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Cogmind => Strategies => Topic started by: Valguris on February 13, 2019, 03:29:45 PM

Title: 2-prop "ZDC flight" guide ( + preparation for extended game)
Post by: Valguris on February 13, 2019, 03:29:45 PM
Preface

This build no longer exists since Beta 11. Feast your eyes upon the power of stacking mass support utilities.

This guide focuses on assembling a very fast stealth build with a lot of machine hacking power. Such build can reliably transition into a good build to approach extended game. It says very little of how to actually play it; in partical it says nothing about how to approach certain challenging areas.

Looting Imprinter

Play 2-prop combat (e.g., wheels) until ZDC, while evolving only utility slots). In addition to the usual preparation for ZDC (not part of this guide), take something to salvage Imprinter. Like a Plasma Cutter and some allies (A8 code allies and derelict hunters have some -salvage, but Plasma Cutter can ovecome it). You can get some targeting (or guns with +targeting), salvage computers (makeshift ones are the best) and guns (cannons don't work with salvage targeting computers) instead of a Plasma Cutter + allies. But no launchers.

Important! Imprinter heavily relies on her huge evasion, and since you don't want to use launchers against her, this leaves you with large targeting bonuses. Walk up to point-blank range for +15%. Stand directly adjacent to her, rather than diagonally - at ~20% chance every 3% makes a difference. Wait until you stabilize. Targeting Computer(s) are a huge help as well.

Fire Traps help against Z-Lights that accompany Imprinter. Note that Imprinter is immune to melting (which also means she's not receiving full heat transfer, thus she's not penalized with targeting and evasion) and she runs ahead of Z-Lights (she has a Metafield, remember?), so you'll need to place FIre Traps at their spawn. Which is where you spawned on the map. Do NOT use Dirty Bomb traps, as they have -10 salvage modifier each.

Building from ZDC

Items from ZDC that make this build:
Optional ZDC items:

Asb. Nanovents have 1 mass and 0 energy upkeep, but using only 2 props means you shouldn't need those. Asb. Alloy Armor is too heavy for it's coverage, and its resists are not as important as more coverage for this build. Better to equip a Light Carapace or, later, Powered Armor. Asb. Combat Suite grants you 8% dodge chance, but it's not worth a slot, unless you're stacking it with Adv. Reaction Control System, but even then it's iffy. You probably want only Exp. Utility Shielding for your defence, maybe followed by Light Carapace. You will prefer more hackware over avoidance for quite a while.

Items to bring:
Optional items to bring:

Note that the minimal functional package consists of Suspension Frame that supports Light DM Reactor that powers up Metafield. Sensors setup, high speed and a melee weapon allow you to easily avoid most enemies. A Biocell comes really handy for when you want to use Metafield and/or ECM for possibly long time (such as running past enemies, where there is no guarantee that you will reach a safe spot shortly). Terrain scanning can be useful for digging around enemies. Builds with low attrition can rely on efficient Fusion Compressors for energy, which allows them to use very energy hungry items, such as gaining more support, achieving extreme speed, using Metafield, ECM, Phase Shifter, and Force Field simultaneously. All these synergies are combined into a single build. You can use hackware on top of that to find exits easily, or just stack some defensive utilities for more "flying brick" approach. Or maybe come up with something different! Feel free to replace some of the above building blocks with your own :)

Playing past ZDC

You're evolving only utility slots. Even with just your mak. hackware you'll have enough of it to hack for good schematics.
Midgame items to get:

These can be gotten via fabbing or simply found on the ground, or found inside haulers :) I use manifests on every floor. Keep in mind that items of rating x and x* start appearing are on the floor 11-x, where they are most common as well, i.e., exp. sensors and exp. interpreters are most common on -6. At floor 11-x you can also hack for schematics for rating x parts on SL1 terminals, but you'll need 1 floor higher for prototypes, i.e., floor 10-x for rating x*. Using SL2 and SL3 terminals allows you to hack to schematics of items 1 and 2 ratings higher, respectively. E.g., rating 7* schematic can be hacked for at -3 at SL1, at -4 at SL2, or at -5 at SL3.

An example of a "good enough" build entering factory right after ZDC (before drag mechanic was introduced, legs could be used as massless armor, though even then it was suboptimal):
(https://i.imgur.com/JCokzhD.png)
A spare Golem Unit was taken to build 2 Suspension Frames at a later floor.

In the factory I run sensors setup + Exp. Utility Shielding + golem parts + hackware. Maybe storage if needed. Sometimes using Metafield or ECM. This build is good enough to reach the surface. It relies on gathering intel from terminals, fabbing the necessary parts (such as Exp. Utility Shielding to make sure you never lose any vital part) and stealth.

The most useful hacks:

You are supposed to dig around enemies or use your speed to get partially spotted (i.e., get in view of an opponent, then out of his view before the turn ends; most enemies will come investigate the spot without ever shooting you). Getting shot at can be avoided for entire floors, but when it's necessary, you can equip the Metafield and a few additional defensive utilites and just fly through without losing any items. You may want to repair some items if such scenarios occur repeatedly, but, with this much hacking, repairs shouldn't be a problem.

Preparing for extended game

The remainder of this guide is about preparation to the extended endgame and therefore contains spoilers.

We will prepare to transition into a melee build that is able to defeat both bosses.

At -4 at SL2 (security level 2) terminals you can start getting rating 7* schematics for Imp. Fusion Compressor and Exp. Melee Analysis Suites. Optionally Adv. Powered Armor is available at these terminals too. Expand your storage capacity when you need to carry more items. This will likely require of you to attach some good mass supporting utility (or replace a Suspension Frame, which, while very energy-efficient, starts to be slot-inefficient). Attaching a Fusion Compressor may be required at this point.

Items you can start collecting before -3 (and can be found on the floor or inside haulers before -1):

9* items to collect (obtain schematics at -3 SL3 terminals at the earliest):

Useful branches:
Other branches worth mentioning:

Final builds:
- Beta 7.2; Fusion Compressor energy generation is not accounted for in energy balance; Terrain Scanning is very useful in Command and A0.
(https://i.imgur.com/sX1npzQ.png)
- Beta 8; includes some items from Exiles; it is recommended to use more weapon slots, but this build can do Inspector Gadget achievement and win an extended game in one run :)
(https://i.imgur.com/FKwPiyz.png)
- Beta 8.2; disabled Powered Armor still provides coverage and you usually don't need to turn it on; here I already dropped my storage units and mass support to free slots to fight MC
(https://i.imgur.com/ElaCAdZ.png)