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« on: January 02, 2024, 05:38:21 pm »
Red Codex now gives you 8 aggressor armors instead of chainmail. Better than tactical, IMO. It's like warrior armor with none of the drawbacks, way better resists, and upgrades your melee attack to the point where it's quite easy to knock out medium armored enemies with a punch. AND it counts as infiltration armor. It's a huge early game boost.
I also like the ships. Scorpions help knock missions out fast by placing enemies (but - it seems - never too many enemies so it may also help mitigate that problem) close to your ship. Snakes only carry 6 but cover your sub needs early and have a shield so are good for knocking out lots of smaller craft without having to repair. The Metallo carries 16 gals.
Still haven't gotten to late-game red but it seems well-liked.
General early game stuff:
* Prioritize big vaults for having enough room for the codex project and having plenty of room for expeditions
* Get excessive with expeditions early. Most captured enemies that reveal a lot of regions also have shadowmasters which is the key codex ship research
* Another shortcut to shadowmasters: if you run into those apocalypse cultists on castaway rescue missions, they only have like 9 topics and one of them is shadowmasters
* Govt agent missions seem to have a very good chance of dropping a guild stapler on the tile where the KO'd agents are. Never skip these as that can be another huge bottleneck that blocks workshops
* RPG HEAT grenades are extremely effective early game anti-armor weapons that can reliably one-shot tanks and powered armor.
* Poison daggers are like the lethal anti-heavy armor version of aggressor punching - very powerful and easy to get early
* Double shotguns + night gangster missions are a great way to train reactions quickly/safely
* Throwing axes are a very good early-game way to wreck medium and, in a pinch, heavy (from behind) armor without burning valuable RPG rounds - also a nice backup weapon when having to reload prevents getting another shot off