You collect these tears each run of the rift. I got no clue at all and it seems like a broken gimmick.Īs you kill enemies, they have a chance to drop a tear. Secondary: webber missile (due to a perk), homing missile.Īnd finally, how do the "Tears of the mad" work ? Sustain/survival: front shield generator, nano recompensator.Ĭonsumables: insta-cloak (get out of jail card if everything is on cd), damage boost, energy boost. Or do the devs just need to massively tweak them ?įor the scout, you need to focus on repositioning and surival/sustain because you really can't stand toe to toe with the swarms here. N☃: Is there a certain ship/configuration needed for them ? The trick is really just keeping my cool through stage 1 and 3, especially at 3 because at this point you're fully committed, enemies hit like tanks you're close to audio/visual burn-out. This usually works, sometimes I have to reposition, I find the fourth stage quite easy. Don't be afraid to use your secondaries, and definitely use your ult every time it comes up unless you're near the end of the 3rd stage (you want to save that for the fourth stage).ĭuring the fourth stage I boost away from the boss for max range, trigger all my expendables and pop my ult, unloading everything on the boss before I get swarmed. N☂: How are you supposed to beat a rift, if even at 300 lunacy it's impossible to catch a break ?Īgain, speaking as a scout pilot, when I jump in I take a mental note of my position in relation to enemy groups bearing down on me, and then I either go to bat or reposition (using teleport, and/or energized boosters).Ī scout is a glass cannon so I really need to watch my position and relocate when things get too hot (this is much easier said than done however). If you're not there yet, don't even bother yet. One thing that should be highlighted here is that the rift is end-game content, so make sure you're max level and your ship is equipped with superior gear (at or near max level). I think the rift really rewards players that understand all concepts of combat in this game and of-course the pros-cons of their ship of choice. More than once I made it deep into level 3 only to be one-shotted by a sniper because tunnel-visoned on a single target, mis-positioned and got swarmed, or I lost my resolve pool due to playing-it too safe. Speaking exclusively as a scout pilot (max difficulty) - I find that the rift walks a very fine line between fun/challenging and sometimes frustrating. With twitchy fingers and a light ship, you can get away with boosting only, but the Play it Safe perk and an EMP or mobility device are practically necessary on heavier ships. Light enemies are usually quite easy to take out, and I find that hiccups from a unmanaged middleweight end my run or stall Resolve gain much more often.ĭamage avoidance (in this pre-1.0 release, at least) is more important than damage mitigation or recovery for most builds because at higher lunacies the damage is so incredible that effective mitigation is impossible. In order to keep up your Resolve (as well as on-kill equipment and perk benefits), it is important that your build be able to take out middleweight targets like Vipers and Overseers promptly. The amount of tears required increases with lower lunacies and I do believe the player needs to all-or-nothing the tears requirement you cannot pay part of the amount for a partially increased legendary chance.Īs to ships, there are two main factors to consider when building for rifts: time-to-kill and damage avoidance.
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