User:Kernelmethod/Sandbox:Build Guide: Difference between revisions

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Add some example of defensive and offensive kits
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Factors to consider include (from most to least important for beginning players):
Factors to consider include (from most to least important for beginning players):


* How well do I absorb damage? Is there a specific kind of damage that I'm vulnerable to? ''(Both of these problems are usually solved by making a modest investment into Toughness and Willpower).''
# How well do I absorb damage? Is there a specific kind of damage that I'm vulnerable to? ''(Both of these problems are usually solved by making a modest investment into Toughness and Willpower).''
* How can I escape from large groups of enemies? What will I do when I'm surrounded?
# How can I escape from large groups of enemies? What will I do when I'm surrounded?
* If all else fails, what is my trump card? What tricks do I have to '''reliably''' escape?
# If all else fails, what is my trump card? What tricks do I have to '''reliably''' escape?
* How can I escape from ''specific'' types of enemies? (This is especially important if there's a certain enemy type that you've noticed causes you a lot of trouble, like {{favilink|novice of the Sightless Way|plural}} or {{favilink|slugsnout|plural}}.)
# How can I escape from ''specific'' types of enemies? (This is especially important if there's a certain enemy type that you've noticed causes you a lot of trouble, like {{favilink|novice of the Sightless Way|plural}} or {{favilink|slugsnout|plural}}.)
* If I accidentally run into an enemy who's much tougher than me, how will I get away from them?
# How do I detect and avoid trouble in the first place?
* How can I mitigate certain effects? What will I do if I get [[poisoned]] or [[confused]], for instance?
# How can I mitigate certain effects? What will I do if I get [[poisoned]] or [[confused]], for instance?


For example, as a mutant, you could choose to build around {{favilink|Multiple Legs}} and {{favilink|Two-Hearted}} to solve these problems by beelining your way out of danger. As a True Kin, having {{favilink|shade oil injector|plural}} can help you in an emergency by simultaneously boosting your DV and phasing you out (just keep in mind that it may be difficult to find these injectors in the early game!).
For example, as a mutant, you could choose to build around {{favilink|Multiple Legs}} and {{favilink|Two-Hearted}} to solve these problems by beelining your way out of danger. As a True Kin, having {{favilink|shade oil injector|plural}} can help you in an emergency by simultaneously boosting your DV and phasing you out (just keep in mind that it may be difficult to find these injectors in the early game!).


It's useful to know a bit about game mechanics when answering these questions. For example, normally it's impossible to use a {{favilink|recoiler}} when there are enemies nearby, so you can't just rely on one by itself to teleport away from foes. However, you ''can'' recoil if you're surrounded by your own forcefields, so a common strategy for mutants is to grab {{favilink|Force Bubble}} or {{favilink|Force Wall}} so that you can surround yourself and recoil away.
It's useful to know a bit about game mechanics when answering these questions. For example, normally it's impossible to use a {{favilink|recoiler}} when there are enemies nearby, so you can't just rely on one by itself to teleport away from foes. However, you ''can'' recoil if you're surrounded by your own forcefields, so a common strategy for mutants is to grab {{favilink|Force Bubble}} or {{favilink|Force Wall}} so that you can surround yourself and recoil away (serving as a good trump card).
 
Here are some more examples of defensive tools, and how they address the questions above:
 
* {{favilink|Carapace}} increases your AV, which helps you absorb more damage (Q1). It also dramatically improves your [[heat resistance]] and [[cold resistance]], which will prevent you from being set on fire or frozen (Q6).
* {{favilink|Multiple Legs}} allows you to move around faster, which is very useful when running away from groups of enemies (Q2). {{favilink|Yeshyrskin slippers}} can also serve the same purpose. However, since Multiple Legs scales unboundedly, it can also help increase your AV (addressing Q1) by using it in combination with [[Ironshank]] (Ironshank raises your AV while Multiple Legs replaces the lost movement speed).
* {{favilink|Temporal Fugue}} gives enemies a ton of new targets that are just as powerful as you, giving you enough time to escape. It has a high cooldown, so it can't be used frequently, but it ''is'' useful when you suddenly find a situation you need to get out of immediately (Q3).
* In the mid- and late-game, {{favilink|EMP grenade|plural}} are a good defensive tool specifically for dealing with robotic enemies and enemies with lots of tech (Q4). Since you'll probably want to craft a lot of them, you'll want to take [[Tinker I]] as a prerequisite. The {{favilink|Electromagnetic Pulse}} mutation can also achieve the same effect.


== Offensive toolkit ==
== Offensive toolkit ==
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For example, {{favilink|Sunder Mind}} is a powerful mutation and is excellent for defeating enemies with high AV and high health. However, it only attacks one enemy at once and takes several turns, so it isn't strong against groups of enemies. It also has a moderate cooldown of 80 turns and is ineffective against enemies with mental shields (such as [[oozes]] and [[robots]]), so it isn't terribly reliable. As a result, you probably want to have other offensive tools besides just Sunder Mind for fighting enemies. For example, you could pair Sunder Mind with a ranged weapon, which will be better for dealing with groups of enemies and can hit oozes and robots, but won't deal as much damage.
For example, {{favilink|Sunder Mind}} is a powerful mutation and is excellent for defeating enemies with high AV and high health. However, it only attacks one enemy at once and takes several turns, so it isn't strong against groups of enemies. It also has a moderate cooldown of 80 turns and is ineffective against enemies with mental shields (such as [[oozes]] and [[robots]]), so it isn't terribly reliable. As a result, you probably want to have other offensive tools besides just Sunder Mind for fighting enemies. For example, you could pair Sunder Mind with a ranged weapon, which will be better for dealing with groups of enemies and can hit oozes and robots, but won't deal as much damage.
Offensive toolkits can include:
* Any kind of weapon, from a {{favilink|Steel Butcher Knife}} to a {{favilink|Crysteel warhammer}}, is a part of your offensive toolkit if you can wield it effectively against the enemies you're facing.
* {{favilink|Flaming Ray}} deals damage to enemies in a line, has a fairly low cooldown, and deals decent damage, making it a fairly reliable (Q3) weapon that can be wielded against groups of enemies (Q2). It can be combined with melee weapons, an even more reliable source of damage, and in conjunction with [[Multiweapon Fighting]] and {{favilink|Multiple Arms}} it can consistently set enemies on fire (Q5) when you perform multiple melee attacks per turn.
* {{favilink|Temporal Fugue}} also serves as an offensive trump card (Q6), giving you a temporary but significant boost to your damage output.


== Other tools ==
== Other tools ==