be more informative. I have 160 hours of play, and I only recently discovered EMPs could disable KO detectors. Nowhere is it mentioned either that EMPs make noise equal to their blast radius. There's a ton of things like this that should be made clearer, holo-projectors, portable computers, etc.

Yeah, the tooltips really should be more informative. I have 160 hours of play, and I only recently discovered EMPs could disable KO detectors. Nowhere is it mentioned either that EMPs make noise equal to their blast radius.

 

They actually don't. It's like a 4-5 square radius, I've triggered guards who are out of range of the EMP with a level 1 pack.

The fact that they let you open safes should probably also be noted. It's not exactly intuitive when you think that EMPs just prevent objects from doing anything. I know I didn't realize that until after several playthroughs of not bothering with them.

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