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augments:reactive_myomer [2020/06/17 19:02] – turtlingherd | augments:reactive_myomer [2020/07/25 22:02] (current) – andrew |
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**Reactive Myomer** is an [[:augments:|augment]] which reduces an agent's base [[:AP]] by 2, and then raises it by 1 at each [[:alarm level]]. The AP bonus is uncapped; it continues beyond [[:alarm level#alarm level 6]], allowing the agent to reach arbitrarily high base AP. | **Reactive Myomer** is an [[:augments:|augment]] which reduces an agent's base [[:AP]] by 2, and then raises it by 1 at each [[:alarm level]]. The AP bonus is uncapped; it continues beyond [[:alarm level#alarm level 6]], allowing the agent to reach arbitrarily high base AP. |
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Reactive Myomer's name is misspelled in the game as "Reactive //Moyomer//". | |
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Reactive Myomer is found in the [[:Contingency Plan]] DLC. It is available from some [[:mainframe devices:Nanofabricators]] for 500 [[:credits]], or from some [[:mainframe devices:Augment Grafters]]. | Reactive Myomer is found in the [[:Contingency Plan]] DLC. It is available from some [[:mainframe devices:Nanofabricators]] for 500 [[:credits]], or from some [[:mainframe devices:Augment Grafters]]. |
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If Reactive Myomer is installed during a mission, the agent's base AP is immediately decreased by 2, regardless of the current alarm level; the bonus only applies to alarm level changes which happen while Reactive Myomer is installed. | If Reactive Myomer is installed during a mission, the agent's base AP is immediately decreased by 2, regardless of the current alarm level; the bonus only applies to alarm level changes which happen while Reactive Myomer is installed. Reactive Myomer is the “opposite” of [[Gel Injectors]]; if both are installed on the same agent, the combined effect of both augments is +1 base AP, with the alarm level penalty and bonus cancelling out. It is not possible to install Reactive Myomer more than once on the same agent. |
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Reactive Myomer is the “opposite” of [[Gel Injectors]]; if both are installed on the same agent, the combined effect of both augments is +1 base AP, with the alarm level penalty and bonus cancelling out. It is not possible to install Reactive Myomer more than once on the same agent. | Reactive Myomer's name is misspelled in the game as "Reactive //Moyomer//". |
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===== Strategy ===== | ===== Strategy ===== |
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Reactive Myomer can sometimes turn missions that would have have otherwise been total agency losses into wins since the bonus is uncapped; if the agent stays in the mission for a very long time while not being killed, their base AP can reach a point where they can get themselves out and drag any [[:lethal_damage|downed]] [[:agents]] out in one turn. It's also quite strong in challenge runs where the [[:alarm level#alarm tracker]] rises more quickly than usual. | Reactive Myomer is considered to be a generally good augment, though a more situational one than other "good" augments. The main benefit of Reactive Myomer is to reduce the chance of [[:failure]]; it gives you extra AP when the alarm level is high, which is when the extra AP is most likely to be the difference between life and death. |
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| On the other hand, if the alarm level is not raised for other reasons, then it takes 15 turns before Reactive Myomer actually has a positive effect, and 25 turns before it has given you more AP than it takes away in total. While Reactive Myomer can save your agent's life in bad situations, the loss of early AP for [[:strategy:exploration]] can make those bad situations more likely to occur in the first place. Reactive Myomer also only helps in bad situations if the agent who has it installed is still standing. |
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| Because Reactive Myomer's bonus is uncapped, it is practically a one-augment [[:strategy:infinite combo]]. Reactive Myomer can be used to cheese missions by finding somewhere safe to hide at alarm level 6, and then passing many turns until you have enough AP to clear out the facility in one turn, even if another [[:lethal damage|lethally-wounded]] agent must be dragged to the exit. It helps to have good information about the guard's movements, such as by [[:TAG|TAGging]] them all or by hacking all of the [[:mainframe devices:Security Cameras]], so that you can move between hiding places when necessary. |
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On the other hand, if the alarm level is not raised for other reasons, then it takes 15 turns before Reactive Myomer actually has a positive effect, and 25 turns before it has given you more AP than it has taken away over the course of the mission. While Reactive Myomer can get you out of bad situations, the problem is that the loss of early AP for exploration can make those bad situations more likely to occur in the first place, and it can only save you if the agent with them is still standing. | Reactive Myomer is especially powerful in [[:modes:Expert Plus Plus Plus|Expert+++]] mode, or any other [[:modes:challenge]] mode where the [[:alarm tracker]] rises faster than usual. Reactive Myomer may be at its worst in late [[:modes:Endless]] mode, where a well-equipped team can beat most missions in just a few turns. |
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Reactive Myomer will end up becoming an annoyance in late [[:modes:Endless]] mode, where a well-equipped team can beat most missions in just a few turns. | |