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Advice Against the Two Shamblers in Deimos Lab

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LuckyDee:
I had MSh, wasn't a tiebreaker in itself...

ZicherCZ:
Well, I managed to crack Deimos Lab as an UV AoSh (which later ended as a YAAM). The key to success was a double shotgun, MAD, running tactics and getting as close as possible. I also was quite a bit lucky that I almost at no times faced both shamblers at once. It did cost a few medkits though, even if for renewing the running tactics, but in the end it worked just fine.

LuckyDee:
I have yet to try MAD, it always made more sense to rely on speed to me. It's beginning to sound tempting though....

Radagast:
MAD is actually the only truly reliable skill for shotguns imo. For lots of reasons. It saves ammunition. It even makes the bruiser brothers and other armored opponents a walk in the park. Even the normal shotgun becomes a beast with great knockback potential. Not to mention the power it gives to a double shotty, the elephant gun or a tactical  or exotic shotgun. Piercing all armors, is the only sure way of killing fast opponents with a shotgun. Tbh I never liked other shotgun builds. And don't forget the extra 10HP and 50% powerups for the marine with MAD, it does count since it actually gives you better survivability for the shamblers too.

Other than that, rapid fire builds are probably indeed better in there as it had already been mentioned, I did kill both shamblers that way last time I entered Deimos (was a UV standard game with cateye build) but I can't say it was very easy. Lots of running around, using some medpacks and having some "minor accidents" in the acid. Plasma rifle with TH to end the fight quickly and kill the 1st shambler was eventually required to survive. The 2nd then was easier, since cornershooting was at last reliable.

LuckyDee:
Sounds about right. Don't underestimate MSh though, since all avenues for upgrading your speed (HR/FIN/RL) remain open, plus MSh drastically cuts firing times as well.

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