![]() In fact, I have had several runs where I ended up placing ammo packs in storage because I didn't feel the need to carry them all with me on a mission. Personally, I can't say that I had too much trouble with ammo. If one minimizes gun-use and invests in an anarchy agent one shouldn't have to worry about ammo all that much. If there is a guard/drone that you absolutely can't sneak past and/or knock out or if a guard/drone caught you without any kind of cover nearby. All attacks used, all power turned to death of Akuma-drones. But if you have good discipline with your trigger, you shouldn't kill with any agent (not just shalem) unless you really have to. I would say it's bad becoz it encourages killing, which is not what you should do on a regular basis. Using the gun should be a last resort type of thing. People assume Shalem 11 is bad becoz his rifle that requires charge packs. You can easily keep them knocked out for quite a while with non-lethal means. This makes pinning multiple guards with a single agent far easier and cheaper.Īs far as I am concerned, you are not supposed to shoot guards for the sake of convenience. It is already more than fair that you can re-stun a pinned guard. Ideally, you are not even supposed to stun guards all that often. A Quarterstaff is a monk flurry weapon, so right off the bat you get 2. You are, after all, not supposed to be able to shoot all that often. The first one is that the demon is invisible, so you need to figure out a way to. I think given that this is supposed to be a stealth game the cost involved is fair. The cleanup costs are mostly negligible considering killing guards means being able to do more in a floor, reach more safes, etc.Īnd if you have the ammo for it, killing guards is THE way to do the final mission, even with the +4 sensors - the alarm will most likely max out either way, killing guards makes it happen earlier but it also means the map is a lot less dangerous when it does than it would be otherwise. So probably only the insignia of claws can help (since it helps unarmed strikes and natural weapons). Can only be fired for one turn per mission and has the highest armor piercing in the game, allowing it to. ![]() If you could kill a couple guards per mission free of charge, there'd be little reason not to the amount of extra time you gain by not needing to worry as much about positioning while exploring (since you can just shoot guards from the middle of a room, for example), and the freedom to just do whatever when you kill someone (that guy won't get up and chase you, won't be lurking when you make your way back through that room, etc) more than make up for the increased alarm. Flurry of Blows would work with Arms of the Astral Self. The Flurry Gun, a nuclear powered submachine gun. After completed 2 missions(never played before), where you get additional 48 hours, and when i back to menu, i dont find. Lethal weapons are already pretty great even with the high costs and alarm increases - the only thing keeping them from being the overwhelmingly better option is exactly that they're limited and expensive. Hey, I gave Monster flurry gun and med gel.
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