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Hemiak

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For everyone. I did E+ first up to five days and both trophies popped. I wasn't brave enough to push to 10 or 20 though. I'd imagine it works since most of the base game difficulty stacks, but I don't know for certain. 

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  • 4 weeks later...
On 6/9/2019 at 6:02 PM, Hemiak said:

How was playing the 20 full days in that mode? 

It was pretty difficult at first, but after about day 14, it was like most everyone said: more of a slog than anything else. You get used to the hidden lines of sight and it's way more manageable once you get into a nice rhythm.

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  • 2 years later...

I am fully addicted to this game. Going through my Expert Plus run (Archive Prism, Derek, Fusion, Parasite), more tips and tricks for anyone coming back to it now:

  • In campaign modes, you have to adapt to what you find. For example, I'm finding a lot of items (particularly Buster Chips) in my current run. This lets me save on power, which means I can keep Prism's disguise up permanently. But it also means I've had to increase my agent Strength super early so they aren't encumbered all the time.
  • Guards are super predictable! They are either stationary or patrol between two points. When they investigate, they move to that point, do a 180 degree look around, then return to their patrol route. If you can get noticed but not spotted, you can easily manipulate their pathing.
  • On the other hand, drones and some elite guards don't have peripheral vision, and any kind of advanced drone (or Null Drone) can't be permanently taken out by an EMP. This makes Sankaku missions super dangerous on higher difficulties.
  • Difficulty increases every in-game day, not every mission. So when you're picking the next mission, shorter travel time = more missions before the next difficulty increase = more ability to prepare. Sometimes it's worth doing a closer sub-optimal mission if it's on your way to the next one you actually want to do.
  • If possible, prioritize hitting a server farm early, as your two starting programs will outlive their usefulness fast. Generally you want one power management program you feel comfortable with, 1-2 good hacking programs (at least one that can hack right away), and some way of managing Daemons. Ping, Oracle, and especially Wisp are all super useful if you can spare the credits and power. Remember that after the Day 4 Omni mission, you get a sixth program slot.
  • It's better and cheaper to have two specialists on your team than two generalists. Instead of maxing out all your stats on all agents, decide on their "role" and give them stats and items that compliment that. Whoever steals from guards needs high Anarchy, whoever hacks the consoles needs high Hacking, etc. Speed is always useful, and Strength becomes more relevant as you have to carry more and more items into missions.
  • Cloaking rigs and stims are useful on almost every agent for emergencies, but if you're willing to be patient you can usually find ways to avoid needing them.
  • In most cases, the level three items are better than the level four items that require a charge pack. The one exception might be the EMP Pack IV because it has a way shorter cooldown. You can find one Charge Pack at every basic nanofab.
  • If you need to distract or move a guard and can't use their sightlines, use the sprint trick. Turn on sprinting, move one square so they hear the noise, then turn off sprinting and hide. In a good room you can rope-a-dope guards and get around them without setting off any alarms.

My playstyle is slow and methodical, treating each level more like a puzzle than an action game, and usually uncovering 100% of the map along the way. So I choose agents and programs and augments that complement that approach. Internationale, Derek, Prism, Xu, Seed + Parasite, etc.

 

My mission priority is Detention Centre (if I don't have 4 agents) -> Financial Suite (if I don't have a Vault Card) -> Vault (if I'm low on credits) -> Server Farm (if I need better Incognita programs) -> Cybernetics Lab (if I have open Augment slots) -> Nanofab Vestibule -> Security Dispatch -> Executive Terminals. Every mission type has a specific new threat that triggers when you hit the mission objective.

  • Financial Suite will spawn an Enforcer in hunting mode 3 turns after you knock out the executive.
  • Executive Terminals will change the guard patrols when you grab the site list.
  • Vaults and Security Dispatches will send a guard to your location as soon as you loot the main objective.
  • Cybernetics Labs, Nanofabs, and Server Farms will reboot some random devices when you finish hacking the main ones.

As for the corporations, I usually go K&O -> FTM -> Plastech -> Sankaku if all else is equal.

 

Thoughts on specific agents:

 

Decker - Pretty meh, there are lots of other ways to deal with Daemons.

 

Internationale - Excels as a scout when you're starting the game, but if you're trying to rob every guard and hit every safe on every level, you'll find all the consoles and devices anyways.

 

Derek - His transporter is game breaking. I usually give his beacon to another agent, let Derek distract guards and go for mission objectives and pin enemies, and then teleport him to safety when it gets too hot. You can also throw the beacon between agents or across rooms to avoid guards and save a huge amount of AP.

 

Dr. Xu - A local EMP every turn for free makes him a perfect safecracker and drone-handler. If you don't have him, I'd consider getting an EMP device for whichever agent is hitting safes most often.

 

Draco - Best used in a lethal run; if you spend the first two or three missions killing guards instead of KOing or avoiding them, you can max out his stats super early. But he doesn't offer anything special after that, and at later levels you really don't want to be killing guards.

 

Archive Prism - Another game breaking agent; with the right starting programs and power management, you can keep her disguise up permanently and explore the level without fear of being spotted. My new go-to scout and thief; keep an eye out for a Cybernetic Lab so you can give her Augment slots.

 

Banks - Speedrun strats! Not needing a keycard to open locked doors can open shortcuts to make missions way simpler and save on inventory space. If you can consistently steal a keycard, though, she becomes irrelevant.

 

It's worth noting there's a theoretical infinite combo if you pick Nika + Olivia. Give Nika's Taser to Olivia, and her melee attack does 2 KO for 2 power, but gains 2 power back with her augment. Give her Predictive Brawling and she gains 6 AP per melee attack. Give her at least one Titanium Rods, and she gains back more power than the attack costs. And with a Stim IV, she can do infinite attacks in one turn. Presto, Olivia now has infinite AP and infinite power as long as you can KO a single guard. Throw in a Cloaking Rig II or III, and she can clear the entire level solo in a single turn. You still have to watch out for Daemons, and this requires a lot of lucky RNG to set up.

Edited by PhyrxianLibrarin
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