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Tips: Edited to align better with the wiki's style guide; added tips on elemental resistances, collateral damage, disarming/dismembering, intentional EMP usage, morphogenetic weapons, and newfathers.
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== Tips ==
== Tips ==
{{Opinion}}The difficulty of the defense can vary wildly based on the composition of the war parties and the different potential breach locations. Certain equipment or capabilities can be invaluable to controlling the engagement.
{{Opinion}} The difficulty of the defense can vary wildly based on the composition and equipment of the war parties and the different potential breach locations. Certain equipment or capabilities can be invaluable to controlling the engagement.
*{{favilink|Portable wall|plural}} can help separate the attackers from the defenders and keep the Barathrumites out of combat. However, {{favilink|Wraith-Knight Templar|plural}} can pass through walls and harass living creatures on the other side, making any {{favilink|Phylactery squire|plural}} present in the war parties high-priority targets.
 
*Low-tech, EMP-resistant means of crowd control are invaluable, such as {{favilink|freeze grenade|plural}}, {{favilink|sleep gas grenade|plural}}, or {{favilink|stun gas grenade|plural}}. Mutations that give the same capabilities include {{favilink|freezing ray}}, {{favilink|cryokinesis}}, and {{favilink|sleep gas generation}}.
*Using {{favilink|Portable wall|plural}} can create tactical advantages both in advance and during combat. They can be used to shield the more vulnerable Barathrumites such as {{favilink|Shem -1}}, isolate the war party drop points from the rest of Grit Gate, and obstruct the thrown [[grenades]] carried by most Templars. The {{favilink|force wall}} mutation can supplement the {{favilink|foamcrete}} walls while being more resistant to most grenades. Keep in mind that {{favilink|Wraith-Knight Templar|plural}} can pass through walls.
*For more complex, EMP-vulnerable tools (such as {{favilink|hologram bracelet|plural}} or {{favilink|freeze ray|plural}}), modifying them to be [[electromagnetically-shielded]] will protect them from the Templar's [[EMP]] pulse.
 
*Techscanning, such as from a {{favilink|telemetric visor}}, a {{favilink|VISAGE}}, an {{favilink|optical technoscanner}} or an {{favilink|optical multiscanner}}, will reveal the natures of any grenades, projectile weaponry, or implants carried by the invaders so you can adjust your tactical priorities accordingly. Keep in mind that equipment-based sources of techscanning will also need to be [[electromagnetically-shielded]].
*High or complete [[resistances]] to {{qud shader|R|heat}} and {{qud shader|C|cold}} are recommended, as {{favilink|gunner-knight templar|plural}} may carry {{favilink|freeze ray|freeze rays}} or {{favilink|flamethrower|plural}}, and most Templars may carry {{favilink|freeze grenade|plural}} and {{favilink|thermal grenade|plural}}.
*Time is of the essence - the sooner the Templar die, the less chance they have to wreak havoc on the compound. {{favilink|Teleportation}} is very useful for moving between incursion points swiftly, especially if you've walled them off completely. Players without the mutation can still access it via eating {{favilink|voider gland|plural}} or {{favilink|yondercane|plural}}, cooking the right meal with [[teleport-based cooking effects]], or equipping and powering on a pair of {{favilink|ninefold boots}}. If you've been fortunate enough to have the Templar try to raid the front entrance, you can even use a {{favilink|Grit Gate recoiler}} to jump in on them.
 
*Most Barathrumites won't restock their inventories, which means that you can trade them {{favilink|salve injector|plural}} or {{favilink|urberry|plural}} over the course of your run leading up to A Call to Arms and they'll have them ready and available as emergency heals. You can trade healing items to {{favilink|Mafeo}}, {{favilink|Sparafucile}}, and {{favilink|Jacobo}} immediately before the invasion and they likely won't restock them away.
*Avoid relying on any source of {{qud shader|W|electrical}}, {{qud shader|G|acid}}, or {{qud shader|R|heat}} damage, including certain plants spawned through {{favilink|burgeoning}}, as they risk causing collateral damage. Also, be aware that damaged {{favilink|power line|plural}} and [[wired]] {{favilink|fulcrete}} walls will release electricity into the surrounding area, and the four {{favilink|fusion power station|plural}} in the center of Grit Gate are close enough together that if one explodes, all four will break.
*Too much sorrow to bear? Try a time loop! {{favilink|Precognition}} for mutants, {{favilink|sphynx salt injector|plural}} for True Kin, or settlement checkpointing for those in [[wander mode|Wander]] or [[roleplay mode|Roleplay]] modes can let you try it all over again. Be warned - the incursion points are non-deterministic. Reloading like this can change where they appear. This can be better or worse for you and the Barathrumites.
 
*[[EMP]]-insensitive means of crowd control are invaluable due to the war parties' localized EMPs and their variable number of [[EMP grenades]]. Such means include:
**The {{favilink|freezing ray}} and {{favilink|cryokinesis}} mutations, and/or {{favilink|freeze grenade|plural}}; the former two deal {{qud shader|C|cold}} damage, the latter only changes an area's [[temperature]].
**{{favilink page|sleep gas generation}} and/or {{favilink|sleep gas grenade|plural}}
**{{favilink|stun gas grenade|plural}}
**{{favilink|flashbang grenade|plural}}
**{{favilink page|time dilation}}, although Templars wearing {{favilink|ontological anchor|plural}} will be unaffected.
**{{favilink|time dilation grenade|plural}}; unless the player character is [[astrally tethered]], these are best used at range.
 
*For more complex, [[Properties#EMP_Sensitive|EMP-sensitive]] tools, such as {{favilink|hologram bracelet|plural}} or {{favilink|freeze ray|freeze rays}}, modifying them to be [[electromagnetically-shielded]] will protect them from EMPs. Any [[turrets]] the player plans to [[Deploy Turret|deploy]] should ideally have {{qud shader|mercurial|electromagnetic}} shielding modded onto them as well.
 
*EMPs used ''by the player'' can drastically change the outcome in either direction. They will disable any unshielded missile weapons held by {{favilink|gunner-knight templar|plural}}, shut down {{favilink|templar phylactery|plural}}, and leave Templars wearing an {{favilink|ontological anchor}} vulnerable to psychic attack. However, zero of Grit Gate's defenses are {{qud shader|mercurial|electromagnetically}}-shielded, and every Barathrumite other than {{favilink|Sparafucile}} and {{favilink|Dardi}} relies exclusively on EMP-vulnerable weapons, and '''the {{favilink|life loop|plural}} worn by {{favilink|Q Girl}} and {{favilink|Otho}} are EMP-sensitive.'''
 
*While such a modification is rarely found randomly and requires [[Tinker III]] to create, the [[morphogenetic]] item mod may stun every member of the war parties, excluding Templars wearing a functioning {{favilink|ontological anchor}} and many of a {{favilink|newfather}}'s potential "domesticated" followers.
 
*While they are not guaranteed to appear in any of the war parties, the variability of the enslaved followers of {{favilink|newfather|plural}} make them the least predictable aspect of Grit Gate defense. Of special note are {{favilink|dervish of the Sightless Way|dervishes of the Sightless Way}}, {{favilink|fire ant queen|plural}}, {{favilink|twinning lamprey|plural}}, and {{favilink|rimewyk|plural}}.
 
*As [[True Kin]], the [[Putus Templar]] are heavily dependent on their equipment. [[Disarming]] a Templar or dis-arming them via [[dismember|dismemberment]] will make them drastically less threatening. With both hands empty or missing, they will be unable to throw grenades or use [[Shield Slam]].
 
*[[Techscanning]] will reveal the natures of any grenades, missile weapons, and implants carried by the invaders, allowing the player to adjust their tactical priorities accordingly. A {{favilink|telemetric visor}} or {{favilink|VISAGE}} will be vulnerable to EMPs unless it has been modded to be [[electromagnetically-shielded]].
 
*{{favilink|Teleportation}} is very useful for moving between incursion points swiftly, especially if the invaders have been walled off completely. Player characters without the mutation can still teleport via eating {{favilink|voider gland|plural}} or {{favilink|yondercane|plural}}, gaining the mutation temporarily through [[teleport-based cooking effects]], or booting up a pair of {{favilink|ninefold boots}}. If the war parties target the front entrance, a {{favilink|Grit Gate recoiler}} will teleport the player character to them.
 
*Most Barathrumites won't restock their inventories, which means that they will retain any ammo, {{favilink|salve injector|plural}}, or {{favilink|urberry|plural}} traded to them and use them as needed. Healing items should be traded to {{favilink|Mafeo}}, {{favilink|Sparafucile}}, and {{favilink|Jacobo}} immediately before the invasion or they risk being cycled out.
 
*Too much sorrow to bear? Try a time loop! {{favilink|Precognition}} for mutants, {{favilink|sphynx salt injector|plural}} for True Kin, or settlement checkpointing for player characters using Wander Mode or Roleplay Mode can let you try it all over again. Be warned - the incursion points are non-deterministic. Reloading like this can change the locations of war party drop points. This can be better or worse for you and the Barathrumites.
{{References|2.0.201.71}}
{{References|2.0.201.71}}
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[[Category:Quests]][[Category:Main Questline]]
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