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I think I'm not enjoying the battles at the Steeltown DLC. At least, not the latest one I'm facing (probably the last one).

I receive a lot of damage, and I need to waste 2/3 of my turns in taking down a single enemy. And with the mix of security chiefs and those with area attacks I just got frustated. I'm using as much as protection and evasion as possible, but the rate of characters goind down, and the slow peace just tired me. For now, I'll move to mechanic and pets summons in a total kill mode.

But, I'm not sure if I'm not taking the best of the mechanics either. I tried to put the new kind of armor in my party as most of the damge done by the enemies here does elemental or status damage. But so far, I can't figure a way to increase the effect in the enemy. I know handungs gives x1 by shoot, and snipers does x3. But, not sure if there is a way to increase those numbers or truly guarantee their stack on each shoot (do I need to mod those weapons a lot?)

Hell, even my character with full explosive skill cannot even guarantee the x2 from the granades when hitting targets :(


So, any tip is welcome. Not for thsi run, as I'll kill everyone on my way, but for a next one :P
Post edited April 29, 2023 by Belsirk
I don't recall having any particular problems in Ranger difficulty. Just give everyone a weapon they're skilled with, and focus fire on targets so they take x10 disruption damage in one turn, so they get knocked out instead of healing x3 disruption damage per turn. But I suppose it helped having an army of pets who were free to kill without the blame falling on my Rangers.

Or maybe I did targetted shots on their spinal implants? That's what I did the first time with the encounter with the Ghost Gang at the entrance, before I realised I wasn't getting XP for such easy takedowns. In the replay I simply had the AI combat vehicle run over most of them, and killing the few that remained. Took a prolonged break from the game before meeting the rest of the Ghost Gang, so I guess I'll see what consequences that choice may have, if any.