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weapons:flurry_gun [2020/06/16 23:34] andrewweapons:flurry_gun [2020/06/30 21:53] (current) andrew
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 ===== Strategy ===== ===== Strategy =====
  
-A Flurry Gun is a valuable addition to many [[:loadouts]], as it can be used to kill armored guards and does not consume expensive Charge Packs. Combined with a [[:augments:Piercing Scanner]] or [[:agents:Shalem 11]]'s [[:augments:Enhanced Optics]], it can pierce [[:armor]] 3, enough to kill [[:guards:OMNI Soldiers]].+A Flurry Gun is a valuable addition to many [[:loadouts]], as it can be used to kill armored guards and does not consume expensive Charge Packs. It is the only lethal weapon which does not use ammo. Combined with a [[:augments:Piercing Scanner]] or [[:agents:Shalem 11]]'s [[:augments:Enhanced Optics]], it can pierce [[:armor]] 3, enough to kill [[:guards:OMNI Soldiers]].
  
 The Flurry Gun's major downside is that it can only be used on one turn per mission, and most agents can only make one [[:attack]] per turn. Killing one guard in an emergency is often enough; however, with forethought and planning (and good other equipment), a Flurry Gun can be used to kill //a lot// of guards: The Flurry Gun's major downside is that it can only be used on one turn per mission, and most agents can only make one [[:attack]] per turn. Killing one guard in an emergency is often enough; however, with forethought and planning (and good other equipment), a Flurry Gun can be used to kill //a lot// of guards:
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   * Any agent can use a [[:items:Stim III]] to attack again on the same turn, or a [[:items:Stim IV]] to attack any number of times in that turn.   * Any agent can use a [[:items:Stim III]] to attack again on the same turn, or a [[:items:Stim IV]] to attack any number of times in that turn.
  
-In the extreme case, you can kill //every// guard in the facility, as long as you have enough PWR and you don't mind the high [[:alarm level]] and exorbitant [[:cleanup cost]]. You can avoid raising the alarm level by disabling [[:heart monitors]] with [[:items:EMP Packs]] or [[:agents:Dr. Xu]]'s [[:augments:Subdermal Tools]] in advance. However, even at alarm level 6, if you kill all of the other guards, you will be left with just three [[:guards:Enforcers]] guarding the whole facility, plus any others spawned by [[:daemons:Validate]] or scripted events. It's still best not to kill the Enforcers themselves, because they respawn anyway.+In the extreme case, you can kill //every// guard in the facility, as long as you have enough PWR and you don't mind the high [[:alarm level]] and exorbitant [[:cleanup cost]]. You can avoid raising the alarm level by disabling [[:heart monitors]] with [[:items:EMP Packs]] or [[:agents:Dr. Xu]]'s [[:augments:Subdermal Tools]] in advance. However, even if it takes you to alarm level 6, if you kill all of the other guards, you will be left with just three [[:guards:Enforcers]] guarding the whole facility, plus any others spawned by [[:daemons:Validate]] or scripted events. It's still best not to kill the Enforcers themselves, because they respawn anyway.
  
 The Flurry Gun synergizes well with [[:agents:Draco]]'s [[:augments:Neural Pattern Grid]], of course. The Flurry Gun synergizes well with [[:agents:Draco]]'s [[:augments:Neural Pattern Grid]], of course.
  
weapons/flurry_gun.1592350496.txt.gz · Last modified: 2020/06/16 23:34 by andrew