The stacking of disruption resistance is a good idea, that nevertheless comes at the expense of other things like cooldown reduction, so we're pretty much locked in with skills that cannot be hacked like traps and foam.
Damaging skills have way too long cooldowns to be of any use.
So we still need to stack weapon damage, and use crowd control as soon as it stops being distrupted.
It's kind of absurd that these guys can pretty much nullify almost all non-red builds.
I really liked the idea I read a few days ago that disruption should decrease the skill tier, and completely nullify them only if you don't have enough tiers.
I want to know when Agents get an ability to hack enemy deployables. We've got Keener's stupid watch, so it should make sense within the story at least.Originally Posted by D-Y-N-4-M-O Go to original post
Then again, maybe I've just been playing too much Cyberpunk lately....
In my experience, the restore and revive hives will not work while disrupted. There is even a sound effect as the charges fail to get sent out. They return to normal once the disruption is over.Originally Posted by D-Y-N-4-M-O Go to original post
Traps still work, so shock trap works if planted before the EMP, granades messes with their AI and forces them to dodge so you can stop them from rushing you, got somehwere you can go to good cover, depending on what spec you are using you can throw a granade to stun lock them when they spawn so if you are solo then probably kill one of them during that. Otherwise is finding good cover and keep peppering them from safety
I would assume it depends on the difficulty level too. I've only done it once for the quest and that was on Hard difficulty.
I dropped a shock trap near the entrance to the room they spawn in and a Turret a bit further back so it couldn't be hacked. when the hunter ran up to the entrance he was hit by the shock trap and melted by the combination of Turret and Shotgun while stunned by the shock trap.
Debating on trying it again at a higher difficulty to see if their responses change to the difficulty.
It's a good idea!Originally Posted by Sircowdog1 Go to original post
I'd be interested to see your build to see if something is broken. My un-jammable healer build has improvised pieces providing extra mod slots for the holster knees and gloves. The extra mod slots are allowing me to achieve the immunity threshold of around the 95% mark.Originally Posted by dagrommit Go to original post
I have the hive down before the door even opens and it stays functional throughout. The hive will can be jammed in PvP however but i'll switch the build up to run the none deployed artificer hive that boosts the chem launcher and be fully immune to EMP.
I think they only tend to hack the offensive deployables like turret and drone but do need to get close enough to do so even with it being a stupid instant cast with zero telegraph or chance to interrupt it.
Foam grenade, shocktraps for CC and big gun seemed to me to be what the devs wanted player to be forced into, it's not designed with damage focussed skill builds in mind as any sort of proper balanced option.
If you make a big arena like the hunter room but then push players down the path of camping a small spot like the entrance hall or balcony and waiting for their prey then it's not a well designed fight.
Wow, there is a lot of good info in this thread. Amazing how the tone shifts when each thread isn't turned into.... well, you know.
So scorpio is the magic piece. That makes a lot of sense, because the last time I tried summit solo, it was before they nerfed it and you had to do floor 100 on legendary, and that was just not going to happen for me.
Then along comes this shotgun, and I don't pay it much attention (because I hate shotguns in most games), and I hear some rumblings in the forums for it being OP.
So now I have to go give that a go, because I considered floor 100 to be poorly designed and the balance to be absolutely abysmal. But maybe the scorpio makes it actually be fun.... and not just retrying until you get lucky and the hunters don't all rush at once, etc.
Thanks!
Also, the tip about not destroying their deployed skills -- that is genius. Never really thought about it, but that makes a lot of sense. Because as soon as you destroy the ones they have out there now, they just throw out new ones.
Now, my personal; opinion is that the end boss mission on this new content should not be designed such that only certain builds/weapons are viable. But if they threw scorpio in there to band aid it, that is better than nothing.
Ah, my bad - I wasn't referring to a full disrupt resistant build. I don't use my 99.5% (1 Yaahl, 2 Ceska, max HZP rolls and disrupt mods) for the hunter fight as shock traps don't need it.Originally Posted by D-Y-N-4-M-O Go to original post
I always use the shock trap on the door, which is one of the skills that they cannot disable and that reactivates quickly when finished, smoke grenade or fire (depending on their expertise) while being electrocuted I recommend using Scorpio (high damage with chances to leave the target immobilized), the chatterbox or other submachine gun that has quick shots and reload quickly, and by far I indicate the most efficient sniper rifle in the game the Nemesis and if you have the sniper specialization, the TAC-50 (characteristic weapon , take them down with just two or three shots in the head (Heroic).
Oh, and I think that with all the red attributes it gets better, because even with all the blue attributes, they have no difficulty in taking you down, their damage and accuracy are absurd.