Posted June 08, 2022
So, this time we are investing into Agility, and with that will use "Traditional Ranged Weapons", aka slingshot, bow, and thee like.
These weapons are in theory fast, but definitely have crap damage. We can call this build the "Hard Mode". Yes, there is a hard mode for the game (you can change the difficulty whenewere you like, but my bet is, that'd just cause more trip to the base for healing).
You start with a slingshot, and likely that'll be your weapon until clvl 4, becase you won't have the stat-requirement to hold a bow, nor have the money to buy one.
Bows and slingshots ARE fast weapons, the fastest available in the game. But the damage is not good. Use every trick in the book for this one, eg: dodge! No, there is no dodge-button, but still, dodge! The enemy has no regeneration, so sniper 'em if they are on a platform, they can not retaliate! Lure away 1-2 enemies to deal with them! Don't forget to have on you a couple of healing packs!
Missiles have projectile, and turns out with this build you can actualy shoot from behind covers without the enemy capable the same thing.
Durability of Traditional Ranged Weapons do not deplete if you aim at containers (eggs, larva ZR-50). This is true even if the shot gets blocked by something. I could test this. Not sure what happens if you aim at enemy but the shot gets blocked.
A minor note: if you screw up and draw too much attention to yourself at the very beginning, you can run in to the base, and the sluice will eliminate the chasers. I'd avoid this solution though, as you get no exp from this. This also rises the question of what happens if a mine eliminates an alien.
quests and rewards:
A biodome: rescue the hostages
reward: (light) axe (you can save and reload at the questor for a better qulity)
available weapons in the shop:
- light slingshot, slingshot (obviously, they all suck. Low dmg, low durability.)
- light bow
- light crossbow
- light sawlauncher (there must be a trick here aside the price and requirement, this is simply too good)
B biodome: the aliens trying to divert the energy from your sector. Destroy the regulator!.
reward: random tier 1 biochip (implant). You can save&reload in front of the questor for a more suiting one.
C biodome: retrieve special energy containers.
reward: tier 2 bow (15-20 to 25-30 dmg. 25-30 requires 120 agility, or dexterity, or whatever it is called in english.) I'd go for that with add all stat and buy some armor maybe. EDIT: slash this, the all stat attribute costs a fortune to maintin, not sustainable at this level (or maybe ever).
available weapons in the shop:
- light slingshot, slingshot, battle slingshot (8-10 dmg, so this rly sucks)
noteable enemy strategy: against the Walker simply shoot. The attack speed of this build is insane, I think causes near-stunlock, and the damage is actualy not that bad.
- light bow, longbow (check the quest reward before buying)
- light crossbow (yes, this has slower firing)
- light saw launcher (same slow firing speed as the crossbow. I think it has piercing.
D biodome: The aliens are pssing in the water. Stop the contamination!
reward: random tier 1 biochip.
Equipment equipping trick:
- have an equipment which you can wear with +stat in its requirement (eg. Strength for Armour, Science for Energy Weapons, Agility for Bows) that allows you to equip a piece of equipment you can not otherwise
- have an equipment ehich you can't wear for having too low stat. This also needs to have the same kind statboost on it.
- the higher req equpiment can hold itself by its own bonuses if you first equip the lesser equipment, and have enough stat on the higher equipment that with its bonus and your own stat the req is fulfilled.
Eg. You have 100 stat. You have a bow which gives +10 all stat (or just agility) and has the requirement of 100 agility. You also have a bow that has 110 agility requirement, and has a +10 all stat (or just agility).
Equip the 100 agility bow, then equip the 110 agility bow.
It's not much, and mostly useless, but when the time of need comes, this is an option.
E biodome: Kill the Alien Queen.
reward: tier 2 energy weapon
NOTE: this build is the DPS king. But has a serious repair-cost of weapon. Also, somehow resists never seem to appear on bows and such.
TIP: the 20-25 bow makes noticable work on the queen, but even a lower quality will do the job, as it is a sequence-fight. You shoot, it comes close, you run away while the attack animation happens. The damage you cause though is simply not enough, and I dpeleted my stamina twice during this chase. I'm not entirely sure what a medicit does (does it refill the stamina bar along HP?), but what I did is actualy more effective: teleport to the base. This is actualy safer than using a stimpack, as it instantly disables the enemy AI. That's the problem with this method of healing too: if you lured away a pack, they tend to go back to their place, or wonder all over, so I usualy only tp when it's calm.
---------------------
Dumped my character, and started a Scavenger. This challange has the following rules:
- rise Science to 45, rest into Agility
- you can use energy weapons, but never stand on a pod to recharge energy, or recharge otherwise. This means with every levelup you have energy to waste. You SHOULD use your energy, otherwise you CAN run out of weapons!
- never repair. Preferably anything, ever. Endgame equipment is under consideration.
- if you are out of ranged weapons and energy, you should use melee weapons - or even your fist!
Let's see how far until I'll need to repair.
F biodome:
The aliens blocked one of the transmitters. Liberate it!
reward: high charges random (or fixed energy shield?) high tech item. Entirely useless without absolutely focusing on the Science-stat.
G biodome: there's a mcguffin that can create biochips. Bring it back.
reward: money
Since the last map I feel the need for more resists. 25% I settle, given there's no Tier 3 implants (biochips) at the shop yet (or I'm very unlucky).
NOTE ON WEAPONS: Bow has the longest range, only this can outdistance turrets. Always keep a bow in the stockpile for that reason. Slingshots' duration is the shortest, though maybe barely a step up from energy pistols.
H biodome
The medic knows about a medical gadget to retrieve.
reward: random tier 1-3 biochip.
NOTE: again felt the need for more resistance. Decided to reload 100 times, got a high-end (27%) allres implant way sooner.
I biodome: The aliens are building a Deathz Star Cannon. Dismantle it.
reward: money
J biodome
The aliens try to dismantle a teleport connecting sectors. Prevent that.
reward: ?
This biodome, or maybe even the previous one seems to be your last chance to buy tier 1 quality equipment (non-STR-builds armor, low charge high tech gadgets come to my mind). Also, while until now I accumlated a pretty ok amount of spare ranged weaponry, recently the pile got thinner. I even used up the spare melee weaponry (there was a convenient teleport and a healing pod to do this), and they were surprisingly not-that-bad. Also noticed the durability-loss is not random, so went there and used up all the leftover hits in my accumlated 0 durability stuff. I spared the last hit, because probably selling them to the shop would actualy worth more than the last hit in them.
NOTE: while previously I checked and enemies killed by mines did not give exp, checking here I found they actualy do. So beat me how this works. Well, with this character I reloaded when accidentaly triggered mines and squished enemies with them, so we'll see.
K biodome:
The aliens want to blow stuff up. Prevent this by blowing stuff up.
reward: armour (high STR-req -> useless here).
Take notice that mines are prevalent on these levels. Use them extensively. Knowing where the mines and the banthas are is a hugh advantage though.
L biodome: the aliens are collecting information... To clone Hack? Whatever, go and grab a miniature black hole and erase the data!
reward: tier 3 twohanded sword
M biodome: there's a chance to rise a barrier, and cut off the aliens.
Reward: tier 3 shield.
In this biosphere mines exist, but using them, especialy efficiently is almost impossible, even if you know where they are.
Also on the sidenote, while at a point I got worried if the weapons will sustain me through, now it more seems armor will evaporate. They are flying off from me, most likely for all the ranged enemies. They don't cause too much harm, and the armor doesn't protect almost anything, but still.
Interresting fact though, I accumlated like twice the amount of helms (this equals the droprate).
The weapons started accumating for finding some crossbows with ca. 15 duratons. That holds out for a long while.
The terminator-drones are absolute devastating though. Trying to dodge their shooting is like not happenning. Weirdly, the slignshots work against them fine just standing there with their ultrafast shooting, still consume stimpack while doing it, there's almost no knockback-effect like for energy-wepaons.
N biodom:
The target now is some kinda command center, which can both send a sign to Earf, and set all teleporters to let everyone to the mothership.
reward: tier 2-3 implant
These weapons are in theory fast, but definitely have crap damage. We can call this build the "Hard Mode". Yes, there is a hard mode for the game (you can change the difficulty whenewere you like, but my bet is, that'd just cause more trip to the base for healing).
You start with a slingshot, and likely that'll be your weapon until clvl 4, becase you won't have the stat-requirement to hold a bow, nor have the money to buy one.
Bows and slingshots ARE fast weapons, the fastest available in the game. But the damage is not good. Use every trick in the book for this one, eg: dodge! No, there is no dodge-button, but still, dodge! The enemy has no regeneration, so sniper 'em if they are on a platform, they can not retaliate! Lure away 1-2 enemies to deal with them! Don't forget to have on you a couple of healing packs!
Missiles have projectile, and turns out with this build you can actualy shoot from behind covers without the enemy capable the same thing.
Durability of Traditional Ranged Weapons do not deplete if you aim at containers (eggs, larva ZR-50). This is true even if the shot gets blocked by something. I could test this. Not sure what happens if you aim at enemy but the shot gets blocked.
A minor note: if you screw up and draw too much attention to yourself at the very beginning, you can run in to the base, and the sluice will eliminate the chasers. I'd avoid this solution though, as you get no exp from this. This also rises the question of what happens if a mine eliminates an alien.
quests and rewards:
A biodome: rescue the hostages
reward: (light) axe (you can save and reload at the questor for a better qulity)
available weapons in the shop:
- light slingshot, slingshot (obviously, they all suck. Low dmg, low durability.)
- light bow
- light crossbow
- light sawlauncher (there must be a trick here aside the price and requirement, this is simply too good)
B biodome: the aliens trying to divert the energy from your sector. Destroy the regulator!.
reward: random tier 1 biochip (implant). You can save&reload in front of the questor for a more suiting one.
C biodome: retrieve special energy containers.
reward: tier 2 bow (15-20 to 25-30 dmg. 25-30 requires 120 agility, or dexterity, or whatever it is called in english.) I'd go for that with add all stat and buy some armor maybe. EDIT: slash this, the all stat attribute costs a fortune to maintin, not sustainable at this level (or maybe ever).
available weapons in the shop:
- light slingshot, slingshot, battle slingshot (8-10 dmg, so this rly sucks)
noteable enemy strategy: against the Walker simply shoot. The attack speed of this build is insane, I think causes near-stunlock, and the damage is actualy not that bad.
- light bow, longbow (check the quest reward before buying)
- light crossbow (yes, this has slower firing)
- light saw launcher (same slow firing speed as the crossbow. I think it has piercing.
D biodome: The aliens are pssing in the water. Stop the contamination!
reward: random tier 1 biochip.
Equipment equipping trick:
- have an equipment which you can wear with +stat in its requirement (eg. Strength for Armour, Science for Energy Weapons, Agility for Bows) that allows you to equip a piece of equipment you can not otherwise
- have an equipment ehich you can't wear for having too low stat. This also needs to have the same kind statboost on it.
- the higher req equpiment can hold itself by its own bonuses if you first equip the lesser equipment, and have enough stat on the higher equipment that with its bonus and your own stat the req is fulfilled.
Eg. You have 100 stat. You have a bow which gives +10 all stat (or just agility) and has the requirement of 100 agility. You also have a bow that has 110 agility requirement, and has a +10 all stat (or just agility).
Equip the 100 agility bow, then equip the 110 agility bow.
It's not much, and mostly useless, but when the time of need comes, this is an option.
E biodome: Kill the Alien Queen.
reward: tier 2 energy weapon
NOTE: this build is the DPS king. But has a serious repair-cost of weapon. Also, somehow resists never seem to appear on bows and such.
TIP: the 20-25 bow makes noticable work on the queen, but even a lower quality will do the job, as it is a sequence-fight. You shoot, it comes close, you run away while the attack animation happens. The damage you cause though is simply not enough, and I dpeleted my stamina twice during this chase. I'm not entirely sure what a medicit does (does it refill the stamina bar along HP?), but what I did is actualy more effective: teleport to the base. This is actualy safer than using a stimpack, as it instantly disables the enemy AI. That's the problem with this method of healing too: if you lured away a pack, they tend to go back to their place, or wonder all over, so I usualy only tp when it's calm.
---------------------
Dumped my character, and started a Scavenger. This challange has the following rules:
- rise Science to 45, rest into Agility
- you can use energy weapons, but never stand on a pod to recharge energy, or recharge otherwise. This means with every levelup you have energy to waste. You SHOULD use your energy, otherwise you CAN run out of weapons!
- never repair. Preferably anything, ever. Endgame equipment is under consideration.
- if you are out of ranged weapons and energy, you should use melee weapons - or even your fist!
Let's see how far until I'll need to repair.
F biodome:
The aliens blocked one of the transmitters. Liberate it!
reward: high charges random (or fixed energy shield?) high tech item. Entirely useless without absolutely focusing on the Science-stat.
G biodome: there's a mcguffin that can create biochips. Bring it back.
reward: money
Since the last map I feel the need for more resists. 25% I settle, given there's no Tier 3 implants (biochips) at the shop yet (or I'm very unlucky).
NOTE ON WEAPONS: Bow has the longest range, only this can outdistance turrets. Always keep a bow in the stockpile for that reason. Slingshots' duration is the shortest, though maybe barely a step up from energy pistols.
H biodome
The medic knows about a medical gadget to retrieve.
reward: random tier 1-3 biochip.
NOTE: again felt the need for more resistance. Decided to reload 100 times, got a high-end (27%) allres implant way sooner.
I biodome: The aliens are building a Deathz Star Cannon. Dismantle it.
reward: money
J biodome
The aliens try to dismantle a teleport connecting sectors. Prevent that.
reward: ?
This biodome, or maybe even the previous one seems to be your last chance to buy tier 1 quality equipment (non-STR-builds armor, low charge high tech gadgets come to my mind). Also, while until now I accumlated a pretty ok amount of spare ranged weaponry, recently the pile got thinner. I even used up the spare melee weaponry (there was a convenient teleport and a healing pod to do this), and they were surprisingly not-that-bad. Also noticed the durability-loss is not random, so went there and used up all the leftover hits in my accumlated 0 durability stuff. I spared the last hit, because probably selling them to the shop would actualy worth more than the last hit in them.
NOTE: while previously I checked and enemies killed by mines did not give exp, checking here I found they actualy do. So beat me how this works. Well, with this character I reloaded when accidentaly triggered mines and squished enemies with them, so we'll see.
K biodome:
The aliens want to blow stuff up. Prevent this by blowing stuff up.
reward: armour (high STR-req -> useless here).
Take notice that mines are prevalent on these levels. Use them extensively. Knowing where the mines and the banthas are is a hugh advantage though.
L biodome: the aliens are collecting information... To clone Hack? Whatever, go and grab a miniature black hole and erase the data!
reward: tier 3 twohanded sword
M biodome: there's a chance to rise a barrier, and cut off the aliens.
Reward: tier 3 shield.
In this biosphere mines exist, but using them, especialy efficiently is almost impossible, even if you know where they are.
Also on the sidenote, while at a point I got worried if the weapons will sustain me through, now it more seems armor will evaporate. They are flying off from me, most likely for all the ranged enemies. They don't cause too much harm, and the armor doesn't protect almost anything, but still.
Interresting fact though, I accumlated like twice the amount of helms (this equals the droprate).
The weapons started accumating for finding some crossbows with ca. 15 duratons. That holds out for a long while.
The terminator-drones are absolute devastating though. Trying to dodge their shooting is like not happenning. Weirdly, the slignshots work against them fine just standing there with their ultrafast shooting, still consume stimpack while doing it, there's almost no knockback-effect like for energy-wepaons.
N biodom:
The target now is some kinda command center, which can both send a sign to Earf, and set all teleporters to let everyone to the mothership.
reward: tier 2-3 implant
Post edited July 02, 2022 by twillight