Cyber Knights: Flashpoint just got out of the EA.
It's an xcom-like cyberpunk turn-based tactics.
Thoughs?
i liked the demo when i tried it ages ago. not a bad indie nu-xcomlike at all
>>2057168 (OP)>trese brothersoh shit i had no idea they made a new game just bought it with no further research
in a sea of lazy devs these motherfuckers are the only ones who actually put in work, star traders frontiers came out in 2017 and still gets monthly content updates
nice, thanks for reminding me. tried it out last year and liked it
>>2057447also echoing this guy's sentiment about the devs
I played the first two(the three stage tutorial and then the rooftop extraction) missions.
I don't like the visuals, the way it controls or the UI(having to click on a specific part of a character's portrait and then another click just so I can see how much damage a weapon deals, or having to hover back and forth between characters to how much of a chance to hit I have on them, or not being able to easily access the recoil stat), I absolutely love everything else. It's like Invisible Inc in a few places that I enjoy and a fun TBT in all the other places I also enjoy.
I love the heist mechanics and the escalating Sec AI responses, I love the recoil mechanic, I love the classes so far(gunslinger's dual iron was the sickest shit), I enjoyed the not Phantom Doctrine legwork mechanic and the leverage mechanic, I liked the idea of full auto being an AoE attack, I like the way Initiative works in the game and the Yield turn mechanic, and the music was sick as shit.
It's just a shame it looks like shit. Like I recall Templar Battleforce didn't look amazing but the artstyle looked okay enough that I never spared it a second thought. Here it's genuinely alpha/placeholder material and same with the animations.
The official wiki is pretty expansive already.
https://cyberknightswiki.tresebrothers.com/
I utterly fucked the first heist(Octane's Dpoint) but god damn if it was fun as hell
>split my guys in two so that I can have my hacker and gunslinger pick off the wireghost and start hacking the terminal in silence, while my other group goes around looting lockboxes
>fuck that up 3 turns in and my cyber knight gets spotted, also realize that my sniper is fucking useless and has no low noise attacks
>fuck it, lets go loud
>turtle up in the terminal room, let my hacker go wild with getting the files while my three guys pick off reinforcements and goons in a very pitched firefight(Gunslinger fucking rocks)
>got everything, time to extract with just two turns and an exit platform that's really far away
>make the dumbest mad dash using my armored Cyber Knight to tank proximity mines placed in the way and the AP boost talent to just get us over the finish line in time
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Been playing it for a while. It's honestly pretty fantastic for an XCOM-like. It's also not nearly as braindead as nuXCOM. despite having similar gameplay. If I have one criticism it's that the start of the game is pretty punishing. You really can't afford to fuck up at the beginning. Even just getting wounded early on is a headache because your dude will be laid up for a week or more at a point where you don't really have characters to spare. Then after that they'll have a wound debuff that you won't be able to afford to get treated at a clinic, and even if you can afford it that's another week lost and the cost will probably delay the development of your base as well. Picture related, my EX-Agent "Haunt" is gonna be in the medbay for 15 days and takes a permanent wound debuff as well. And then on top of THAT they'll get increased stress which can lead to all kinds of bullshit. This can quickly spiral out of control in the early game, which means that you can't afford to take a combat-first approach to missions since you can't afford to get shot. Compounding on this is that the early game has several story missions that are likely to feature combat in relatively quick succession. After the initial set of missions you get plenty of time to heal and do some casual legwork, but those first thee missions or so you have to play super careful. That said, stealthing through the levels and wrecking guards without getting detected is very satisfying and once you have some cash to spend, a spare merc or two, and maybe even an inhouse clinic, injuries stop being as much of an issue, but it's a bit frustrating that this issue is most punishing early on when you're not yet familiar with the game and thus more likely to make those costly mistakes in the first place.
>>2058114>realize that my sniper is fucking useless and has no low noise attacksSnipers are super strong in mid- to lategame and have good combat support options as well, but yeah they're easily the worst class for stealth. Sniper rifles are super loud even if you use a silencer, so the distance at which enemies can hear a shot is often like half the map. It doesn't help that there aren't many wide open maps where you can sit safely at a distance and not worry about who hears you, and even on maps that do have wide open areas you usually don't want to leave your sniper behind in a perfect sniping position because it often means they'll get shafted when it's time to exfil and they have to run through enemy reinforcements while the rest of your squad is three turns ahead of them. This makes in missions where you can't simply kill everyone, which is the majority of missions.
You can multiclass Sniper with something like Vanguard to get some stealth options (especially since sniper rifles + stealth crits = insane damage, but then you're really just playing a Vanguard who pulls out his big dick sniper rifle to put a hole in a motherfucker every now and then.
I really like using Snipers a lot, especially Sniper/Soldier multiclass which THE best combat character in the game IMO, but you gotta leave them at home if you need stealth.
>>2058136>This makes in missions where you can't simply kill everyoneThis makes them hard to use in missions where you can't simply kill everyone
Brain broke.
>>2058129>post this yesterday>they release a patch today that makes the first mission more forgiving if you get hurtWew. Guess I wasn't the only one who saw this as an issue.
>>2057168 (OP)>ok ill have a look>the sims2 modpack artstylegross
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>>2058611Yeah the character art is pretty bad. The hair models used to be a lot simpler which still didn't look great, but at least it looked less out of place than the current ones. You can switch to the old style by selecting "Legacy Hair" in the options
Feels weird that they gave cameltoe to the female corpo suit of all outfits.
refunded. the movement is clunky as heck.
The trannies over at somethingawful hyped it up so it must be shit
>>2059433>Anon can't go one day in his life without dreaming about tranniesThe psyop really took hold deep with you, didn't it?
Game's ugly as hell and the the way movement is handled is extremely annoying, but damn is it not fun. I think I prefer Frontiers overall, but this was worth the wait.
>>2059346>>2059768Press shift to turn off the snap-to-point movement. It makes things a lot more fluid. There's also a toggle in the options menu to use double-click to move instead of having the press space to confirm movement.
>>2059433can't argue with that heuristic
>>2059433Figures. SA is always fuill of shit eaters who all want to tongue eachothers' anuses. Looking at pictures it feels like a bad mix of paid assets and AI generated art.
I don't quite get how the AI works in this game. I did my usual Invisible Inc strategy of going loud at the end of a mission in a frantic rush to grab everything in my path to the extraction point but here it seems like they keep hunting in completely random directions even though I get spotted by cameras along the way or I'm engaged in a gunfight somewhere(maybe they aren't in noise range?), I don't know why they wouldn't zero in on me instead of slowly hunting for missing guards and bodies.
>>2057447>>2057496Absolutely agree, I don't find Star Traders to be a perfect game by any stretch but anyone who keeps pouring work into their projects gets my respect.
>>2060249As far as I can tell there are multiple modes of alert enemies can be in, and the enemy only knows where you are on the highest alert levels (i.e. they've either directly seen one of your dudes or they've been attacked). Lower alert levels just makes them investigate, which breaks their preset patrol route and makes them wander off in random directions. There do seem to be different levels of this though, like "heard a suspicious sound" only makes them investigate slowly while "spotted a corpse" makes them run towards the area. Anyway, the thing with cameras and other security devices is that they never alert anyone directly. Getting detected by them only raises the AI security level, and then the AI takes (random) actions based on that, like activating extra security measures, calling for backup (which starts with an elevated alert level), or raising the alert level of individual enemies (you can tell when they start saying stuff like "Security AI in my ear!").
There doesn't seem to be any kind of general alert that the AI can activate, which just tells everyone where you are. They only ever activate individual enemies (though they can do this multiple times per turn) and they only scale up the alert level which can possibly put them in a state where they know where you are, but for the middle levels it just makes them break their patrol routes and start looking for you randomly since the knowledge of where you are is tied to what state of alert they're in, not on what the AI tells them.
That's just what I've observed though, so I may be off the mark. Either way I suspect that making the AI security tell the enemy where you are would've made stealth too punishing since a single mistake would put the entire base on your ass. This way is less logical but creates a more gradual escalation as security levels rise and the AI keeps activating more guards.
>>2060249>>2060329Also,
> I'm engaged in a gunfight somewhere(maybe they aren't in noise range?)Guards don't seem to be able to alert eachother either. They can only alert the AI, which may or may not choose to alert other guards in response. You can tell whether a gunshot will be heard by anyone by looking at the yellow ear icon when you have the gun selected. Anyone with that icon will hear the shot. And if you can kill a guard in one turn without that guard getting a turn of his own, he won't be able to alert the AI so you won't get any escalation for a few turns (when the corpse timer runs out and the AI notices the guard is missing) or until their corpse is spotted by another guard or a camera.
Again it's a case of all alert states having to go through the security AI system. Guards have very little autonomy and unless they're already on high alert or actively in combat they won't do jack shit without the security AI telling them to.
>>2060332I feel like the sec ai should alert enemies more often. I mean credit where it's due compared to something like Invisible Inc I like the idea of each security escalation having multiple permutations instead of just the set level 0/1 are free because what are additional cameras going to do and you can get blindsided by reinforcements, but if guards cannot reliably alert one another then there's no point to splitting up my guys if all that's going to accomplish is potentially alerting more guards.
Then again I'm playing on Normal so it's possible that's just the bitch mode difficulty.
>>2060335I'm playing on Challenging and I often split up my team in those "loot all containers" missions, just to cover more ground before I have to start running away. It helps that those usually have multiple exits so you don't get stuck in a situation where you need to exfil but half your team is on the wrong side of the level. But it depends a lot on the layout of the mission, some missions allow for a lot of freedom in how you approach them while others are are incredibly straight-forward. I literally just finished a bodyguard mission where the entire level was swarming with guards except for one long hallway around the side of the level that took me all the way from the entrance to the exit while only having to deal with a single guard (and about 5 cameras but those are rarely an issue).
I dropped it for now. I figure with them literally dropping a new update every day I can come back to it in a year or two and it'll be a lot better, and I hope so because I really liked what I saw but there's too much I dislike about it.
>>2060967They're still dropping content updates for their previous game (Star Traders: Frontiers) which came out in 2018, so it's not likely this game is going to stop getting updated after 2 years. Admittedly the STF updates aren't coming as often as they used to since most of their team has been focused on Cyber Knights, but it still gets like 2 content drops a month.
>>2060329>devs too stupid or lazy to make cameras spotting you mark the location to draw aggro to itThat is so dumb and I didn't even have any expectations.
>>2057168 (OP)this game needs more polish before I commit to buying it. It looks cool but the graphics are kinna retro / garbage. Also I'm guessing the game still has quite a bit of jank and hasn't worked out all the bugs yet.
>>2063216The graphics are probably never going to improve so if that's important to you I'd just go play something else, but as far as I can tell it's not really janky or buggy.
Probably my biggest criticism so far is that I don't feel pressured to do jobs, really. There are deadlines but the game doesn't feel time sensitive if that makes sense. I do jobs because I want to, not because I have to. Which feels at odds with the setting. If people are injured and I need to take time to heal up, it's no big deal to just wait and miss out on an opportunity or two. With mercs being paid a percentage there isn't any real pressure to make money. There probably needs to be some sort of money sink added to the game, monthly costs associated with running the base. Maybe mercs should have some sort of amount per month they need to earn or else they take loyalty hits. Could even have it so that if they hit certain goals for amount made they get loyalty bonuses.
>>2063453There are unique storyline jobs that you can't just ignore (well you can, but then you miss out on the storyline and any follow-up jobs). Even outside of those, ignoring missions does add to your contact's exposure count so if you just spend all of your time doing nothing you'll get fewer rewards and your contacts will suffer negative events, which isn't immediately impactful but does add up eventually. For example a source of good equipment who gets an exposure event and has to go into hiding for a month can be a real blow. It's a lot more subtle and more open to player choice than "you have to make X amount of money every month just to keep your company running" but that doesn't mean you can just sit back indefinitely.
>>2060329>>2060332I don't think this is completely true. When you get the AI result "dispatching guard" they do direct them to the last position you were seen by a camera or other detection device. It's just that when there's no active combat going on they move slowly, so by the time they get there you're usually already somewhere else. You can even somewhat exploit this during rapid escalations by letting you get spotted in some irrelevant location and have the AI redirect multiple guards who will often spend a few turns aimlessly milling about if they don't see you. Also you can sometimes see the guards ask for backup and things like that, but I'm not sure if that has any significant effect or if it's just something random, and either way the range on it seems to be very short. It's more likely they'll alert eachother with the sound of their gunshots since guards never use silencers.
Thoughts on the class balance? Feels like aside from the obvious meant to be broken strong classes like the CK and Face, there's a couple of standouts and a couple more situational but still good picks. Like I wouldn't bring a sniper everywhere but on the maps where sightlines are good dear god they're amazing. Granted even considering that, I'm having difficulty shaking off my default mixed mission squad of CK/CS, Hacker, Ex-Agent, Scourge.
>>2066463IMO:
>HackerThe ultimate one-trick pony. They're bad at everything except hacking, but you NEED someone who's good at hacking so you'll want one or two of these guys on your team at all times, even if they're going to get benched for a lot of missions. Outside of hacking they do have some useful utility talents, but nothing to really write home about. Anti-drone talents are shit because there aren't enough drones to worry about.
>SoldierNo-nonsense damage monster and an amazing multiclass pick for anyone who wants to be good at shooting people with guns, especially full-auto weapons. It also helps that you can get a lot of good stuff early on, like Marker Sights, Iron Grip, Savagery and Recoup, so you can just pick up a few of them early on as a one-point wonder and then focus on whatever your other class is. Bad at stealth unless you multiclass though, and if you do want to multiclass for stealth you'll get a lot less mileage out of your talents.
>SniperYou either build them for damage in which case they're amazing in long-range combat engagements and crap at everythint else, or you pick them as a multiclass just for JTAC and Strike Zone. Strong class, just a bit limited in what it's good at. I guess you could take Sniper as a multiclass on a revolver-based Gunslinger since revolvers are one-shot weapons so Sniper talents should work with them, but I haven't tried Gunslinger yet and I don't like revolvers since they can't be silenced.
>CyberbladeThe only real melee class. Melee isn't that good IMO but swords are naturally stealthy and before you get the rest of your team some weapon upgrades the Cyberblade will likely outdamage them all. It has some really good talents, including stuff that makes it much easier to survive in melee. Slashslide is also ridiculously good when upgraded.
>>2066514>VanguardTHE stealth class. Not much good in combat, but can be at quietly getting rid of people if you build for movements and stealth crits. This makes it a pretty good multiclass for Cyberblades (since swords are always silent) and potentially also for Snipers (since sniper stealth crits are brutal). Without multiclassing they're really only for stealth though, but at least they're good at it.
>Agent-EXWhat if you had a Vanguard who was good at things besides stealth? Their entire left-side talent branch is focused on spraying niggas with SMGs which is pretty good, and can be made even better with a Soldier multiclass. As a tradeoff they're not quite as good at stealth as a Vanguard, but in many situations they'll be able to perform similarly.
>ScourgeHas stealth talents that are useful when you're shooting people (like Dissolve) and combat skills that are useful when you're sneaking (like Tox Cloud). Shotguns are kind of a shit weapon but you don't have to focus on them, and tank talents are kind of shit but again, you don't have to focus on them. What's left is still more than good enough to be worth a slot on any team. I love these lil war criminals.
>GunslingerThe only class I haven't tried yet. From looking at their talent tree I don't really see the appeal. You can either focus on revolvers (with Fanning) or on pistols (with Gun Kata). Obviously, revolvers are the loud high damage version and pistols are the stealthy low damage version. I don't like revolvers in this game to begin with and I don't see why you wouldn't just go Soldier if you wanted a loud, high damage character. And while Pistols are a nice option for stealthy characters, why would you take the stealthy option on a character without good stealth talents? I guess you can improve things with the right multiclass (like Gunslinger/Sniper for revolvers or Gunslinger/Vanguard for pisols) but as I said, I haven't tried them yet.
>>2066515Overall I think the balance is surprisingly good. There are definitely classes that are more universally good than others, but there isn't one where I can't see a good reason to have one on your team, except maybe Gunslinger which, again, I don't really have a good idea about yet. I'm very curious about the upcoming classes though. They've already announced multiple pet classes (the first one they'll add will use drones apparently), which can be quite hard to balance in a game like this.
>>2066517Yeah your writeup sounds about right. Slashslide is the only reason I multiclassed my CK into cybersword because man CK skills are all basically cheating in how good they are, well aside from the drone ones. Agent-Ex i think can earn a slot just for smokescreen alone as one of the lowest cooldown panic buttons, although it has led to the less fun situations of being stuck in the middle of half-a-dozen overwatches pointed at my team. Also not quite as consistently good at stealth as vanguards but hey they shoot good and signal grift is probably better than the vanguard one that makes the body disappear but no tthe body timer. I see your point about gunslingers but I usually run one in my loud team. Sure a soldier can do a lot of the same thing but fanning a whole group of enemies will never get old, although i think a critfishing CK/GS could be a good option considering the background trait support and revolvers all having the increased crit damage by default.
>>2066552>being stuck in the middle of half-a-dozen overwatches pointed at my teamMay I introduce you to our lord and savior Strike Zone? An AoE debuff that also cancels overwatch for any enemy in the area. I multiclassed my CK into Sniper just for this and JTAC, which along with the the left-side CK talent branch makes him an amazing buffer/debuffer.
>i think a critfishing CK/GS could be a good option considering the background trait support and revolvers all having the increased crit damage by default.Sounds neat, Maybe I'll try that on a second playthrough.
>>2066552>vanguard one that makes the body disappear but not the body timerbody bag is excellent for getting enemies to go somewhere you don't care about and because they won't find a body you only take the tally hit on the timer expiring
>>2066552>vanguard one that makes the body disappear but not the body timerbody bag is excellent for getting enemies to go somewhere you don't care about and because they won't find a body you only take the tally hit on the timer expiring
and yeah, gunslinger puts out a bunch of damage with crits. not very far in the game but mine is already doing 700+ on single shot. the issue is i don't know if there are any enemies that warrant building this way. might be a case of gunslinger becomes better on higher difficulties because of hp buffs to enemies but is pointless on lower ones. it is nice having a high damage option that doesn't have to reload as often as the soldier does, though but that's a pretty minor benefit.
>>2066839I haven't encountered any enemies with absurdly high HP yet, but there are enemies with high armor which is kind of the same thing unless you shred the armor first. Default guards never get armor as far as I can tell, but reinforcements, headhunters and story-based enemies sometimes get very high armor. Trying to take down a couple of armored enemies while you're running a stealth team with silenced pistols is pure suffering, which is why you should pretty much carry some shotguns or ARs as a backup plan.
oh yeah, also the gunslinger's overwatch skill has a base of 2 shots on 0 ap but only has one base charge. honestly, i'm starting to suspect soldier is the better class for a light multiclass dip but gunslinger is the better lategame combat class if you invest in it but i'm not certain. depends on how many total training points you can end up with i guess.
>>2066874right, i forgot about high armor targets. gunslinger has been my guy for taking out captains and he legitimately has triviliazed them in a way that my soldier can't. the pure damage is too useful for those situations. it's nice that soldiers can shred for everyone else but gunslinger just takes them out in a single shot, two at most. with the lower recoil and only needing two ap per shot(instead of 3 ap for full auto shots) it makes it a lot easier to set up captains to be killed without a fuss. maybe those are the niches, soldier for crowd control and gunslinger for high value targets. and honestly, if you have both gun kata and fanning it probably shores up that weakness in gunslingers.
in general i prefer quiet approaches so i've only run into reinforcements rarely, more often than not they're showing up shortly before i extract and investigating a direction i've set up away from the exfil zone. both my soldier and gunslinger end up using their silenced pistols more often than their primary except on combat required missions where the soldier's ar is more useful for clearing the large amount of mooks.
>Phantom Guide 3 -> 4 - Additional Reaction +1, Move speed +2%
>Deep Wire 3 -> 4 - Additional Reaction +1, +5% Move speed, +3% Evasion
Not all traits are made equal I guess
>>2067042One is a background trait and the other is an implant trait, so it's not like they compete for the same slot.
So for crafting it's in my best interest if I'm only upgrading a merc's weapons with crafted ones to fill up the mod slots as well yeah, instead of making the mods separately? For some reason I thought the intrinsic effect bonus rolls would be like the actual intrinsic effect blueprints and not a chance that I get a bonus ion batt and blade grip tacked on
How much of the starting crew actually have specific storylines implemented? I know the vanguard has one that I assume is finished and I know the game randomly assigns the "undiscovered prodigy hacker" sibling to one of the others but who else? Hit the funky spot I'm kinda just been breezing since PL5 on challenging/normal and it's now PL 7 so I'm considering a restart and try out the new origin. Going to make a melee CK this time, just need to figure out if the extra speed/move detection from coyote is better of if dock worker's power is more worth it
>>2069964>How much of the starting crew actually have specific storylines implemented?The Cybersword starting character has a story about needing a specific drug to survive, but it seems unfinished. Though I'm only level 11 so maybe it picks up later in the game. Aside from that and the hacker sibling story I haven't seen any crew-specific stories.
>Going to make a melee CK this time, just need to figure out if the extra speed/move detection from coyote is better of if dock worker's power is more worth itIMO you have 3 main options:
>Strength build: Dockyard Smuggler + Handshaker + Reinforced Spine + Dermal PlatingThe most straight-forward melee option. More accuracy, more damage, more strength, and a more defense. It's (almost) everything you need.
>Reaction build: Wasteland Coyote + Phantom Guide + Deep-Wire + Synapric AcceleratorThis one would actually be my pick. Rather than improving your damage this gives you more speed, better stealth, and makes you harder to hit. More of a stealth/utility build than a raw damage build, but it's not like Cyberswords are that hard up for more damage.
>Tech build: Dockyard Smuggler + Cutthroat Fighter + Ballistics Coprocessor + Display LinkProbably the worst build of the three since I think crits are better for guns than for melee in general, but it could still be strong simply because crits are strong. The obvious downside here is that you won't get the full value out of your crit implants since they boost ballistic damage and ranged accuracy. Still nice in that alongside giving you lots of crits, it gives a bit of a boost to whatever backup gun you put in your secondary slot.
>none of the music is online yet
God damnit I want to hear that "combat" theme that sounded like something out of Troubleshooter again.
Didn't realize they posted a preview of the newest class on their discord only considering that it makes an appearance in various screenshots and briefly in the trailer. Warmachine being built on cybernetics and integrated weapons sounds pretty cool. Granted fully loading it up with all 3 weapons means 4/6 slots are taken which is a rough allocation and probably has slot conflicts with the standard melee cybernetics as well
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>>2067702I was surprised when my crafted UAR got 2 scopes and 2 body mods attached with it, shit can outrange normal assault rifle if I detach the silencer.
>>2067702>>2074307Yeah crafting is weird, you can get mod combos that are completely impossible on bought/found weapons.
Dumb question, but is there a story in this game or is it kinda rougelike where you just missions with tidbits of flavour text and lore?
The steam description page said that there's a dynamic story ties to each character, but I'm not sure if it's a proper story or it's just one of those randomly generated stuff again.
>>2090475Mostly just missions with tidbits of flavour text and lore
Some of your units get unique missions with a bit of a setup before them.
Most of the contacts share a pool of missions that they can unlock to offer you new stuff.
Some contacts are tied to a larger chain of missions, but I don't think there are many currently in the game.
>>2090564I see, thanks. I'll give it a try.
>>2090475There's no real story, but there are multiple mini-stories (like 1 to 3 missions) that can trigger under various circumstances, like having characters with certain background elements on your team or having connections with certain NPCs. There's also an "endgame" story which leads to your team retiring and the game ending, but you can just choose not to retire and keep playing forever if you want.
Right now the story elements are pretty barebones if I'm being honest. They're present and some of them are kinda neat, but a lot of them don't really lead to anything interesting and 90% of the time you'll just be doing randomly generated missions with no real story attached to them. So if you're interested in a more story-driven game, this ain't it. However if it's going to be anything like the devs' previous game, they'll be adding more story arcs piece by piece in future updates.
Maybe it's just how I set up my team, but does it feel like the game really wants you to go loud and punishes you for being too stealthy?
It's like stealth only exist for you to get your team as close to objectives as possible before you start blasting and high tailing to extraction zone.
>>2098586Depends on a lot of things.
>What classes do you have on your team?All classes can do at least a bit of sneaking and fighting, but most of them have an obvious preference for one or the other. For example Snipers, Soldiers and Gunslingers have little to no special stealth skills and prefer loud weapons (though a gunslinger can go for a silenced pisol setup, they generally prefer revolvers). On the other hand, Vanguards and Agents are more about stealth. And then you have semi-stealth classes like Cyberblades, Scourges, or Warmachines who might seem like they'd be mostly about combat but actually fit into stealth teams very well with the right build.
>What skills are you focusing on?That's an obvious one. You can play stealthy without any stealth-related skills, but it'll be a lot harder and potentially even impossible. So pick up skills that let you disable cameras, distract guards, hide bodies, move silently, etc. if you want to focus on a stealthy playstyle.
>>2098637>Are you using silent weapons?Unless you're doing some kind of pacifist challenge, killing guards is very much a part of being stealthy, as long as you do it in a way that won't put the entire level on alert. Melee weapons are the best at this but often not the most practical choice, so the smart thing to do is to give everyone on your squad a silenced pistol as a secondary weapon. This isn't always the optimal choice since for example Snipers and Gunslingers really prefer to have a revolver as a backup weapon, but if you want to be stealthy it's worth the tradeoff. Having a Scourge on hand to dissolve dead guards is also a good idea since it prevents their bodies being detected or the security AI pinging their location. There are other ways to deal with bodies but the Scourge Dissolve skill is the best option.
>How far are you into the game?This game suffers from the same issue as the XCOM games in that once you get far enough and your team turns from a bunch of noobs into certified badasses, the entire game becomes a lot easier. Yeah enemies also become stronger but that hardly matters when you not only get stronger bu also get more ways to deal with any situation. A focused stealth playstyle is harder to pull off early on simply because you won't have as many stealth skills, and the ones you do have will have limited charges and long recharge times.
>>2098586If you prefer the silent approach there's a consumable you can buy that gives the scourge's dissolve ability. If I feel like doing a ghost run through a mission I just have everyone equip that. Real easy to keep sec tallies down when everyone can clear bodies.
>>2098637>>2098648So it's probably just an issue with my equipment and setup. I'm only five missions in and I still don't have that dissolve consumable thingie or any ability to hide bodies. Does dissolving body also remove the "X turns until someone come and check on the guard" effect? It's going to be dumb if it does.
Got everyone in my team equipped with a silencer, though. The main trouble with stealth I have now is the security timer going up every turn and not having the ability to counter that. I know I'm supposed to be buying support power to clear that out, but I was a bit retarded with how I spent my resources so that's all on me.
>>2098746>Does dissolving body also remove the "X turns until someone come and check on the guard" effect?Yeah that's why it's so great. Other skills do one or the other, but dissolve does both.
>>2099282Disappearing bodies but keeping the alert is still good. You take the sec tally hit on the initial alert ping, but then guards leave their posts to investigate a body they'll never find. Kill a guard in some out of the way spot and you can clear sections of the map without even having to risk noise alerts. Clearing the alert only is strictly the worst option I think.
>>2099288Clearing the alert is great as long as the body isn't on anyone's patrol route. A dead body that never gets spotted might as well not exist at all. The devs have also mentioned wanting to add a way to move bodies so that would make it even better.