- Joined
- Dec 23, 2020
I've recommended this a few times and just got around to finishing it now that 1.0 is done. Still pretty great, although blueballing your jetpack usage like one zone after you get it seems kinda lame (and unnecessary; there's nowhere they couldn't have sequence-proofed with like a window and a sniper or three).
If anyone's picking this up to play solo, I strongly recommend turning XP gain up to like 2.5 or 3x if you want your main weapon skills to ever max out by the time there's still a level or two left to use em, because the game is tuned for players hyper-specialising in multiplayer. And I think they set the XP curve without knowing how much future content was coming and haven't gotten around to dialing it in yet.
Increasing item stack sizes is a good idea since nobody else is gonna be lugging that shit. 3x felt about right there too.
Also, make at least one of everything. Maybe apart from base defence shit (which feels like kind of a pointless aspect of the game up until very lategame enemies start showing up and you need to care about it). Sometimes random garbage unlocks good tech, and a lot of weapons and stuff that sound dumb are actually sick as fuck, like the quantum pickaxe.
(I went directly from throwing level 1 to 10 in what felt like no time after trying that thing out, which is saying something with the way XP crawls in this game.)
And prioritise a pair of telepads as soon as they unlock. Glue shards together and bake em in an oven if you need another magic rock. Lug one around even though it sounds like more of an expensive permanent infrastructure thing. You only need two as long as you have a personal teleporter as well to retrieve the endpoint. Trust me, you're gonna get pretty fucking fatigued on "flow adapters" by the end otherwise.
...ended up killing him by hand-cranking the laser pistol. He had many hitpoints.
If anyone's picking this up to play solo, I strongly recommend turning XP gain up to like 2.5 or 3x if you want your main weapon skills to ever max out by the time there's still a level or two left to use em, because the game is tuned for players hyper-specialising in multiplayer. And I think they set the XP curve without knowing how much future content was coming and haven't gotten around to dialing it in yet.
Increasing item stack sizes is a good idea since nobody else is gonna be lugging that shit. 3x felt about right there too.
Also, make at least one of everything. Maybe apart from base defence shit (which feels like kind of a pointless aspect of the game up until very lategame enemies start showing up and you need to care about it). Sometimes random garbage unlocks good tech, and a lot of weapons and stuff that sound dumb are actually sick as fuck, like the quantum pickaxe.
(I went directly from throwing level 1 to 10 in what felt like no time after trying that thing out, which is saying something with the way XP crawls in this game.)
And prioritise a pair of telepads as soon as they unlock. Glue shards together and bake em in an oven if you need another magic rock. Lug one around even though it sounds like more of an expensive permanent infrastructure thing. You only need two as long as you have a personal teleporter as well to retrieve the endpoint. Trust me, you're gonna get pretty fucking fatigued on "flow adapters" by the end otherwise.
I built a second laser collector right before that bit so I could always have one charging. Then I left both behind thinking I was just taking a peek at what definitely didn't feel like a place where you'd fight the end guy.I took a laser collector with me to the final boss and used the deatomizer, which is broken.
...ended up killing him by hand-cranking the laser pistol. He had many hitpoints.