Posted June 04, 2022
Melee, at least at the start for sure, has bigger damage, thus feels easier than energy weapons useage.
It is not without flaws though. Equipment regularly deteriorates, and can cost a hefty sum to patch it up. Some god news on this front: seems there can be no durability-loss by punching containers (eggs and larva).
Ranged enemies on platforms are a pain.
Your stat is Strength. I suspect all res, HP, and endurance implants will be our friends.
Biodoms, maps and character levels (* means it has a waypoint-teleporter):
A biodome
*Base: 1
*Killer Mountain: 5
Tunnel of Fear: 7
B biodome
Path of Enthropy: 9
*River of Hope: 12
*Island of Fate: 14 (in the shop a 26-43 spear appeared)
C biodome
*Four River: 15 (To deal with the AT-ST Walker, lure it on the healing pod.)
*Industrial Hell: 17 (my advice here is to add AC to your character)
Labyrinth: 18
D biodome
*Strange Swamp: 20
*Pumping Station: 21
Corridors of Anguish: 22 (here is a mega-monster at the end, something Bloody Butcher. It has a ton of HP, and normaly you'd back away from it the whole level shooting ranged projectiles on it. This time obviously you can not do that, and I was too lazy experimenting if you can hit-back away, so I just stood my ground. I have full STR-build with exception of 5 skillpoint put into endurance for more HP, and there is a second-tier HP-implant on me. Because I knew this fight is coming I invested in a 36 AC battle armor (also has 10+ allres), and a slightly better spear. Took ca. 7 medikit to pass this - the exact same amount my energy weapon build once needed when stepping into one of the new maps as monsters were hoarding on me at arrival).
E biodome
*Broken Swamp: 23
*Foul Swamp: 25
The Queen's Nest: 26 (for this you have to defeat the Queen). To be effective here, you'll need 186 (or very close) HP. For this, I had to spend some stats on my Endurance. My stats at this point: 125/15/15(22)/30. Stats with item bonuses in parentheses. 186 HP along 48 Armor allows you to survive 2 hit of the Queen guaranteed, so you'll consume less stimpack. I've chewed 12 of these during the fight. Remember: you can buy these in the shops (which sells implants)
Also: took a look on what'd be the STR-requirement for endgame(?) / third tier equipment for this character (looks the same for Traditional Ranged), and that's 120-130 point in STR, so I'll start accumlating my point from now on until I can get one of those heavy armours with 20% allres. Looking forward for the 100% elemental immunities.
The One Way: 26 (note: while the only type of high tech items this character can use it the Teleport To Base, I suggest to carry at least 2 copies in case you forget to recharge your primal one at the shop, as you can only wield 2 charges ones).
F biosphere
*Field of Convicts: 27
*Bloodmoore: 28
Underground Mountain: 29
G biosphere
*Annihilation Terraces: 29 (tier 3 armor is definitely possible. A 49 AC, 20+ allres body armor - for some reason this bonus is frequent on this type - costs 25+$ and totaly worth it. The elmet is not much of an upgrade (15 AC instead of 12), but the shield is definitely bonus AC, and the onehanded swords don't much lag behind lances if you are interrested) NOTE: there is a place on this map where the game just loves to crash. Save frequently!
*Killer Sand: 30.
At this point, I made a couple hundreds shopreloads, so here is what I've found:
- armor, (AC 58 max found), helmet (20-25 max AC), shield can be found as tier 3 equipment
- all energy cannons are available. They can have pretty high requirements.
tier 3 "traditional weapons" which appeared, and their damage:
- onehanded sword: 30-40
- onehanded axe: 35-56
- club: 20-37
- spear: 30-72
- bow: 20-25
H biosphere
*Dry Fear: 30
*Heat of Hatred: 31
NOTE: enemy blasted up by mines do not count towards your exp
NOTE: 30 Agility moticably makes already fast weapons quicker (energy pistols are the most noticeable, here lances get more comfortable, I suspect they are a tiny bit slower than clubs), and you do have enough SP to spare, even if you'd invest everything else into STR. I've tried axes with my Agility-build, and they never get usable. No idea on twohanded swords.
Hidden Hospital: 32
BEWARE! once you picked up the quest item here, bring it straight to the questor, or the quest will be uncompleteable!
I biosphere
Underground Passage: 32
*Desert Horror: 33
*Sandy Nightmare: 33
Tip for the bantha: lure it on a nearby mine. There are 3 mines in the vicinity. It has to stand on top of it to be effective, so it is annoying and self-dangerous, but that thing is just hugh ofr melee, I wouldn't bother.
J biosphere
Death Spiral: 33
I'm thinking about where to spend my skillpoints. 129 seems pretty fine for STR, the rest could go into Agility. the difference would be to go for the slower weapons.
Frozen Mountain: 35
Snowy Desperation: 36
Here will be a bunch of big bantha. Some you can lure on a mine (even if it "only" takes away half its HP is immense help), and for the 3rd you can just stand on the healing platform and finish it ott. For the 2nd lacking this pre-knowledge I think detonated a mine (with that 2 mines are before the 3rd bantha), so it was pure hit - back away - hit - back away. Still did cost a medipack, but whatever. Btw, you ARE faster than them, so there's no stamina-problem.
Tip for the local miniboss: go to the fenced area through the middle mine at its gate. This'll let you manouvre, and lure the boss to one of the remaining mines. It did NOT instakoed for me, but left it with minimal HP. Still hitts like a mule, so bring stimpacks.
Oh: as the shop during the endgame will stop selling low quality equipment (tier 1 weapons/armours, low charged high tech gadgets), BUY AN ENERGY SHIELD with 1/1 charges right now if you did not do earlier! This will be out strategy against the final boss!
K biosphere
Destorying Freeze
Claping Mountain:
This is maybe my favourite area. Definitely memorable for the last part being running through a minefield which destroys everything for you. The quest here is also laughable: destroy the stuff before the aliens destroy the stuff! If mines are blowing up, the ship is over! Lol.
Ribs: 37
There are 2 major threats to your health here: turrets, and some drone from the terminator-franchise.
L biosphere
*Order of Steel:
Deadly Pyramid: 37
The good news is, found a super allres implant in the shop, so now I have 2 slots with this char to equip super energy implants. The game fortunately since this, or maybe the previous biodome throws money at you, and 100K money means 100 times refilling the energy bar.
Narrow?/Twilight?: 39
Oh, the reward here is a 2handed sword, easily goes into the 180+ STR req, but it was too slow for me.
M biosphere
Devilish Dungeon: 39
You'll either love or hate this part, as you can only move forward.
Disaster Place: 40
Infernal Bridges: 40
If you don't want the exp, just go straight ahead on the central bridge, the three console to be destroyed are near the end of the other side. Note that you get no exp for any enemy that walks into the electric barriers, just like the Base's Gate.
N biosphere
Concrete Crack: 40
The map is so big, you will be happy when you realise, you are railroaded. Otherwise those terminator-drones are so hard to hit, I actualy brought in a twohanded axe just to deal with them - at least they land a hit. Otherwise too slow though, so it's a switch-weapon for me. Too bad there'sno respec, I'd rise my Agility to 60 to see how it goes.
Radar Forest:41
Found a 35+ martial arts implant in the shop and tried it out. It solves most of the issues with the spear. Keeping the axe for the moment though.
Bottleneck: 41
The good news is, near the red keycard, and at a corner of the boss' room there are "optional" mines you can use to eliminate the local boss.
On the sidenote, the reward here is negligable: another implant. Though I can't compaint, it was this time a 31% allres, which I though is impossible. This makes my allres helmet rollable.
O biosphere
Steel Tunnels: 41
Mothership Module: 42
Remember - the gigas are always practicaly sitting on mines. Save before every room, run in, eliminated the big guy (if one is there), reload if something goes haywire. Oh, and don't forget your healing equipment at home, just in case.
Against Baron Harkonen mines are immensly useful, though the ones in the middle of the platform cafing the yellow door are useless against him, you can't lure it there, him being ranged and whatever. In the rooms on the left though are plenty of mines you can preserve, I needed 3 to get rid of the nuisance.
Execution Center: 43
We'll do this the quick way, as you might not even go for clvl 43.
First run in on the 2nd row, go in the room, grab the Red Card KEy, run out.
Run in the 3rd row, grab the Yellow Keycard, run out.
The tricky part now is to find a spot with manageable amount of enemies to make your base heading the foor on the 4th row where the Big Bad Boss resides. Watch out, the door is guarded by 2 giant, and there is no mine on this level. 4 stimapck and my spear solved one separated.
As I intensly try to blow up enemies with mines with this one, to know if mines are a factor, we'll just have to compare the final exp here with the energy weapon version.
It is not without flaws though. Equipment regularly deteriorates, and can cost a hefty sum to patch it up. Some god news on this front: seems there can be no durability-loss by punching containers (eggs and larva).
Ranged enemies on platforms are a pain.
Your stat is Strength. I suspect all res, HP, and endurance implants will be our friends.
Biodoms, maps and character levels (* means it has a waypoint-teleporter):
A biodome
*Base: 1
*Killer Mountain: 5
Tunnel of Fear: 7
B biodome
Path of Enthropy: 9
*River of Hope: 12
*Island of Fate: 14 (in the shop a 26-43 spear appeared)
C biodome
*Four River: 15 (To deal with the AT-ST Walker, lure it on the healing pod.)
*Industrial Hell: 17 (my advice here is to add AC to your character)
Labyrinth: 18
D biodome
*Strange Swamp: 20
*Pumping Station: 21
Corridors of Anguish: 22 (here is a mega-monster at the end, something Bloody Butcher. It has a ton of HP, and normaly you'd back away from it the whole level shooting ranged projectiles on it. This time obviously you can not do that, and I was too lazy experimenting if you can hit-back away, so I just stood my ground. I have full STR-build with exception of 5 skillpoint put into endurance for more HP, and there is a second-tier HP-implant on me. Because I knew this fight is coming I invested in a 36 AC battle armor (also has 10+ allres), and a slightly better spear. Took ca. 7 medikit to pass this - the exact same amount my energy weapon build once needed when stepping into one of the new maps as monsters were hoarding on me at arrival).
E biodome
*Broken Swamp: 23
*Foul Swamp: 25
The Queen's Nest: 26 (for this you have to defeat the Queen). To be effective here, you'll need 186 (or very close) HP. For this, I had to spend some stats on my Endurance. My stats at this point: 125/15/15(22)/30. Stats with item bonuses in parentheses. 186 HP along 48 Armor allows you to survive 2 hit of the Queen guaranteed, so you'll consume less stimpack. I've chewed 12 of these during the fight. Remember: you can buy these in the shops (which sells implants)
Also: took a look on what'd be the STR-requirement for endgame(?) / third tier equipment for this character (looks the same for Traditional Ranged), and that's 120-130 point in STR, so I'll start accumlating my point from now on until I can get one of those heavy armours with 20% allres. Looking forward for the 100% elemental immunities.
The One Way: 26 (note: while the only type of high tech items this character can use it the Teleport To Base, I suggest to carry at least 2 copies in case you forget to recharge your primal one at the shop, as you can only wield 2 charges ones).
F biosphere
*Field of Convicts: 27
*Bloodmoore: 28
Underground Mountain: 29
G biosphere
*Annihilation Terraces: 29 (tier 3 armor is definitely possible. A 49 AC, 20+ allres body armor - for some reason this bonus is frequent on this type - costs 25+$ and totaly worth it. The elmet is not much of an upgrade (15 AC instead of 12), but the shield is definitely bonus AC, and the onehanded swords don't much lag behind lances if you are interrested) NOTE: there is a place on this map where the game just loves to crash. Save frequently!
*Killer Sand: 30.
At this point, I made a couple hundreds shopreloads, so here is what I've found:
- armor, (AC 58 max found), helmet (20-25 max AC), shield can be found as tier 3 equipment
- all energy cannons are available. They can have pretty high requirements.
tier 3 "traditional weapons" which appeared, and their damage:
- onehanded sword: 30-40
- onehanded axe: 35-56
- club: 20-37
- spear: 30-72
- bow: 20-25
H biosphere
*Dry Fear: 30
*Heat of Hatred: 31
NOTE: enemy blasted up by mines do not count towards your exp
NOTE: 30 Agility moticably makes already fast weapons quicker (energy pistols are the most noticeable, here lances get more comfortable, I suspect they are a tiny bit slower than clubs), and you do have enough SP to spare, even if you'd invest everything else into STR. I've tried axes with my Agility-build, and they never get usable. No idea on twohanded swords.
Hidden Hospital: 32
BEWARE! once you picked up the quest item here, bring it straight to the questor, or the quest will be uncompleteable!
I biosphere
Underground Passage: 32
*Desert Horror: 33
*Sandy Nightmare: 33
Tip for the bantha: lure it on a nearby mine. There are 3 mines in the vicinity. It has to stand on top of it to be effective, so it is annoying and self-dangerous, but that thing is just hugh ofr melee, I wouldn't bother.
J biosphere
Death Spiral: 33
I'm thinking about where to spend my skillpoints. 129 seems pretty fine for STR, the rest could go into Agility. the difference would be to go for the slower weapons.
Frozen Mountain: 35
Snowy Desperation: 36
Here will be a bunch of big bantha. Some you can lure on a mine (even if it "only" takes away half its HP is immense help), and for the 3rd you can just stand on the healing platform and finish it ott. For the 2nd lacking this pre-knowledge I think detonated a mine (with that 2 mines are before the 3rd bantha), so it was pure hit - back away - hit - back away. Still did cost a medipack, but whatever. Btw, you ARE faster than them, so there's no stamina-problem.
Tip for the local miniboss: go to the fenced area through the middle mine at its gate. This'll let you manouvre, and lure the boss to one of the remaining mines. It did NOT instakoed for me, but left it with minimal HP. Still hitts like a mule, so bring stimpacks.
Oh: as the shop during the endgame will stop selling low quality equipment (tier 1 weapons/armours, low charged high tech gadgets), BUY AN ENERGY SHIELD with 1/1 charges right now if you did not do earlier! This will be out strategy against the final boss!
K biosphere
Destorying Freeze
Claping Mountain:
This is maybe my favourite area. Definitely memorable for the last part being running through a minefield which destroys everything for you. The quest here is also laughable: destroy the stuff before the aliens destroy the stuff! If mines are blowing up, the ship is over! Lol.
Ribs: 37
There are 2 major threats to your health here: turrets, and some drone from the terminator-franchise.
L biosphere
*Order of Steel:
Deadly Pyramid: 37
The good news is, found a super allres implant in the shop, so now I have 2 slots with this char to equip super energy implants. The game fortunately since this, or maybe the previous biodome throws money at you, and 100K money means 100 times refilling the energy bar.
Narrow?/Twilight?: 39
Oh, the reward here is a 2handed sword, easily goes into the 180+ STR req, but it was too slow for me.
M biosphere
Devilish Dungeon: 39
You'll either love or hate this part, as you can only move forward.
Disaster Place: 40
Infernal Bridges: 40
If you don't want the exp, just go straight ahead on the central bridge, the three console to be destroyed are near the end of the other side. Note that you get no exp for any enemy that walks into the electric barriers, just like the Base's Gate.
N biosphere
Concrete Crack: 40
The map is so big, you will be happy when you realise, you are railroaded. Otherwise those terminator-drones are so hard to hit, I actualy brought in a twohanded axe just to deal with them - at least they land a hit. Otherwise too slow though, so it's a switch-weapon for me. Too bad there'sno respec, I'd rise my Agility to 60 to see how it goes.
Radar Forest:41
Found a 35+ martial arts implant in the shop and tried it out. It solves most of the issues with the spear. Keeping the axe for the moment though.
Bottleneck: 41
The good news is, near the red keycard, and at a corner of the boss' room there are "optional" mines you can use to eliminate the local boss.
On the sidenote, the reward here is negligable: another implant. Though I can't compaint, it was this time a 31% allres, which I though is impossible. This makes my allres helmet rollable.
O biosphere
Steel Tunnels: 41
Mothership Module: 42
Remember - the gigas are always practicaly sitting on mines. Save before every room, run in, eliminated the big guy (if one is there), reload if something goes haywire. Oh, and don't forget your healing equipment at home, just in case.
Against Baron Harkonen mines are immensly useful, though the ones in the middle of the platform cafing the yellow door are useless against him, you can't lure it there, him being ranged and whatever. In the rooms on the left though are plenty of mines you can preserve, I needed 3 to get rid of the nuisance.
Execution Center: 43
We'll do this the quick way, as you might not even go for clvl 43.
First run in on the 2nd row, go in the room, grab the Red Card KEy, run out.
Run in the 3rd row, grab the Yellow Keycard, run out.
The tricky part now is to find a spot with manageable amount of enemies to make your base heading the foor on the 4th row where the Big Bad Boss resides. Watch out, the door is guarded by 2 giant, and there is no mine on this level. 4 stimapck and my spear solved one separated.
As I intensly try to blow up enemies with mines with this one, to know if mines are a factor, we'll just have to compare the final exp here with the energy weapon version.
Post edited June 24, 2022 by twillight