Svankensen Posted May 16, 2015 Share Posted May 16, 2015 In my case it was the one with wich i finished the 2nd difficulty. I had a total of 4 Cloaking Rigs III, plus Deckers rig and a cloaking II. Add to that a Holocircuit Overloader (on decker), and i was taking out 8 armor guards like nobodies bussiness. I could just wait with the whole team together for the guards to come, then cloak. Rinse and repeat. For dealing with drones... Well, jut cloak and ignore. Seriously tho, Holocircuit Overloader seems really OP. Even the measly cloak rig 1 can take out any guard every 10 turns. It does make your Cloaks make noise tho (wich, btw, should be stated on the description maybe?), but its still a great resource. Link to comment https://forums.kleientertainment.com/forums/topic/54032-best-setup-youve-gotten/ Share on other sites More sharing options...
Seloun Posted May 17, 2015 Share Posted May 17, 2015 I have an Ironman Endless game on Day 11 with 10 Cloak III's distributed among the team, with Torque Injectors for everyone. As far as I can tell, this seems to make my team invincible, since I can cloak the whole team every turn even on the very annoying Pulse 2.0 maps. Banks also has a Holocircuit to avoid the trap problem. In general Cloak IIIs with cloak-kicker abilities (Chameleon and Holocircuit) are really strong (especially Chameleon since it basically adds a stim for every cloak use which is exactly when you want it). Also I have Buster III on everyone (with the Prototype for Internationale); with Torque Injectors it's 4 firewall dropped every two turns. Basically means not being dependent on Incognita for breaking safes, which is a huge benefit. I was relying on Shock Traps a lot around Days 4-6, but later on you almost have to abuse cloaks to survive anyway, so the Shock Traps end up being less of a factor than I expected. Really the key appears to be having a lot of cloaks and having a non-Incognita, non-EMP method of safe cracking. I started with Sharp and Banks, going early Anarchy for the money and prioritizing cybernetics to unlock aug slots for Banks (getting aug slots in midgame is pretty scary; losing two turns can be lethal later). I think Sharp has the biggest upside in the late game due to his aug slots; also, the fact that he effectively gets +4 aug slots unlocked to start is pretty huge (effectively the value of two missions - either two cyber missions or a keycard + cyber). Banks is valuable because she effectively saves you an inventory slot and might be one of the stronger early characters due to her free Anarchy point. I ended up finding Nika and Internationale; I'm not a fan of Nika but really the initial bonuses are for the most part not all that defining for any character. Internationale is incredibly handy for early scouting, though. Link to comment https://forums.kleientertainment.com/forums/topic/54032-best-setup-youve-gotten/#findComment-638170 Share on other sites More sharing options...
Szjara Posted May 18, 2015 Share Posted May 18, 2015 You find Pulse 2.0 to be the most annoying archdaemon? Man, I really mustn't play like everyone else, whenever I get Pulse, I'm like "aaah finally a mission that I can play normally". Link to comment https://forums.kleientertainment.com/forums/topic/54032-best-setup-youve-gotten/#findComment-638557 Share on other sites More sharing options...
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