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About jimwinsor

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  1. I'm not sure if this is a bug or a feature but: Dr. Xu is vulnerable to his own Shock Trap. The good Dr. knocked himself out for 3 turns by opening his own trapped door, and this is not the case with other player agents and Shock Traps (I had Banks with a Shock Trap III in this new build, and opening her own trapped door did not affect her.).
  2. Yeah I agree with the Augment issue, I love the concept BUT there is too much RNG involved without knowing what you are getting in advance. Not only is this costing you an Inventory slot, but getting K/Oed for 3 turns over it could be disastrous. Also, if we are going to run with this whole Cybernetics Lab idea, might as well go whole hog on it and no longer make Augments available in Nanofabs.
  3. It definitely has to be supplemented by something by Day 3, I've discovered, when you run into large firewalls on late activating cameras. So now, I'm not so sure it's a good pick after all.
  4. I think if Internationale is one of your starting two, it's workable. Maybe.
  5. One thing I learned, Rapier and Emergency Drip do NOT go together. Alarm level 3 = Rapier costs 4. And if you drop to 3 power exactly, then you're checkmated. Other than that, I like Rapier. Just need to aggressively explore at Alarm level 0 to get it to be advantageous.