HIS Magnum // Cloning facility

Clone Planner

Loading roster…
?
Select class

Published build · viewing

UNFAIR Tonkong starter + Legend achievement around TL 5-7

Game StageEarly GameMid GameLate Game

Some tips after beating the Legend achievement twice (it was bugged) with this build. Pick Tonkong. Any merc will do. Combat focus is the best Defensive/Offensive perk in the game. Pick Realware, laser sighted Hydra-24 is your bread and Heretic is your butter, because most of Health(y)/Dodgy clones can't shoot. Alt fire mode fires 4 bullets with 95% accuracy even if you're in a running mode and have 8 injuries, as long as you're in the weapon's range. Step towards them, and nuke the most dangerous one guaranteed every time. Don't leave Mars. Not until you're ready to take over another corporation, worse case scenario - to get a Spider Claw from fighting Tez. Even worserer case - some Mars mission just popped up, and you immediately finished them, and don't have a Scanner yet, and it's a good travel window (~20 days). Acknowledge the risks though. Survive the missions behind indestructible stone/metal blocks that block 100% of shots. Let them run out of ammo. 3-step dance with a shotgun: stepforward-doublebarrel-reload-stepback,reload-stepforward-doublebarrel-reload-stepback. Survive until you find 1 wielding machine. Build conveyor, craft 3 sorbents. Craft 2-3 healing items, wait. Always bring Sorbent! Survive by eating flesh and skin from 0 to full in one go, and then cancelling the infection with 1 sorbent. Always bring a knife! Always have spare sorbent at home, take it instead of food. Switch to food later. Cut an arm first. If it's a bone - use it to cut the rest of the body instead of your knife. Bring some meat back. Make Antibiotics. Upgrade to FirstAid kits, place them into the vest slot = use them while running. Marauder is the second best perk in the game. Do missions for Sunlight Coven and the Church - they offer class rewards at tier 1. Find the Marauder! Swap with Pyromaniac. There are 2 tiers of Unfair difficulty - playing with the Marauder perk and playing without it. Learn dodge, love dodge! Dodge lets you ignore most of the game's mechanics. Do NOT think about upgrading clones with +1% dodge. DO think about: -Dropping your stuff on the floor before you enter a fight, especially on the last floor (near the elevator); -Switching to lighter armor, if you've already got 40-50% (percent! not a number) resists to the weapons they are using (physical three); -Using Rubberized Servo as soon as you find it (dismantle a sex-bot with a knife after killing it, or at home); -Using Magnetic Deflector as soon as you find it (lucky drop, or even luckier cut from enemies at tier3+); -Traveling to Venus ONCE to get the Spider Claw (10% dodge,+1 quasi) from dismantling Tez spiders, then coming back to Mars to ignore the debuff; -Getting Marauder perk - > farming chips - > making crafted equipment lighter; -Cyber Compatibility 3.5% dodge per implant installed = 31.5% dodge for free! -Combat Focus has 6 turns cooldown and lasts 3 turns. You can open the door, get shot at by 5 enemies, get hit by 1-3 bullets, then clear the whole room while the buff is on, wait 6 turns and do it again; -Once you start coming to the missions, fully equipped, and still having positive dodge - you'll feel like you're playing a different game. -Upgrade Clone's HP instead of upgrading dodge directly. It's s lot more value towards Effective HP, and your resists enhance it further (did you play druid tank in World of Warcraft? I'm old...) Most weapons in the game are balanced in a way that make them deal a lot of damage-in-theory, but miss a lot shots in practice. By having negative dodge you're making them deadly. By having positive dodge you're making them useless. Some items like Employee ID, Dataminers and such can combine, do NOT let them. Drag them to a separate tab 1-by-1 and don't sort that tab - save yourself x2-x3 the amount you need to find. Try going on offensive missions - more loot from containers. Mars bottlenecks - Ore, Miners, Reanimatrons, Gold: -Ore and gold are held by Civil Resistance, but they are the easiest to do missions against so do it anyway, make them an enemy. Always play missions on the station producing the goods to find them in containers. If friendly faction offers a conquest - do it even if it's a 4 floor mission, you'll be able to buy Ore and Gold from them. -Unchained Belt tier 1 reward pool has Gold. If they leveled up and are offering higher tier rewards - do a couple of missions AGAINST them to drop relations until they offer ONLY tier 1 rewards again. -Reanimatrons drop from Dilthey enemies. Doesn't mean you have to bully them all the time. They drop from everyone, just Dilthey has the highest chance. -Miners are a pain: either find them on a Gold/Ore CivRes station as a random drop, or if you're really desperate - travel to buy them ONCE. Farm credits/spare goods before you fly. Upgrade the clones HP until it's at least 200 (Rank's bonus health applies) for a happy early-mid game. Upgrade the clones HP to 350+ To finish the game comfortably. Upgrade the ship. But not the entire ship: -Navigation: -Monitoring is important, but you can also just skip time around Mars, instead of doing 30days travel x2 times; -Ignore top left 2 upgrades, you don't want big relationship swings, you want to work for whoever has a better mission without losing credits; -Monitoring cooldown is very important though; -Do NOT upgrade +1 level of loot too early. Ship items are considered level 1. If you buy those two upgrades - you'll see less basic items. Wait until ~Tech 3 then buy both upgrades to start getting green item chips 2 tech level before they hit the faction stores! -Capture the corp that has headquarters in the inner system (Mercury <-> Mars), do NOT fly to the Sunlight Coven manually. Pick the corp that has most stations in the inner system. You only want free stuff, do not plan for the endgame, you'll be done way before that. -Research: -I played without pacts, so that whole trees was ignored. Bram engine is only relevant when you're done with farming into the mid game. -The most important thing is to find the Marauder perk and swap to it as soon as possible, so this ship tree is mostly ignored until mid game (tier 3+) -Hangar: -You'll be bottlenecked by Drillers, Ore, Reanimatrons. This was the hardest tree to get into. But once you get to the trade shuttle - it's free real estate. -Look what you want to buy and where they're selling it (hold ALT and hover over station). Look what those stations need, load that into the trade shuttle. If you don't have much - sell Weapons, Armors, Ammo, anything. Select "Goods" at the top. Send the shuttle. Even if the %% is crappy, you would rather get 1-2 drillers that you desperately need, than 20 units of water. -Cloning: -You don't need the left side at all -You don't need the "-enemies per rank" either. Once you unlock the Ranking sub-system - pick a clone that you're going to main and stick to it for the whole game. You'll need to kill somewhere around 2000 enemies total to reach max rank, those upgrades do nothing. -Supply: -Survive until you get 1 wielding machine. It gets better after that. -You need to rush scavengers (and bonus ammo and food nodes), but you don't need to rush Recycler. Yes, when it's upgraded - it creates matter out of nothing, no - it won't help you much. Death=Restart, and you only need to care about one clone's gear. -You also don't ever need extra crafting lanes. At least not after you've finally got the resources to build them. Find good blue-chip item recipes: -Hydra-24 is a top tier weapon that can't miss the enemy ever (can't crit either but that's not needed), all upgrades into damage (1 into mag size later) and it'll carry your whole game: 9mm can be blunt, laceration, explosive and frost damage in the mid game already. With +1 bonus projectile from Military Arm and +1 from Tactical Reload you just roll over most enemies with a "single"-fire mode. -Experion is a top tier armor set: very light, and you can put 16 upgrades into it with only blue&green chips. Customize it 8 times, then add the rest AFTER you've installed the implants, and aim to cover all resists equally, for the endgame. -SR-78 is a top tier early assault rifle as well. Single fire mode turns into a tripple-fire mod in the end game, and it has armor piercing (green) ammo mid game, very easy to craft. -You can play with a Marksman single-load rifle for a while, but keep in mind that Tactical Reload does wonders to weapons with mags, and nothing for the single-load weapons. -If you can't find the recipes you want naturally (with the Marauder), start buying them from factions. Especially always buy green chips, they might have ammo upgrades. -On average, I'd recommend using blue-chip-based armor if you want to end the Legend run in a custom armor as soon as possible. As an alternative, you might find high-tier armor on CEO assassination mission and skip the whole "upgrading" stuff for the most part. Just pick one or two slots to replace with a custom-made piece that covers the weakest spots you still have (like electric or entropy->fire+cold). That's enough for now. Tonkong + Marauder victory!

Not selected
The clone doesn't matter much, their abilities can be changed, and stats raised. The only difference is Dealt/Received wound chance, and starting HP/dodge/accuracy. Bob is pretty good, because he has good starting Dodge and Health. Dealt/Received wound chance is decent, and Accuracy doesn't matter at the start, because you'll be using Realware Shotty+Pistol for a long time. But you can start your run with any other clone.
Not selected
You don't use this until Mid to Late game. Use the Loot bonus talent as soon as you've got it, to farm resources and reach the end-state-build quicker. But once you've finished the ship upgrades, and got everything else (implants and weapons), this is the N1 talent to dish out damage with any gun you're using, and it counters Speed Drive (the best implant) debuff completely.

Perks · showing Legend rank

Not selected
"Free slot" perk. If you managed to find a recipe for an early game (t2-t5) SMG/Rifle that you want to commit to (upgrade) - keep it. Otherwise, this perk can be changed to anything else that helps you deal damage. I'd go for CQC-specialist probably. Or Unconventional Ammo .
Not selected
ESSENTIAL. This is the N1 perk you're looking for, and the first one to change into as soon as possible. Do contracts for both religious factions, they award class chips at tier-1. This perk allows you to go through ship upgrades very quickly, and then get enough chips to make any t2-t5 weapon/armor OP, and finish the game around tier 5-7. Use Ledger consumable items to level it up IMMEDIATELY (even if you want them for ship still !!!), it'll pay off very quickly.
Not selected
Only switch to this in the mid game, once you've farmed enough implants (4-5 at least, you don't have to wear them until you're ready). If you're going metal - go full metal all at once. Except for the knee - the Rubberized Servo should be ON as soon as you find it.
Not selected
Dodge is the most broken mechanic in the game, and this perk is N1 mixed Defensive/Offensive perk in the game because of it. This is also why we start as Tonkong. This perk allows you to live through a lot of mistakes early game, and makes you almost completely invulnerable mid-to-late game. This is the "Open the door then spend 3 full turns murdering everyone inside of it for free" perk. Just mind the 6-9 turns cooldown.
Not selected
As with Steel Without, only switch to this once you've got several implants (4-5 or more). Switch both of these perks simultaneously. Equip any implants if you don't have the perfect ones yet. We want the dodge and every implanted slot is 3.5% dodge as-is with this perk.
Not selected
Combat Focus is the best Defence/Offence perk in the game, and this perk complements it nicely. You don have to switch from Death over Chains for a long time, but once your other dodge sources come online - you simply won't be hit hard and often enough to trigger it.

Pact

A
Any Pact

No specific pact synergy for this build -- reforge or use whatever is available.

Didn't use any in my run. But there are probably a lot of options here.

RT-2 // Build manifest

UNFAIR Tonkong starter + Legend achievement around TL 5-7 — Quasimorph build

Bob Denarre // Tongkong // Hydra-24

Mercenary
Bob Denarre
Base class
Tongkong
Talent
Tactical Reload
Perks
Heavy Fire, Marauder, Steel Without, Combat Focus, Cyber Compatibility, Assault Reflex
Pact
Any Pact
Primary weapon
Hydra-24
Secondary weapon
Heretic
Cybernetics
Military Arm, Holographic Projector, Military Frame, Reinforced Epidermis, Rubberized Leg, Thermal Absorber, Military Head, Rubberized Servo, Magnetic Deflector, Military Controller, Energy Shield, Rubberized Leg, Speed Drive, Military Arm, Recoil Suppressor
Game stage
Early game, Mid game, Late game