The courier...how to get him out


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I think you are right...

 

Anyway my style of gaming is more like this: at level 10 you are going to be discovered very soon, (thanks a lot countermeasures deamon) so you gotta be able to stun entire patrols of guards and move fast without detection, a cocktail of holocircuit overloaders, chamaleon movements and cloacking rigs with a set of torque injectors is optimal.

 

Yours sounds a lot more stealthy and direct.

 

Also my leading agent is archived Prism, with her holographic mesh she can be detected only when a guard is right near her, perfect target for the holocircuit overloaders :)

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Well 3 cloacking rigs level 3 on each, chamaleon movement and holocircuit overloaders (i consider them standard issue), to not talk about the torque injectors, the common weapons are level 3 disruptors.

 

Also if the target is at the Sankaku manifacturing two of my agents carry one flurry gun each.

 

At any other location they carry one biogenic dart each.

 

So, you have 12 cloaking rigs which trigger invisibility and holocircuit overloaders?

If that's true, the courier should be able to stroll out of there while agents pop invisibility shields, knocking everyone out along the way.

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Sounds like a neat strategy.  I haven't played around with the overloaders at all, but the combo looks fun.

 

it is! :D you can practically stop using the neural disrupters if you get enough cloacking rigs! :D

 

It's like using a granade all the time!!!

 

I'd suggest you using archived Prism as first agent to use the combo :D

 

So, you have 12 cloaking rigs which trigger invisibility and holocircuit overloaders?

If that's true, the courier should be able to stroll out of there while agents pop invisibility shields, knocking everyone out along the way.

 

Well...matter is that from day 8...the facilities are huge, so it's hard for me to take out all the guards in these big spaces...

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With 3 cloaking 3's per agent and Torque Injectors, you're just about invincible anyway. Doesn't even matter if you KO the guards or not. If you had a strategy that wasn't breaking the game then you'd have 8+ slots available for items that could help the Courier escape.

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Well you need to KO guards, so some Neurals will be necessary. Mostly should only be interested in piercing 1 and 3 armour; 2 armour soldiers are way too rare to account for. I like having at least 1 character with +1 melee armour pierce augment and a neural 3, and a couple other agents can just have a neural 2 without needing the augment.

 

In my best run I'm only using 3 neural disrupter 3's, 2 bio-darts, 1 shock trap and 1 flurry gun. Two neurals on my sanic soldier archive Nika and she can use them both twice every turn. One neural/bio/flurry on Sharp. Xu/A.Prism doesn't have neurals but they carry other utility. Everyone has an EMP3 to take out heart monitors and only one cloaking 3. It works for me, don't have any problems escorting Couriers aside from the mission taking longer.

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