Guide to malfunction: Difference between revisions
Jump to navigation
Jump to search
missed two =
imported>Anonus (Enemy Update, plus game ending conditions) |
imported>Anonus (missed two =) |
||
Line 98: | Line 98: | ||
Not all enemies are created equal. This is a quick reference for threat levels and priority targets. | Not all enemies are created equal. This is a quick reference for threat levels and priority targets. | ||
===Space Ninjas==== | ====Space Ninjas==== | ||
In a malfunction game, a Space Ninja may appear. Space Ninjas can emit EMP pulses, have a massively robust weapon, can steal you from your core instantly, can drain your APC in seconds, cannot be targeted with turrets if they teleport in, can instantly recover from stuns, can heal themselves, can teleport-gib any living creature, including you, on a tile, and can largely ignore everything you can do. | In a malfunction game, a Space Ninja may appear. Space Ninjas can emit EMP pulses, have a massively robust weapon, can steal you from your core instantly, can drain your APC in seconds, cannot be targeted with turrets if they teleport in, can instantly recover from stuns, can heal themselves, can teleport-gib any living creature, including you, on a tile, and can largely ignore everything you can do. | ||
If a Space Ninja appears, you are unlikely to survive, as none of your best weapons are effective against them, and they can kill you nearly at will. The only saving grace is that Space Ninjas will(hopefully) focus on the crew, as most of their objectives require it. Space Ninjas do require power, however, and shutting off the SMES will somewhat cripple their ability to recharge from APCs and wires. | If a Space Ninja appears, you are unlikely to survive, as none of your best weapons are effective against them, and they can kill you nearly at will. The only saving grace is that Space Ninjas will(hopefully) focus on the crew, as most of their objectives require it. Space Ninjas do require power, however, and shutting off the SMES will somewhat cripple their ability to recharge from APCs and wires. | ||
Line 126: | Line 126: | ||
Roboticists are capable of removing your cyborgs' power cells and creating mechs capable of breaking into your core. Don't let this happen! Roboticists also have access to a circuit imprinter, and while they can't do research they can print anything that has been researched. Lock it down or destroy it to keep them from surprising you. If you're lucky, some roboticists may even end up building more cyborgs for you if they don't notice or don't understand that you've gone rogue. | Roboticists are capable of removing your cyborgs' power cells and creating mechs capable of breaking into your core. Don't let this happen! Roboticists also have access to a circuit imprinter, and while they can't do research they can print anything that has been researched. Lock it down or destroy it to keep them from surprising you. If you're lucky, some roboticists may even end up building more cyborgs for you if they don't notice or don't understand that you've gone rogue. | ||
===Atmospheric Techs, and Engineers==== | ====Atmospheric Techs, and Engineers==== | ||
Atmospheric Techs and Engineers both start with tools and hardsuits, and Engineers have insulated gloves. Atmospheric Techs can disable your ability to plasmaflood for good, and Engineers can make doorshocking largely useless via cutting the power or otherwise disabling SMES output. Their hardsuits make them immune to fire, space, and most atmospheric conditions, but without them they're just slightly better-equipped Assistants. | Atmospheric Techs and Engineers both start with tools and hardsuits, and Engineers have insulated gloves. Atmospheric Techs can disable your ability to plasmaflood for good, and Engineers can make doorshocking largely useless via cutting the power or otherwise disabling SMES output. Their hardsuits make them immune to fire, space, and most atmospheric conditions, but without them they're just slightly better-equipped Assistants. | ||