> Don’t get named “Rookie” and start with the relentless challenge of veteran as we do, the game gets harder and harder by introducing difficult friends and new types of parasites as you go along. If you go into Relentless without scoring a lot of points in The Beginner and preparing a solid deck, you’ll bang your head against the walls for nothing. I know we did it from there.
> Communication is important in the game, but you may not always be able to assemble a team of friends. In this case, if you see a door to be unlocked around, a card waiting to be received, a Mutation that others do not see, make sure to mark it with the “Q” key. You can also give more specific commands by holding down the C key.
> In the game, you can see your weapons, add-ons, ammo and money by pressing the TAB, and a list of active cards by moving to a side tab. What you may not notice is that when you click on your money or ammo, you can drop it on the floor. You got what you were going to get on duty, and you got more money? You can donate it to a teammate so he can buy team improvements (or not die poor) from the shop. You can also exchange ammo.
> Toolkit is something that works extremely well. They do a lot of things, from opening the doors of locked rooms to quietly passing the alarmed doors, or even risk-free opening of some obstacles (e.g. a suspension bridge in the first section) that send a mob over you on duty. Be sure to keep more than one on you as a team at the same time. In sections where you know there is no treasure room (e.g. the last section), the Taser (Stun Gun) will be very useful to you.
> Oh, and the enemy’s weaknesses are normally red, but you can change color. If there’s a color you think you see better (or you lack color vision), adjust accordingly from the “Gameplay” tab.
> When you startle the crows in the game, it’s going to be the first thing you learn that they’re going to be so parasitic with the noise they make. In beginner’s difficulty, this is not a huge problem, but in relentless and nightmare difficulties, spooking crows is something that can determine the difference between life and death. If there are crows right on your way and you’re desperate to get rid of them, wave flashes or grenades, they’ll die before they squeal. The Molotov cocktail doesn’t have that function, I’m afraid.
> The only thing you can use to heal trauma damage and re-grow your effective health bar is first aid stations that randomly appear in safe rooms or around you. Using a Health Package or Bandage does not improve trauma damage.
> An important point to consider when preparing your deck in the game is the order of the cards you put in. Because whichever order you put it, the game will give you your starting cards at that time and will determine the extra cards it has selected for you in this order.
> A significant number of cards in the game are developing one feature while dropping or turning off another completely. Of these, cards such as Magazine Joiner and Biker Helmet take you close binocular vision (ADS) to turn off. However, if you receive these cards, do not completely ignore the binocular add-ons. Extra Weak Spot The damaging binoculars also work when shooting from the waist, so plug them in when you find them.
> The difference in the colors of the weapons is not constant. Some weapons have a 30% difference in damage between the White version and the Purple version, while others can be almost 100%. Accordingly, finding the “top color” of some weapons is not worth giving up your add-ons, but for others it is. According to the deck you have installed and your favorite weapons, you can do your detailed research at: //statty.net/
> The damage account book system in the game is a bit interesting. Hitting your weak spots doubles your damage in normal parasites, for example, but normally if you’re going to hit 40, you don’t hit 80 when you shoot them in the head. You hit 40 damage twice, one of which counts as normal damage and the other counts as “Weak Spot Damage”. So, what’s the difference? When you select a card that gives you a “10% Weak Spot Damage” bonus, the game doesn’t process it as (40+40)x1.1. (40×1.1)+40, which means your total damage gain is 5%. In addition, weak spot damage in special parasites varies from type to type.
> Also know that there are many different types of damage bonuses in the game in connection with the above, and their effects are calculated differently. For example, if you increase Melee Damage, both normal and Weak Spot Damage will increase. “Bullet Damage” is the same, but that’s not how some specific types of weapons do damage. If you enter the “Single Deck” preparation section, you will see that all cards will be open if you want to play the game alone. The “Knowledge is Power” card shows the damage you’ve done. You can select it with the cards you want to try and start a solo game, shooting interference through the door and testing which card has how much damage it has. It is also more useful to accumulate different damage type bonuses instead of collecting bonuses from the same damage type.
> The weapons in the game have “penetrating power” values. The basic penetrating power of each weapon is different (you can check this at the address I gave you above), and the “Bullet Effect” statistic actually increases the weapon’s penetration power. If the enemies of the bullets are piercing, the penetrating enemy head operates in the form of -25% damage. So if a gun does 100 damage and has 100% penetrating power, it means that when the bullet pierces the first parasite, it hits 75 to the second, and when it pierces it, it hits 50 to the third. Unfortunately, the bullet effect doesn’t offer a damage bonus against the anti-parasites, so you don’t have to excite this statistic too much.
> the description of the “Mercenaries” card says that “Every time your team plunders Copper, you can save up to 100 by earning an extra 5”, but that’s not really what happens, because the way to get rich in the game is through this card. You do not receive a constant +5 in every Copper “tuft” you receive. It goes to +5, +10 to the second, +15 to the third. So that’s the maximum bonus of 100 handles. If this is one of the first cards you buy, I guarantee you won’t have any money shortages.
> The flash grenade not only stuns enemies, but increases the damage they receive. You might want to consider using it for big shots.
> Bots can use health stations without wasting free rights. To push them into this, mark the medical stations with a “Q”, and if they don’t understand the word, mark them again, again.
> There’s a way to deactivate alarms of alarm doors without using toolkits: parasites behind them. Of course, there are no zombies behind every alarmed door, but if there are, you can let them know you exist by shooting at the wall next to the door. At this point, if they hit the door first, the alarm goes off. When this happens, you can open/break down the door.
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