![]() ![]() His 6-shot revolver is great for kill happy teams, and his innate augment synergizes well with the same fast-moving, high alarm level compositions. It edges him barely into the support category, but the melee requirement makes it not very useful, and the fact that it occupies an augment slot hampers his late game potential greatly.įor those that love Decker on principle, this guy is your man. His innate augment that uncovers daemons, however, is awful. His cloaking rig is one of the better starting items, roughly equivalent to a Cloaking Rig II, and it allows him to position quite aggressively. So nostalgic! Unfortunately he's an all-rounder, which makes him a pretty mediocre choice once you've unlocked other agents. ![]() You can augment Sharp with 5 copies of Distributed Processing and leave him in the back-lines to generate power, or give Internationale a flurry gun and have her mow down hordes of guards just know that working against the innate properties of agents means struggling in high difficulties and endless mode.Īh, your very first agent. Remember that any agent can ultimately play any role. ![]() Alarm ticks are a small price to pay for the time bought by permanently downing a dangerously positioned guard. If no agent is in position to pin or deliver a paralyzer, K.O.ed guards often get right back up and continue causing problems. times which are further reduced on higher difficulties. Lethal weapons are favored because they magnify this flexibility. Ranged weapons are also supremely flexible a ganker with a ranged weapon can take out a guard to save a support or carry without jeopardizing themselves. Guns act as an insurance policy due to their "priority" even on expert plus, the highest difficulty, an overwatched agent can fire on a guard safely. Disrupters are basically mandatory, and ranged weapons, particularly lethal ones, are highly favored. ![]() In gankers, we want extremely strong initial item loadouts. Can be the backbone of a team with enough augmentation and investment, but never reach the heights of the carries. Most fall off in the late game due to weak or non-existent starting augments. Ganker : Early mission combat powerhouses, usually because of their strong starting items. While the carries are up front taking out guards and exploring, the supports often take up safe positions, hack consoles, and pin guards in cleared rooms. Support characters usually have non-combat innate augments that put them at a disadvantage as fighters, and make them better suited for carrying utility augments like Distributed Processing. They're useful without that investment, however, so it can be safely delayed until the later missions. That's not to say these characters don't benefit at all from increased stats or items Xu benefits greatly from Speed, for instance, while Internationale makes fantastic use of Hacking. In supports, we want early-mission utility that remains relevant into the late game without major credit investment. Usually don't need major stat upgrades to be effective, nor do they need many items or augments. Support : A character with augments and starting items geared towards providing utility for a team, often in the form of easy power generation. We also include in this category characters that for whatever reason require a credit investment to be most useful, even if they pay that investment back in unusual ways (Archive Xu, Olivia). Hard carries have the weakest loadouts but the most potential (Sharp, Archive Prism). Soft carries either have half-decent starting loadouts (Draco, Shalem 11) or augments that are immediately useful (Nika). These unique strengths are usually balanced out by low/awkward stats or crappy item loadouts. In carries, we're looking primarily for powerful innate augments or exclusive items. Can still be the backbone of a team, but pays for an easier early game with a more challenging late game. Soft Carry : A carry that is, compared to the hard carry, more effective early and less effective late. Generally weak and vulnerable in early missions, but becomes devastating after enough credits are invested. Hard Carry : The most extreme form of carry. Starts out weak in the early missions, but with the right items and/or augments becomes far more powerful than other agents, usually but not always in terms of combat capabilities. I'm going to be using terminology here that should be intimately familiar to any of you MOBA players around here, but for those who haven't seen these terms before, I'll define them right here.Ĭarry: A powerhouse character that generally forms the core of the team. ![]()
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