I always found The Split troublesome to use the GL on as alot of the areas feature low ceilings, so often the rockets get absorbed into the ceiling, archways and things like that. I’m quite happy using the Torque (and Boom) to be honest.
I was worried about this. To apply bleed you need to get very close to the sentinels… and those sentinels down you pretty quickly even with stim. Its going to be challenging this time.
I think what he’s suggesting, is that Kait/Infiltrator can clear all, or the majority of the first room of act 2; and then that creates more time for the other fights. Fahz/Marksman should in theory be able to take out the Sentinels using his X-Ray, but it can be tight getting it back for two consecutive fights (assuming you go down the left side path with the venom fans and bridge). Clayton/Gunner helps if they have Ultimate Battery.
Alternatively Kait could cloak and oneshot one of the Sentinels - even if it doesn’t kill them, it should seriously damage them. Depending on who else is on the team, I’d expect them to help out anyway. If Keegan was there, then they could prime the Sentinel with some explosive bleed damage first before Kait cloaks and shots (so the extra Blood Resonance damage kicks in).
Does this map have a Lancer? Its been a long time since I played this hive.
What about the rest? I think there are flying enemies totally in the second act?
I thought it would be best for Infiltrator class to take care of the DR-1’s in the second act.
There’s no Lancer, but that wouldn’t be relevant to Kait/Infiltrator anyway. There are Overkills which are lifted from DR1’s. I don’t think there’s Gnasher’s though.
The 2nd part features a combination of enemies. You’ll have to fight a minimum of 4 Sentinels, but the rest are Elite Drones, Deadeyes and DR1’s (plus Rejects or Juvies at the very end).
I’ve just finished Bunker on Incoceivable, but not going to bother doing that with The Split for just another 300 coins. Tried it on Advanced with randoms and it didn’t work, then did custom advanced (different mutators) with them and that went well. But that last room is just bad enemy spawn design. It’s so overwhelming on the highest difficulties and I don’t feel like adding more stress to my day.
I was asking that because @HerrKatzchen said if we set the stim cards, then I figured the lancer would be a useful aid to gain stim.
The Lancer? Just shoot them with the OVK.
The chainsaw to execute and gain stim.
Wait, you don’t know about the change they made to “Reaper”?
Haven’t been running a stim build with the infiltrator for quite a while so I have no clue.
Kait/Infiltrator’s Reaper card has changed now. It used to give stim for each execution you got, but nowadays it’s based on shotgun kills (or shotgun inflicted bleed-outs). I suspect he’s referring to the following kind of build, which is pretty tanky if you can sustain the momentum:
Blood Resonance (extra shotgun damage on bleeding enemies)
Laceration (shotguns cause bleed within 5 metres)
Stim Batteries (more stim capacity)
Enhanced Stim (when you have stim, you gain x-amount of damage resistance)
Reaper (shotgun or shotgun bleed kills give you stim)
I suppose my only question, is if the Infiltrator bleeds a DR1 and causes it to self-destruct, does this still count as a shotgun kill and give you stim? Cos that could make all the difference in the final battle.
On which level do you unlock this card? If not, which card did it replace?
I think I am still level 18 with that class.
So you gain stim by killing enemies on which you successfully inflict bleed?
That sounds cool. I am going to change my card setup for this class.
Thanks for pointing this out!
It’s one of the early cards - level 4 or 5 I think?
The Reaper card has always been in the game and under that name, just that from Ops 1-4 it gave you stim for executions; and since Op 5 it gives stim for shotgun and shotgun inflicted bleed kills. As I understand it, the kill has to be attributed to you. So it doesn’t give you stim if say, you wound and bleed an enemy, but your team mate finishes them off. You have to be the one to land the finishing blow (or caused the bleed which leads to them bleeding out).
Also, if you use cloak and Reaper, and you have a shotgun, have the shotgun equipped when you do executions, you will get stim for them similar to how the card used to work in OP1-4.
Okay that’s good. So I don’t have to farm for duplicates for that card.
I am confident that I would have had that card in level 5 by now.
That’s interesting, I will have to remember this.
Might just do these on lower difficulties for the class XP today, not worth the hassle trying on Incon with classes I’m not completely comfortable with.
The Surge with randoms yesterday was, interesting. Fun, as the host did the hive as a regular run as opposed to a speedrun, but if I knew what the Brawler host wanted to do beforehand I would’ve picked a different class or used a different card setup.
I just cleared this hive today on Incon.
Luckily I had a good set of randoms who knew what they were doing.
Classes were Brawler(Me), Nomad and Anchor.
Had a good run, but took a couple of retries in the second act as Mulcher Scions kept shredding us all.
Haha, I had the same with Surge. Lobby name wasn’t very descriptive to me, sounded like another speedrun on Incon so I joined in as Mechanic. The others were Veteran and Protector. I was kind of surprised when the others didn’t keep running and I got downed in the big room before the drop near the safe room. Instead of getting kicked the brave Protector rushed in, and we started trading revives. From there we were trying to fight properly. It was kind of a struggle initially but we pulled through.
Luckily we took the usual speedrun path but without actually speedrunning it and visited supply rooms on the way so I had an EMBAR, with which I could actually contribute to the mission. Even managed to get a couple of tracker kills. We won first try somehow. It was kind of fun, actually. Also found out an active reloaded EMBAR with Mechanic’s DB weapon damage skill card can one shot Elite Drones in the face so that’s good to know. Tracker bleed is underwhelming, as expected.
But at least I can pretend Mechanic has some sort of niche in Escape.