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- | ===== Gel Injectors ===== | + | ====== Gel Injectors ====== |
+ | [{{ generic_leg2.png|Gel Injectors icon}}] | ||
- | This article | + | > // |
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+ | **Gel Injectors** is an [[: | ||
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+ | Gel Injectors is found in the [[: | ||
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+ | If Gel Injectors is installed during a mission, the agent' | ||
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+ | ===== Strategy ===== | ||
+ | > //"Gel Injectors is the only augment in the game that can turn an agent into a non-cover item... like a [[: | ||
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+ | Gel Injectors is a risky augment because the alarm level penalty is uncapped; if the agent stays in the mission too late, their base AP can become very small or even zero. If this happens, the agent can only move if they get additional AP from a [[: | ||
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+ | On the other hand, if the alarm level is not raised for other reasons, then it takes 20 turns before Gel Injectors actually has a negative effect, and 35 turns (5 turns into alarm level 6) before it has taken away more AP than it has given. If you can consistently finish a mission and leave before alarm level 4 then Gel Injectors is quite good, especially since it can help you finish missions early. The problem is that if something goes wrong then you may not be able to leave early, and then Gel Injectors is actively harmful. | ||
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+ | Gel Injectors may be more useful in late [[: | ||
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+ | As [[Reactive Myomer]] is generally considered to be a good augment, the fact that Gel Injectors does (almost) the opposite suggests that it is at most a situational augment which can work well in specific strategies or play-styles. The community has differing opinions, ranging from //"Gel Injectors is a good augment"// | ||
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