![]() And it's the most effective strategy for taking on spooks, keeping them from teleporting away. It can stun a screw, allowing you to pummel them with headshots or spikes. It's also one of the few options for subverting an active secbot. The zapper is great for getting passed, subverting, or destroying turrets. Probably the best device because it's effective against almost all of the enemies, especially some really tough ones. However, the level two upgrade for the rad spiker does address this somewhat by doubling damage and is thus highly recommended. Other than the fact that the player can also poison themselves with rad spiker radiation pools, its only other major drawback is that the poison effect does not stack like with the spiker and thus the overall damage and time-to-kill can be quite underwhelming. This can be used to create traps around rifts for the purposes of farming drops or spawn control. Any citizen that moves through the pools will start taking radiation damage over time as if they'd been hit directly with a rad spike. It does take quite a bit longer to defeat a zec compared to patients, though.įinally, although admittedly sometimes more of a liability, you can shoot rad spikes at the floor to create radiation pools. Secondly, the rad spiker is very effective against zecs as it allows you to attack them from the front, avoiding their pesky shield. First, it is hands-down the best weapon for defeating patients you just bloop them with a spike, wait one second, all dead, and silently to boot. Rad spiker The rad spiker has a few key advantages that can make it a very useful weapon to carry into a mission, depending on the enemies present.
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