Back Stab: The Scout's Executioner melee ability as well as the Assassinate mastery lends itself quite nicely to this kind of play, especially since being in Stealth massively ups your chance to crit.Rocket (and other) launchers are awesome weapons… until an enemy closes to melee range and there isn't a wall in the right position to hit them without blasting yourself, too.Such weapons are excellent for a character that does have the relevant traits… but not you. As with DRL, ADV and unique weapons are often hit by this trope if your build doesn't specialize in their weapon type.The Marine class has a downplayed version of that with Survivor, which prevents death once per level, but only if the HP amount at the start of the turn was already higher than 25 (20 at upgraded level).The Scout class's Second Wind trait saves them from death and heals them to 50%, but only once per run.Auto Doc: Medical stations allow players to heal, extract a medkit, or permanently raise their maximum health.If you take Wizard master trait as Technician you can summon a drone yourself. However, the security drones also hit harder than any grunt with the respectable firepower of a 9mm auto-rifle, while the military drones also possess better anti-armor damage with their 7.62mm ammo. Security drones are the most fragile opponents in the game, with about half HP of even the basic former grunts, with combat drones being on par with them and the military drones possessing the same 30 HP as most hellish/former CRI enemies. Attack Drone: Come in the security, combat and military varieties.Artificial Stupidity: If you slip out of sight, former human-type enemies will mindlessly break cover and/or follow you around corners, making it much easier for you to blast them.Armor-Piercing Attack: 7.62mm weapons, especially rifles, punch through armor far better than standard 9mm.Arbitrary Gun Power: For balancing reasons, a single 9mm bullet fired from an SMG, auto rifle or a chaingun will do at most half the damage it'll deal if shot out of a pistol. Apocalyptic Log: The various terminal messages on all the moons paint a picture of an operation that was going to hell well before hell came to it.This helps you make sure no loot is overlooked before moving on. When you've cleared the last enemy on a level, any remaining items on the floor become permanently visible, even if they would normally be outside your line of sight.Explosions don't destroy items as they do in DRL, and effects of Exploding Barrels only stick around for a short while.Unlike DRL, there are no "mystery" switches, much less ones that will flood the entire level with lava or acid.Which is nice, as enemies can wander around the whole map, and hunting them down would otherwise have the potential to be headache-inducing.
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