Bionic Dues

Bionic Dues

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How to play - game mechanics and tactical advice Bionic Dues
By peddroelm
Describes in great detail what the game is about, the core game mechanics, statistics , progression, formulas and gameplay advice.
   
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What is this game about - describe basic gameplay
Turnbased strategy, using up to four units (from six classes) with RPG like stats progression from procedurally-generated loot that grants weaponry and defensive upgrades, new abilities, and more. on procedurally-generated tactical mission maps.

COMBAT is MOSTLY puzzle/ deterministic - NO RNG DICES - capable enemies will path find into the closest non-stealth hostile, attacks have 100% chance to hit (unless GUARANTEED MISS BECAUSE of special abilities ) damage calculation is NOT randomized (constant/predictable/consistent damage - small caveat of per AOE weapon different undocumented damage falloff rules). Exceptions (to the pathing rule) are bots with faulty drives - not totally random - they move into certain overall direction but impossible to predict each move. Misses (ONLY happen because of abilities) have a clear set of tiles they can land on.

On the combat map players (investing on enough sensor range upgrades) operate in an almost perfect information game (doors and false walls obstruct sensor vision, some bot types can use stealth/indivisibility, landing tiles for the (special ability forced) misses , (special) faulty bot drives, ) but with careful play the impact of these can be minimized.

What happens on strategic/tacical layers
  • Campain map: Prepare buy/ sell / refit mechs for new mission. Select next mission (randomly generated map) .
  • Mission map : Turn based combat. Usually 1 action per player 1 action for each ACTIVE enemy BOT on the map. (exceptions - player exo's have a couple of 'free actions'; some special bots can INSPIRE or BOSS can gain extra actions per turns ... SCARY !!! ). 2D randomly generated map - combat governed by specific rules with units with various statistics - you control 1 of up to 4 units each with different bonuses / loadouts and # of upgrade module slots .. SWITCHING BETWEEN THE (up to 4) UNITS TAKES AN action ending turn.
Singleplayer Campaign overview
Robot army is made out of ~54 robot types.
Each campaign starts at day -50 (minus 50). Most missions add +1 to the day counter. Command center missions add 5 days. Final battle happens when day counter reaches 0.
At the start of every new campaign 5 normal and 2 boss models will be RANDOMLY selected out of those 54 robot types to make up the TASK FORCE to invade the player's base at day 0.
After every mission the robot army manufacturing EVER increases allowing them to build more bots for TASK FORCE after every mission.
After every mission all robot types (all 54 of them) gain XP causing them to level up every now and then increasing their combat stats (HP, damage, range, etc ..)

During most mission types you DO NOT engage the TASK FORCE but other bots randomly selected out of the 54 (less without boss types).

THERE ARE NO STAT GAINS!! for the player hero or EXO units (except 1 time per EXO after finding and completing the corresponding bahamut mission upgrading the EXO to its Epic version ). ONLY (real) WAY to improve the combat performance of the player's EXO team is via loot acquisition. Loot (with randomly generated combat stats) comes from : combat drops (abysmally low chances) , shop (killing bots gives piddly $, selling loot gives $) BUT MOSTLY as (specific) mission completion rewards and from hack-able loot containers.

Things also affected by the day's counter or number of missions attempted : new loot combat stats (increase but so does their power consumption), mine level (and damage), trip wire difficulty level, electric floor level (and damage) , hacking costs. Typical endgame value for this parameter is ~17. (with 4 of 5 robot command center missions completed during the campaign).

Some mission types provide little/poor loot. THE ROBOT ARMY DOES NOT CARE - they gain XP and TASK FORCE NUMBERS after every mission with the fallowing exceptions :
  • Salvage type missions lower the robot army manufacturing a bit when done at full HQ hitpoints.
  • Factory missions remove 1 random robot from the TASK FORCE per destroyed factory and PREVENT XP GAIN for the day/round.
  • Lion's Den missions permit engaging the TASK FORCE killing numbers of the 5 NON-BOSS types DIRECTLY !
  • Assassination missions permit engaging the TASK FORCE killing numbers of the 2 BOSS types DIRECTLY !
  • Command center missions add 5 to the day counter instead of 1 ( brings the final battle sooner, at lower combat stats and numbers for both the player EXOs and the robot TASK FORCE ) and provides best quality loot as mission reward.

Every day BEFORE EACH BATTLE/Mission YOU CAN SEE the taskforce's STATS (max HP) so you can try and optimize your weapon setups for 1 shot kills, 2 shot kills, pistol (weapon) ranges etc.
Unit Statistics used in the game's calculations
[ % Attack damage b , % All Wpn Damage c]
Attack Power ( Maximum Weapon Damage ) = BaseWpnDamage * (1 + sum b + sum b * sum c ) * (1 + sum c) weapon damage formula from the bionic dues wiki
(AOE weapons suffer from various not numerically documented but hinted at in the targeting area preview damage fall offs .)

Attack Range = Base Weapon Maximum Range + Sum (+ Attack range)
Splash Size (AOE only) = RoundDown ( base * ( 1 + sum % area of effect ))
Maximum Ammo = RoundDown( base * (1 + sum % ammo capacity))

[Power %]
Maximum power output = ( EXO base Power + Sum Power) * (1 + sum % power)

// base power values table
(80 Brawler) (100 EBrawler, Assault, Ninja, Sniper) (120 EAssault, ENinja, Science, Siege, ESniper) (150 EScience, ESiege)

[Shields %]
Maximum shields = ( EXO base shields + sum shields) * (1 + sum % shields)
Maximum Damage Reduction = (0 + sumDR) * (1 + sum % shields )
Maximum (shields) Regeneration = (0 + sum Regen) * (1 + sum % shields )

// base shield values table

[Propulsion %]
(Number of) Stealth Actions = (EXO base stealth actions + sum stealth actions) * (1 + sum % propulsion)
Trap Skill Level = ( 0 + sum trap skill level) * (1 + sum % propulsion)
Overload Level = ( 0 + sum overload) * (1 + sum % propulsion)

// base stealth charges values

[Computer %]
Sensor Range = ( EXO base sensor range + sum sensor range) * (1 + sum % computer)
Hacking Points = ( 0 + sum hacking points ) * (1 + sum % computer)
Virus Points = ( 0 + sum virus points ) * (1 + sum % computer)
(number of) sentry turrets = ( 0 + sum nr of sentry turrets ) * (1 + sum % computer)
(number of) mines = ( 0 + sum of nr of mines ) * (1 + sum % computer)
Few extras about weapon damage calculation
TD...Total Damage per Shot a...Wep Base Damage b...Sum of +% Att Power Bonus c...Sum of +% Att Power to all Wep Bonus TD = a * (1 + b + b*c) * (1+c) damage formula from the bionic dues wiki

Observation 1: the 50% damage from in-mission virusing a leader bot is added to the b parameter in this formula for all the Exo's weapons.

Observation 2: OVERDRIVE missions *10 damage for both Exos and Robot army indeed provide and extra *10 to the Exo weapon damage formula.

AOE Attacks suffer from damage fall-off mechanic

The game targeting system illustrates this with the size of the targeting circles constantly decreasing as they go further from the aimed tile. The effect is most pronounced/visible for weapons with (en)large(d) area of effect.

For most AOE weapons the damage fall-off is a simple 15% per circle size. // extra damage multiplier * (1 - N * 0.15) where N is the number of times the aiming preview circle is decreased compared to the maximum circle size at the aimed tile. 100% 85% 70% 55% 40% 25% ..

Most AOE weapons seem to fallow the rule above (I tested dissolver, rocket launcher, plasma cannon and overload).

Shotgun's damage fall-off progression is different (more severe) and the maximum damage displayed in the UI can never be achieved even when targeting the brawler using it (beyond point blank range ) ..

Volatizer also has different damage falloff formula.

DAMAGE REDUCTION ( EXOs ONLY)
damage received = Max( incoming damage * 0.1, Incoming Damage - DR)
Sentry Turret, Mine and Overload Damage Formulas
TL = EXO trap level

sentry turret stats progression
shields:300 + 60 * TL attack:150 + 30 * TL range: 6 + TL/3 // capped at 11 ammo:10 (fixed, no way to increase it) from bionic dues wiki page

Mine Damage = MineLvL * ( 50 + 10 * TL)

MineLvL is displayed when hovering over deployed mines.
MineLvL goes up as as days go by (is the same as the cost per locked door hacking). On the final mission mine level ~ 17.


Overload - AOE ATTACK that doesn't consume AMMO. It doesn't consume Stealth charges when used - only getting in/out range safely might require some stealth charges.
IT consumes shields and SHIELDS CAN REGENERATE - outside weapon range of hostile enemy bots.

Overload Level = ( 0 + sum overload) * (1 + sum % propulsion) * DamageFalloff

self damage Max ( OL * 0.25 - DR , OL * 0.025 ) Then regen ..

( overload fallows the 15% damage fallof rule but THERE ARE NO AIMING CIRCLE PREVIEWs for this attack - so expected damage can surprise you ). Overload can be comboed with shield regen and DamageReduction to provide resource free INFINITE DAMAGE in most map configurations.
Chance to hit
Chance to hit in combat is 100% with the fallowing exceptions:

  • GaffeBots and BlunderBots always miss their first shot selecting a wildly random tile as target within their firing range (you need to provide them with a valid HOSTILE target within their weapon range - sentry turret, virusated bot, hates everyone bot, .. NOT 100% SAFE to trigger the first guaranteed miss with your EXO - the AOE still has NON 0 chance to hit you !! ). Second shot is deadly accurate
  • Some bot models (DumBots, Invigorated DumBots) miss ever other 2 shots and 3 respectively (miss the target by 1 tile, way less dramatically than the gaffe and blunder bots ). FIRST SHOT GUARANTEED MISS
  • BlasterMaster bot curses bots in range for the remainder of the mission TO MISS EVERY OTHER SHOT. FIST SHOT OF CURSED TARGET GUARANTEED MISS. BEWARE AOE ATTACK Miss by 1 tile still hits you !
  • RadarBot causes ALL non-AOE shots in an 2-3? tile area centered around him to have a 100%! chance of missing (1 tile difference)
  • Not technically missing BUT it can surprise and get you killed - ShieldBots draw (even AOE) hits within 5 tiles to themselves. SilenceBots transfer the hits aimed at them towards a random ally within 5 tiles (if any available) . How can it kill you ? Transferring a crucial motion disabling pistol shot to a different target at the worst possible moment !
  • SilenceBots CANNOT be motion disabled via pistol shot as long as it has allies in range !
  • ANY BOT CANNOT be motion disabled via pistol shot as long as it has shield bot in range !
MISSING in this game doesn't mean the projectile disappears - usually it lands 1 tile away from the target (EVEN BEYOND THEIR TARGETING RANGE) !! Careful when counting on GUARANTEED misses that your EXO aren't in the possible landing areas. Also BEWARE of AOE misses.
Vision and Sensors
Vision of basic exos is 16. sniper exo has a vision of 20. this is basically the range in which stuff around you is actually visible on the map and more importantly caps your attack range. what that means is that you can't target your weapons outside of your vision range. so no use in giving your weps more than 16 att range, or 20 att range for sniper exo. the only exception here is the epic siege exos shadow torpedo. this weapons is able to target any tile you have revealed with your sensors within it's 50 attack range. btw: awesome weapon to sniper away support bots. Sensors allow you see map details beyond your vision range. while they are shrouded in fog of war, you'll still be able to determine map layout, enemy bots, traps, terminals, etc. Sensors range is capped by doors and false walls. so get rid of them to reveal more of the map. Sensor Range is also your whistle range, so the higher it is, the more enemies you can lure into your trap. from biotic dues Wiki
Turn ending ACTIONS and Free ACTIONS
MOST UNITS GET 1 action per turn. Exceptions : boss and special unit

FREE ACTIONS :
  • switching between weapons
  • switching orientation (default arrow keys) for aiming virus or trap deployment
  • Gamma-Ray (sniper) or Chaingun (EScience) even number of ammo remaining
  • pistol shot (triggers 3 turns cooldown)
  • whistle button/action
  • toggling stealth mode on/off (its cost is subtracted at the end of turn if applicable)

TURN ENDING ACTIONS !!:
(ending turn in range of hostile bots guns usually means certain death on higher difficulty settings )
(consumes stealth charge if stealth mode on - UNLESS overload)
  • MOVEMENT
  • Firing Weapons (see above exceptions) (breaks stealth and cooldowns it 1 turn unless ninja)
  • deploying mine or sentry turret (breaks stealth and cooldowns it 1 turn unless ninja)
  • skip turn button/(in)action (DOESN'T BREAK STEALTH / consumes stealth charge)
  • EXO SWITCH (deactivates stealth - need to activate on the new EXO)
  • virus button/action (DOESN'T BREAK STEALTH / consumes stealth charge ? )
  • overload button/action (DOESN'T BREAK STEALTH // DOESN'T CONSUME STEALTH CHARGE)
Turn Order Mechanics
  • (player's) exo
  • sentries firing at closest target (deploy sentry NOT instant - wont fire the turn is deployed)
  • virusated bots (but virus is NOT instant - cannot virus and make it shoot before enemy acts)
  • enemy bots ( fixed order OR AI optimized ?)
  • repeat
ALERTING BOTS (agro mechanics)
Enemy bots start the fight in sleep/wait mode. There are various ways, described bellow to activate them. Once activated only way to deactivate them is to kill them or make them expend all their ammunition. Pressure plates and hack-able computer terminals can disable bots in a certain area weapons and propulsion for a number of turns - DOES NOT PREVENT ACTIVATION OF SLEEPING BOTS.

What they do when active depends on their type : most of them will beeline towards the closest unit in the player's team (active EXO, turret, virusated bot, cryogenic pod, etc..) with intent to get them within their weapon range and fire upon them. Some have faulty drives and their motion is hard to predict making them very hard/expensive stealth wise to virusate once activated.

THE DISTINCTION OF DURING WHICH TURN (player or bots) BOTS ACTIVATE IS VERY IMPORTANT ! Ending the turn in gun range of an activated BOT means getting shoot at (some specials might cause it to miss but you will GET SHOT AT). Ending turn in vision and gun range of an UN-activated bot MEANS that bot will spend its next turn detecting you visually and merely activating.

  • EXO whistle (based on EXO position and its sensors statistic; blocked by closed doors/false walls)
  • direct sight DURING BOT TURN (based on EXO position and sight obstructions; all bots have different sight length - shortcut to display it MANDATORY !! ) (if deployed at the starting of the mission in LOS of enemy bots cloaking or moving out of LOS before their turn WILL NOT ACTIVATE THEM - activates during their turn)
  • sound !! ( shots landing within around 2 or 3 tiles - activates during PLAYER turn - can cause player to get shot when breaking door with noisy weapon (all of them) ?)
  • receiving damage ( from long range sniper or SilenceBot that redirects EXO damage to other bots)
  • AOE ALERT WHEN RECEIVING DAMAGE: when they TAKE DAMAGE BOTS AOE YELL to activate other bots (BEWARE bosses have ~5 tiles yell range); beware of mines and electric floor damage near un-activated bots
  • special RazorBot - activates when EXO closer than x? tiles and HATES both bots and EXOs.
  • special HunterBot - activates when it gets within any EXO sensor range
  • special ThreadBots - they have 0 vision. Any activated ThreadBot activates ALL remaining ThreadBots on the map.
  • special When activated AND HAS LOS ON PLAYER TEAM MEMBER or is damaged from mines for example (you can whistle it to you from behind corners) the SentryBot activates ALL!! bots within X? tiles (HUGE AREA !!)
  • special (failed alarm trip wire causing auto-whistling)

Using this knowledge one can most of the time CONTROL THE ORDER OF ACTIVATION and thus separate very hard to kill otherwise compositions .. (silence, radar, shield, repair BOSS bots, etc .. )
Nuking clumps of bots is efficient and satisfing but sometimes the safest option is calling them 1 by 1.
Navigating Doors and False Walls
"I keep warning you. Doors and corners, kid. That's where they get you "

(obstructions) Doors and false walls BLOCK YOUR SENSORs range making them prime location for bot ambushes.

Safest option for doors is walking through it using stealth. Without stealth ACTIVATED bots on the other side in weapon range will shoot you. (example ThreadBot ACTIVATED earlier and pinned in place by MantaBot) . SentryBots work weird - they could activate enemies behind doors.

MOST OF THE TIMES THERE IS NO WAY TO BE 100% certain there won't be an activated enemy behind the door so STEALTH opening is required to be 100% safe (IRONMAN MODE) .

(as a side note activated enemies CAN and WILL open closed doors if its in their path)

False walls don't leave option for stealth (UNLESS NINJA). Use cloaked ninja to score the final blow on false walls to be 100% SAFE !! (if no ninja available read bellow).

Epic siege's shadow torpedoes MAKE WONDERFUL 100% SAFE door/false walls openers.

Blowing up doors or false walls without ninja: BEWARE OF EXPLOSIVES BEHIND THE DOOR (opening the door with AOE attack and standing too close can be a DEATH SENTENCE). To minimize the risk use attacks around the corner when possible (disolver, shotgun, various other AOEs or long range attacks ). Enemies near the obstacle will hear the explosion and activate and shoot you during their turn if IN RANGE..

Sometimes for obstacles in long corridors THE ONLY SAFE WAY TO OPEN WHITHOUT NINJA OR EPIC SIEGE IS USING A VIRUSATED ENEMY BOT THAT WILL BEELINE TOWARDS THE OPPOSITION.



Power output mini guide
Exo's CANNOT be deployed on missions with negative power usage. While some modules equipable on them generate power, most modules consume power (A LOT OF IT with "who designed this circuit?").

Exo's power output = ( base_power + sum(PowerModules)) * ( 1 + Sum(Power%Modules))

The base Power outputs don't affect much in the lategame (small drops to the final numbers). (80 Brawler) (100 EBrawler, Assault, Ninja, Sniper) (120 EAssault, ENinja, Science, Siege, ESniper) (150 EScience, ESiege)
The #number of mod slots is the bigger factor determining the maximum power output of an Exo (more slots to put power generation in). In that regard (9 EBrawler, 11 EAssault, 12 ENinja, 12 ESniper, 12 ESiege, 14 EScience ) There are power generation modules that can fit even in the weapon slots but they have less amounts than the modules for reactor, computer, shields and propulsion.

Because of the way the formula is written: pecent based bonuses to power output get more potent with the more +flat amount of power generation.
For example: +60% of 100 is +60 but +60% of 10000 = +6000. Same module applied to two different EXOs - wildly different output results.
(HOLD ON TO EARLY low power consumed %power bonuses modules (except in reactor slots unless they also have godly +all weapon damage bonuses which they can't have early game..) - They will get better/more valuable as the game progresses and your EXOs +flat power generation from new modules increases).
What Any EXO TEAM NEEDS TO SUCCEED ( -> proto equipping guide)
MANDATORY:
  • sensor range (don't die to unseen snipers, )
  • ability to project damage at appropiate range (set up your weapons for optimal range, damage per shot and ammo capacity AND your enemies in positions that improve the efficiency of your AOE attacks)
  • patience and clarity of mind :)

Very nice to haves (almost mandatory):
  • 1 pistol user (its ability to freeze bots in places is literaly PRICELESS)
  • plenty of stealth(cheat:P) charges (get out of death traps but also offensively to get shorter range weapons in range, overload abuse)
  • hack charges [your STATS only improve from loot !!]
  • ability to project damage around corners (brawler or dedicated overload EXO)
  • enough traps level on at least 1 EXO to navigate the level (lacking this can make certain trap heavy maps much harder)

Nice to haves:
  • some virus charges - can end up saving up tons of ammo making 1 bot kill tens of other bots (tiger bots, thread bots, etc ..) (greatly ENHANCED by a pistol to control the placement of the convets) or by coverting damage buffing bots [STRONGER EARLY GAME BEFORE you catch up]
  • sentry turrets (even better with high trap level)
  • mines ( mid to lategame with a bit of trap level on top)

This list can be used to help you PRIORITIZE WHICH PIECE OF EQUIPMENT GOES ON WHICH EXO problem , ESPECIALLY WHEN PLAYING WITH WHO DESIGNED THIS CIRCUIT POWER RESTRICTIONS.

Start by adding the most critical (sensor range, hacking, damage for the best damage dealer) mods to your EXOS. Then try to deliver enough power to satisfy the power requirements ..

If too much power (remove power and) add goodies (more damage, more stealth, more virus, more hack ..) .. If not enough power - remove goodies with less power hungry modules or with power generation... Iterate until power waste is minimal on all EXOs (you WON'T be capable of pimping out all EXOs with who designed this circuit until the very late game - you will be forced to play favorites ! ) .
Exo Weapon Types: Base Stats and Weapon Module Equipping Advice
Some EXO types share weapon types. While the base parameters of a weapon are the same across multiple EXOs and no EXO gains special weapon damage bonuses in practice the same weapon will end up having different stats (damage, range, ammo, etc..) because of the different modules equipped on each EXO (they have different amounts of module slots) and due to the fact that the equipment on each EXO will differ according to the roles/functions you aim for it to perform in combat (For example a science EXO will typically have more %computer bonuses to boost its sensor range, hacking, virus payloads .. A sniper EXO is likely to have much more %damage ALL weapons instead in that "party". So the damage output potential of their laser rifle will greatly differ as the game progresses and more modules become available. Another big reason for big difference in practice of performance of the same weapon on different EXOs is "who designed this circuit" difficulty setting which will make it impossible for a player to equip 4 EXOs properly until near the end of the game (brutal power generation constrains))

All Weapons have 3 module slots for customisation
(damage, attack range, ammo, splash size) ONLY for the weapon they are equipped in.
(all weapon damage) can be on any EXO slot and will AFFECT ALL WEAPONS on that EXO.(very prized stat bonus on any module for main damage dealing bots : Brawler, Sniper, ..)

For weapons with high base ammo counts %ammo modules will be more effective at increasing their total damage capacity but REMEBER (most) weapons fire once per turn and attack range is also often a vital parameter.
(it will take special circumstances to allow your EXO to fire the same weapon multiple times against the same target: lack of attack capability(ShieldBot, EMPBot, AvalacheBot, RadarBot.. ), attacks around a corner (AOE like shotgun,dissolver, any AOE really) , motion impared, out of ammo, extreme weapon range disparity, stealthed ninja)

  • Kinetic Burst Weapon(EBrawler, ENinja)
    BDamage 1000, BRange 2, BAmmo 15, BSplash -, AOEType -, TDamage 15000

    Corner ambush killing weapon. Don't waste the modules on +range or even ammo, only the highest %attack damage will do. Stealth can help you move up on a target to 1 shot finish.
  • Welding Laser (Ninja)
    BDamage 300, BRange 3, BAmmo 20, BSplash 1, AOEType line, TDamage 6000

    Damage less relevant (%ammo and %damage). Add attack range and splash damage for a kickass around the corner door/false wall opener. Holding Control rotates the targeting area by 90 degrees.
  • Dissolver (Brawler)
    BDamage 600, BRange 4, BAmmo 30, BSplash 4, AOEType X like, TDamage 18000

    Due to its X shape +Range and %attack area can help it hit very far IN OPEN areas which is something the brawler struggles with somewhat. It is probably better to double down on the brawler's role instead and only add %Damage to greatly enhance its corner killing capabilities.
  • Shotgun (Brawler)
    BDamage 750, BRange 4, BAmmo 24, BSplash 4, AOEType "cone", TDamage 18000

    Due to extra Damage falloff constrains maximum listed damage cannot be achieved on any targeted tile (damage listed in the weapon's info pannel is an OVERESTIMATION).
    Another quirk is the weapon can do more slightly more damage when fired towards Est direction (put the targeting cursor on top of the brawler). %Extra Attack area, %damage and some %ammo seem like the winning tickets for one of the most brutally versatile weapons in the game.
  • Pistol (Brawler, Science)
    BDamage 40, BRange 5, BAmmo 32, BSplash -, AOEType -, TDamage 1280

    Free action with 3 turn cooldown. Best weapon in the game on higher difficulty settings - see the strategy tips section. Pins target in place. Don't care about damage; get enough +range or and use any left over module slots to %power; %all weapons damage ..
  • Light Machine Gun (Assault, Ninja, Siege)
    BDamage 120, BRange 6, BAmmo 55, BSplash -, AOEType -, TDamage 6600

    The total damage parameter is respectable but the low base attack range make this weapon harder to get mileage out of as the game progresses and more and more bots grow to outrange it.
    You will probably need its damage early game but its engame fate is usually to use its modules for EXP wide bonuses for %power or %damage all weapons.
  • Grenade Launcher (Assault)
    BDamage 400, BRange 6, BAmmo 14, BSplash 1, AOEType "+" like, TDamage 5600

    Nothing to write home about. Could go full % damage for corner killing if lacking brawler or add 1 splash and %damage otherwise.
  • Chain Gun (EScience)
    BDamage 250, BRange 7, BAmmo 70, BSplash -, AOEType -, TDamage 17500

    Huge killpower capability with decent range which the Science sorely needed until the epic upgrade. EVEN ammo left shots are FREE ACTION (CAN FIRE TWICE PER TURN) !!
  • Volatizer (EAssault, EBrawler)
    BDamage 600, BRange 7, BAmmo 12, BSplash 1, AOEType "wide jagged line", TDamage 7200

    You're probably not get much use out of this weapon without massive +range upgrades as the game progresses. At 10-13 range you can actually use it to hit multiple targets. I don't think %attack area is worth the loss of damage/ammo on this weapon.
  • Laser Rifle (Assault, Science, Sniper)
    BDamage 180, BRange 8, BAmmo 35, BSplash -, AOEType -, TDamage 6300

    Much better than the LMG by virtue of its longer range and harder damage per hit which allows for pure %attack damage early to mid game. Endgame relevancy will require adding a bit of +range as well.
  • Plasma Rifle (EAssault, ESniper)
    BDamage 1000, BRange 8, BAmmo 3, BSplash 3, AOEType "radial", TDamage 3000

    Low ammo charges Rocket Laucher equivalent. Pistol can help clumping enemies. The short range will make it a bit difficult to use. % ammo will not be very effective. Probably focus on %damage with a bit of attack area and maybe a bit+ range for late game.
  • Rocket Launcher (Siege)
    BDamage 1000, BRange 9, BAmmo 7, BSplash 2, AOEType "radial", TDamage 7000

    Bread and butter weapon of the Siege EXO. Pistol can help clumping enemies. Porbably doesn't need much %ammo. Increase the splash/attack area a bit and use rest for %attack damage.
  • Gamma-Ray Laser (Sniper)
    BDamage 400, BRange 12, BAmmo 18, BSplash -, AOEType -, TDamage 7200

    Another brutally effective weapon, sadly with low ammo capacity. EVEN ammo left shots are FREE ACTION (CAN FIRE TWICE PER TURN) !! The built in range allows for pure %damage stacking until the very late/end game. Use rare modules with high damage and ammo on this.
  • Plasma Cannon (ESiege)
    BDamage 2000, BRange 13, BAmmo 1, BSplash 6, AOEType "radial", TDamage 2000

    Get enough %ammo for an extra shot (100%). Don't go overboard Increasing its splash size unless hunting for achievements. Use rest of the slots for %damage.
  • Railgun (ESniper)
    BDamage 1000, BRange 20, BAmmo 5, BSplash -, AOEType -, TDamage 5000

    A weapon very similar in performance with the Gamma-Ray and as such creates demand of similar modules (gamma rey should get the better stuff since it get more ammo/total kill power). THIS ONE DEFINETLY DOESN'T NEED +range . (its range is capped by the sniper's sight range at 20 tiles).
  • Shadow Torpedo Launcher (ESiege)
    BDamage 800, BRange 50, BAmmo 5, BSplash -, AOEType -, TDamage 4000

    Great safe door/false wall removal. Can safely trigger explosives (but explosives lose power since they don't scale with bot army HP) . Can be used to try and snipe hard to get to buffing units.
    So either focus on %damage to get 1 shot kills before the buffer gets to buff a few OR, as I prefer it - stack %ammo (and some damage; DOESN't NEED +range) to open doors/false walls remotely.
Few words on EXOs slot distribution and built in bonuses / roles
  • Assault (Shield 3/3, Reactor 2/3, Propulsion 2/3, Computer 1/2)
    Weapons: Laser Rifle, LMG, Grenade Launcher, [E]Plasma Rifle, [E]Volatizer
    Special: 60% %shield bonus (maxshields, regen and damage reduction).

    Best overload user - has easiest time geting the DR and regen required for infinite overload usage. (do keep an open eye for the overload, regen and DR mods)
    None of his starting weapons is spectaculary effective (like dissolver, shotgun or gamma ray) which means lower priority powering up this exo if 'better' damage dealers are available.
    The low reactor and computer slot count make it very difficult to force him to do sciency stuff (unless you bring only Assault exos ..)

  • Brawler (Shield 3/3, Reactor 2/2, Propulsion 1/2, Computer 1/2)
    Weapons: Dissolver, Shotgun, Pistol, [E]Kinetic Burst, [E]Volatizer

    The BEST damage dealer in the game by a long mile WITH uber pistol on top of that !! (powering up this EXO with the best power and damage modules should be TOP priority !)
    The low reactor and computer slot count make it very difficult to force him to do sciency stuff (unless you bring only Brawler exos ..)

  • Ninja (Shield 2/3, Reactor 2/3, Propulsion 3/3, Computer 2/3)
    Weapons: Welding Laser, LMG, [E]Kinetic Burst
    Special: 50% %propulsion bonus (stealth, trap level, overload). Starts with extra stealth charges. Firing weapons and placing traps DOESN'T break stealth. Immune to splash (explosive) damage (NOT to gaffe/blunder bot).

    Mr. get out of jail free card with his huge stack of stealth uses.
    This a very handy utility bot that can handle door opening and super strong traps later in a balanced party.
    Not a priority to power up early. The extra overload damage can be dangerous - can be used with lower damage and thus lower power requirement overload module.
    Can easily do sciency stuff needed (no science BOT).

  • Sniper (Shield 2/3, Reactor 2/3, Propulsion 3/3, Computer 2/3)
    Weapons: Gamma-Ray Laser, Laser Rifle, [E]Railgun, [E]Plasma Rifle
    Special: 5 tiles extra of weapon targeting range. Useful for [E]Raigun and if you extend Gamma Ray, Laser Rifle or [E]Plasma Rifle past 15 range (you probably shouldn't sacrifice the damage unless maybe for no pistol challange). +2 sensor range.

    Another spectacular starting weapon in the gamma-ray. POWER THIS GUY UP first if you lack a brawler !!
    Has better slot availability than the brawler so it can reduce a bit the damage output gap, eventually ..
    Can easily do sciency stuff if needed (no science BOT). (at the cost of is great damage output capability)

  • Siege (Shield 2/3, Reactor 3/4, Propulsion 1/2, Computer 2/3)
    Weapons: Rocket Launcher, LMG, [E]Plasma Cannon, [E]Shadow Torpedos
    Special: -5 starting stealth charges.

    The AOE king EXO. Doesn't act much in a balanced party but it is a very efficient damage dealer against multiple clumped enemies.
    Also extremely safe false wall remover when he gets his shadow torps.
    Can easily do sciency stuff if needed (no science BOT). (at the cost of is great damage output capability)

  • Science (Shield 1/2, Reactor 3/4, Propulsion 3/3, Computer 4/5)
    Weapons: Laser Rifle, Pistol, [E]Chain Gun
    Special: 50% %computer bonus (sensor range, hacking charges, virus charge, number of sentry turrets, number of mines)

    With generous number of reactor and computer slots it can handle sensor range, hacking and virus charges with ease !! And his got a pistol.
    Can do enough trap skill to handle walking needs but you should leave traps to the ninja if you have him (much more trap damage potential). Or you can even ignore traps otherwise.
    Starting damage output is lacking BUT it gets in line with the other EXOs (except brawler) when he gets it chaingun. No AOE option except overload (of which he is the worst user due to low number of shield modules)..
Few Words About Pilot (1 per campaign) bonuses
Very strong pilots:

  • Axis : +1 mission vision on strategic map (FINDS THE GOOD REWARD MISSIONS MUCH FASTER). +1 Active mission selection range on strategic map ( Can skip POOR REWARD missions - gets to the final mission faster with optimal rewards along the way ).
  • Rey : +2 extra respawns on tactical map. RESPAWNED EXOs regain FULL SHIELDS AND ALL CONSUMABLE charges (ammo, hacking, virus, mines , etc ..). Extremely handy on ironman for careless players like me.

I haven't used Emma, Meg, Genji, Tuck yet.
  • Emma: better store selection and better prices for selling at store. Her GREATLY extened store allow her to layaway many great LOW POWER use modules for who designed this circuit.
  • Meg: artificial loot level increase (IT only increase the benefits NOT also the POWER COST ! great for who designed this circuit). Effect taps out during endgame but is the early mid game that matters anyway.
  • Tuck: Can scan through closed doors. Sees loot location (no need to waste hack charges on usually useless shield/stealth/ammo). He sounds fun and safeish for ironman runs.
  • Genji: gets the epic versions day -50. Saves you potentially a long time searching for them (unless Axis). Gets you more options and ammo early game when you need it. (Rey also gives extra ammo (and more) early game and his bonus doesn't diminish). Sadly this guy seems clearly inferior to me to both Ray and Axis in most EXO party setups. (4 Sniper setup would GREATLY benefit from 4 chainguns day 1 ..)
(some) Strategy tips
Straight Murder
  • shoot them from beyond their weapon range (best results immobilizing them first via pistol - from out of range using cloak, moving in around corner on un-ACTIVATED enemies or waiting around corner )
  • since most enemies can't land hits around corners (exception missing a legitimate target, AOE, attacks, explosion(chains) ) and NONE can target around corners ... EXOs that can hit around corners (dissolver, splash etc .. rule)

More Involved Methods (before the murder):
killing them (ultimately, in various creative ways to gain kill $ but not always the best first option)

  • depleting their ammo (some powerful bots have extremely low ammo counts, when ammo is depleted they shut down !)
  • blundebots AUTOATTACK doors?
  • converting them via virus ( need good combination of high shields, high damage and highish ammo count or as in an no other option ,cornered emergency) (this also provides those low ammo count models a nice target to drain their ammo )
  • Motion disabling them via pistol shots (BEWARE silence and shield bots !!) to be dealt with later (if ever) with long range or from around corner attacks. Or by later virusated damage dealers.
  • The Pistol can also be used to ARRANGE enemy bots in formations better suited to maximize player EXO ammunition consumption . Put them in various shapes your weapons fire (dissolver x , grenade launcher + etc) or simply clump them at a choke point and deal with them using large AOE weapons.
  • Pistol 2: stop them and then kill them around the corner (brawler is superb at this) or if you're missing brawler stop them (then use CLOAK IF pistol range upgrades are lacking to move out of their range) and snipe them. Stop them around the corner, circle back and snipe them from another direction.
  • at least one pistol user (science or brawler) IS ESSENTIAL for a painless misery difficulty experience.
  • Mines are terrific during the later stages of the campaign (their level thus damage starts to ramp up) especially on narrow corridors. Perfect against multi action bots (more moves? more damage).
  • Electric Floors are a form of infinite damage towards the bots that don't actually attack ( EMPBots, ShieldBots, ElecticBots ). Patiently walk them above the electric floor until they die if needed (ammo issues).
  • Sentry turrets can have multiple uses: kill bots when massed and skilled, trigger ammo depletion from gaffe and blunder bots, kill hitpoint wall virsuated and pistol stuck BodyBots (friend nearby) although I rather much prefer using the virusated BodyBots to drain ammo from the remaining bots or at least cause the bots to kill them at no extra EXO ammo cost.
  • USE VIRUSATED pistol move disabled bots as uber sentry turrets and lure the enemy bots towards it one by one. TigerBot is SUPERB at this job huge health, massive 99 AMMO, shuts down incoming TigerBots. DoomBots make decent (expensive) sentry turrets (only 20 ammo 😞 ).
  • Runes: " Your AOE ATTACKs targeted at a rune will be duplicated with the same shape on to every nearby rune and it's center will be at the center of that rune. Пацанчег "
    Dealing with Stealth BOTs
    • hide bot - starts hidden - invisible to sensors - infinite stealth moves - CANNOT FIRE while stealth-ed - will uncloak(TURN ENDING) before firing - IN THEORY ALWAYS giving you a chance to react before killing you. (in practice they can easily ruin ironman runs due to - fast queuing moving commands in apparently SECURE AREAS )
    • stealth bot - they start visible. YOUR weapon fire triggers their cloaking. THEY CAN MOVE & SHOOT WHILE STEALTHED. DON'T LOSE TRACK OF THEM. Their number of stealth moves is limited. while in doubt - move back ..
    Link to youtube lets play playlist
    Misery, who designed this circuit, bronzeman (no in-mission reloads), Rey
    Brawler, Siege, Sniper, Assault

    videos should be finishing uploading during next week (will release 5 missions per day)

    youtube link
    4 Comments
    peddroelm  [author] 28 Oct, 2021 @ 11:49pm 
    coyo7e 28 Oct, 2021 @ 11:35pm 
    This guide is actually tough to read BECAUse of the BADLY DONE CAPITALS for no REASON!
    peddroelm  [author] 14 Mar, 2020 @ 10:13am 
    When played right the enemy bots get next to 0 chances to shoot your bots.. The stealth enemy bots don't kill yours in one shot even on the highest difficulty setting ..
    LilyanaKabal 14 Mar, 2020 @ 9:47am 
    My problem with the game was that most of the enemy bots had absurd damage enough to kill my bots in a single shot.