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programs:cycle [2020/05/06 12:01] andrewprograms:cycle [2021/04/13 13:23] (current) andrew
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 [{{ cycle.png|Cycle program icon}}] [{{ cycle.png|Cycle program icon}}]
  
-**Cycle** is a [[:programs:#generators|generator program]] which passively resets your [[:PWR]] to 3 at the start of each turn. It can be bought from some [[:mainframe devices:Server Terminals]] for 750 [[:credits]].+**Cycle** is a passive [[generator|generator program]] which resets your [[:PWR]] to 3 at the start of each turn, except for the first turn of the mission. It can be bought from some [[:mainframe devices:Server Terminals]] for 750 [[:credits]]
 + 
 +Cycle's effect always triggers before other passive generator programs at the start of the turn, but it triggers after [[:augments:Distributed Processing]] and [[:items:Portable Servers]], erasing any PWR they generate.
  
 Cycle is found in the [[:Contingency Plan]] DLC. Cycle is found in the [[:Contingency Plan]] DLC.
  
-{{tag>incomplete}}+===== Strategy ===== 
 + 
 +Cycle's 3\ PWR per turn compares favourably to most other generators, but it has a significant downside: when playing with Cycle, you cannot store PWR between turns, so any PWR you generate but don't use is wasted. Like [[Charge]] or [[Overdrive]], Cycle is highly situational and requires the rest of your [[:loadout]] to fit the play-style required to benefit from it; but since you don't find Cycle until you have already chosen a loadout, this usually means you shouldn't take it. 
 + 
 +When playing with Cycle, anything that costs more than 3\ PWR can only be done on the same turn you generate additional PWR for it; so you should not have too many high-PWR-cost programs, items, weapons or augments such as [[Hunter]], [[:weapons:Volt Disruptor II]]+, [[:weapons:Flurry Gun]], [[:augments:Subdermal Cloak]] or [[:agents:Derek]]'s [[:items:Transport Beacon]]. This can be mitigated by having another generator, particularly [[Emergency Reserve]] which should consistently generate an extra +5\ PWR every three turns with Cycle. 
 + 
 +To make Cycle work, you will want to leave [[:Consoles]] un-hijacked (and [[:drones]] un-[[:stealing|stolen]]-from) in order to take the PWR later when you actually need it, and you will want to find [[:mainframe devices:|devices]] fast enough so that you can use excess PWR instead of wasting it. Particularly on the first turn of the mission, you must [[:strategy:exploration|explore]] quickly to find enough devices to hack using your starting 10\ PWR (or 5\ PWR on [[:modes:Expert Plus]] mode), otherwise you will lose it. Having [[:agents:Internationale]] on your team helps a lot with this, since her [[:augments:Wireless Emitter]] augment detects devices to hack on turn 1, and she can remotely hijack Consoles that you left for later, without moving all the way back to them. 
 + 
 +In addition to making [[:augments:Distributed Processing]] and [[:items:Portable Servers]] completely worthless, Cycle also erases any PWR generated during the enemy turn, such as from [[:agents:Archive Internationale]]'s [[:augments:Network Siphon]] augment, or [[:agents:Olivia]]'s [[:augments:Ambient Turbine]] augment when ambushing. It is still possible to benefit from these augments by intentionally triggering them during the player turn. 
programs/cycle.1588766475.txt.gz · Last modified: by andrew