I hope to one day see your review of the Magiturge origin, which is out in a few days. He even gets his own bed. We made that bed specifically for you ❤️🩹
I'll definitely check it out! Things are a bit hectic on my end, but when I get the chance, I'll definitely look at this new Origin! Also, I know I said I'm getting sick of this game in the video, but thank you for making it! I don't sink a hundred hours into just any game, you made something special here!
Something the game also doesn't tell you is that you can actually order your hirings around individually by holding control and right-clicking on the hireling you want. Additionally, if you order your hirelings to hold position, and then hold shift and order them to hold a different spot, your hirelings will start to patrol between those two points. Both of these have helped me to squeeze out their longevity by tactically positioning them where they'd be most useful.
If you're like me and can't bother to memorize your hirelings' names, you can ctrl-right click on either the hireling themselves, or their name on the left of the screen.
I don't see many people pointing it out that hireling insurance doesnt only skip the recovery time, it also heavily decreases the amount of money that you have to pay
Some other tips I've found kinda useful: - Learn to kick and dropkick. Your typical shove style attack can be done with MMB and can be useful in pushing 2 corpus block enemies into death pits if needed. Dropkicks are unlocked with the Dash Attack, Heavy skill and will allow you to reliably disrespect Nexus Riot Guards. Some origins with a lot of Force will dropkick or even kick Riot Guards long distances. If you can't drop kick you're using either the Offering (try hooking, explosives or flashbangs instead) or Tinkerer (use Dissonance Cannon ammo and honestly if you have any issues playing Tinkerer with D Cannon ammo on an MG or Bren anything else is just gonna be noticeably harder). Riot Guards are among the most annoying enemies in the game and anything to humble them is more than welcome. - While G03LMs aren't that huge a threat most of the time, this doesn't apply to the Mhati G03LMs. Those things can dish out 60 whole points of high armor piercing damage at once which can especially be an issue on Madness difficulty. You can even ignore Minigun G03LMs sometimes but those Mhati G03LMs will ruin you and especially your hirelings. Similar things could be said of those damn N51 snipers. - If you don't see the gun you're looking for in the Black Market, go start a mission of any kind and quit out immediately. This resets the shop inventory so you can finally get a chance to get that really rare gun you've been eyeing this entire time, probably an MG or Dozer E or D Cannon. - Keep spare weapons in your Warchest, especially throwables. - Grabbing a gun from your Warchest somehow gives you double the total ammo than if you had brought it along with you from the start. - You can charge up your charge attack indefinitely by holding Ctrl while charging. While this will not boost your damage past 2nd stage charge attack, it will allow you to lie in ambush behind corners with a charge attack at the ready. Perfect on The Goods to get the drop on the dual Tommy Gun mooks. - Some melee weapons like the Binary Sword and Shock Longsword have 2 broken states and thus the durability stat there doesn't tell the whole story. Draining the entire durability of a Shock Long gets you a regular Longsword instead of just a hilt to rob corpuses with. The Binary Sword even breaks down into a 100 durability Binary Shard with no damage loss, but you do lose out on the insane range. - Really do mind the range on the weapons you decide to upgrade. It's cool to stack all that damage but most of the time the damage you deal with Sweet Spot hits will more than compensate for a tiny reduction in damage outside of the Sweet Spot, especially relative to Senses. My personal favorite range is around 5-6. - Figure out a system that allows you to grind multiple skills all at once, including acrobatics. Use throwables vs certain enemies (I like throwing axes vs green mooks on Slaughter Time for example since they kill in one shot from far away without wasting my precious gun ammo), melee against more durable opponents with TAC bars and multiple corpus blocks, guns when overwhelmed or on infinite ammo or whatever. You should be able to grind guns, acrobatics and melee all at once relatively evenly this way, but you cannot grind unarmed and melee at the same time that much since both share pretty similar roles. Doing that will allow one to reduce grind times a bit. - Do not give melee weapons to Gymnasts early on. They really love throwing these things without even swinging them once. Wait until they get Shuriken Arc or preferably Lawnmower, then give them hook weapons and boomerang weapons. - The cash bags in Heist are subject to two hander weight restrictions for Medium size weapons. This means if you run a low Strength build you will need twice the amount of trips at first as you can only carry a maximum of 2 bags at the same time rather than 4. However the much heavier gold bags are NOT subject to two hander weight restrictions for whatever reason and can even be thrown at lightning speeds. Nevada's physics are quite the mystery. - Noob should really be the first origin you ever pick as what you end up defaulting to with Noob is gonna reflect on which next origin is gonna feel more comfortable. For instance I found myself addicted to melee charge attacks and MGs, so from Noob I went to Mercenary. Maybe if you end up punching a lot you could go to Patient or Experiment. If you end up throwing everything during your time as Noob you could try Experiment or Offering. If you love charge attacks with melee weapons pick Disquieted, but if you can't just depend on that alone you can try Experiment if you miss your fists and Mercenary if you miss your guns. The main exception to this is gun lovers defaulting over to Agent. This is not as great an idea since Agent's low Encumbrance is a very difficult thing to manage for a newbie. Instead of Agent for gun lovers, go with Mercenary or Patient since both can use guns just fine, or Offering. Only on Noob do you have access to all the basic styles in full, so you get no biases whatsoever. - Holding Ctrl just a few frames after hit LMB for a light attack will allow you to charge a charge attack while moving. The timing is pretty tight but it could be useful if you're running away from a horde of enemies. - Negative type weapons also work on the vampires. Feel free to send those annoying wannabe goths straight to the shadow realm. Alternatively executions in general allow you to kill vampires right away. - If it cannot be killed with a Nevadean Dozer E, it cannot be killed at all. Seriously this thing shreds tough enemies like they're mere cannon fodder mooks and it's also great fun if you give some to your hirelings. it's $11k well spent almost every single time. Well maybe not as much Disquieted but I don't use guns with that origin out of principle. And of course it loses out to the meme guns you can make on Tinkerer, because how can you compete with D Cannon and 20mm ammo fired on full auto? It's still the ultimate tank killing machine in most cases. I think Massive can even use 2 of them at once to devastating effect
@@roiwiez There's a couple more that are origin specific and the like that I didn't add but a good chunk of what I've said is found on May's Expert guide on Steam, specifically the charge attack stuff.
I started as Mercenary,and did go to Experiment Basically im addicted to fast melee combat no matter which weapon i use Guns are cool but i didnt find their perks that useful anyway
Roiwiez: Well... all done. Time to take a break. Everyone is satisfied. Gibbing tree with the update finished: Oh no we're not done with you yet But it was a nice series and all, but seriously the margitude was so unique and awesome
Everytime I remember about your channel, I always watch this. Just for a refresher on information I already know. I also can't wait for your review on the Creber!
Spot on, one thing I might add is the target priority on hard sell: the recons. They might be the weakest, but if those bastards hack the container multiple times at once, they can cause a mission failure.
Ah, the noob. Probably one of my favourite origins, because I like to keep my options open during combat. No frills, just kills. I should mention: as of one of the latest updates, a few of the counters mentioned in the video are unavailable now. Countering G03LM grabs with a throw, for instance, was never intended and has been summarily nuked from orbit. Dash attacks from enemies like Merczerkers also weren't intended to be available from the start - you need the Counter, Charging skill to do that now, although doing a perfect block will still prevent you from being ragdolled from the hit, so it's worth going for anyway if you can't move out of the way in time.
Okay but countering golem grabs should be exclusive to the massive. Because A: it makes sense that the man who can SUPERMAN punch THROUGH a battlefield could yeet a golem. B: Its Funny to just see him just "SO LONG-E BOWSER." Them.
Weapons with lots of armor piercing in general are very good against the Grand Steward. The nexus blade can chop off one of its corpus blocks in just a few swings, for instance.
I'm usually farming exp at the MERC arena. If you go 30+, you'll get a TON of money and enough exp to upgrade your focus skill. Also, the first TRULY tough enemy I've met in the arena was Half-MAG Agent. He can't be stunlocked, he's intimidating because of that, he's pretty quick on his own, can get you from the other side of the map with a charged attack and he's nearly invinsible. Seriously. Your first fight will look like that scene where Raiden is punching Armstrong.
@@justaguywithagoodphoto4801 Yeah they take a lot of hits for one corpus. If you've seen Private Lime's video where he takes on Fast Track, the first HalfMag has so much stuff in his face before he dies I called him "Torture Jr"
Interesting general guide to arena combat. As a person with 6 imprints without NEM mod installed, here's my 2 cents: - I found picking noob origin as the first one extremely difficult late game, since I didn't figure out prefered playstyle or was given a direction in which I should progress (as in, also, playstyle) - Golems might seem like a last/second priority target, just don't forget they can easily destroy an entire corpus point by themselves (Mhatti in particular) and lock off area of Nexus Core arena (since various fodder-tier enemies will hinder your progress in removing their armor) - Dart harmacists (the annoying ones in The Murder Room) only have 3 shots which are (usually) easy to dodge. After that they go melee (if they hit you, they will poison you regardless if you perfect blocked or countered it) - Gunmen hirelings, although, not as tanky as the others, can actually kill a good amount of enemies by themselves earlier than others - Engineers (the green guys) and snipers at Hard Sell are (at least for me) priority targets, since the first are actually the ones which can break the objective, and the latter can do massive damage if left unattended - Agent origin perk can be fairly useful on Nexus Core and Fast track, since you can get in a better position to fight
I would like to make a single correction. I have been able to call back-up multiple times per mission. It's once per WAVE that you can call backup. Not everybody may know this, but due to me being a noob against the Nexus Core, I figured this out on my own. That is all. (also, thanks for the advice, my teammates are dying less early now. You're (quite literally in this case) a lifesaver, dude.)
Backup is for me is the "everyone is dead i have three golems looking at me someone HELP." button. Might focus some for money towards them in my next playthrough though.
y'know what would be cool? A hireling nuzlocke. You have to take as many hirelings as possible into every mission, and if they die you can't revive them.
I remember when i got this game i spent everyday scowering youtube comments and steam guides for advice. Learned random things like how to set patrol routes for hirelings, in a prior update you couldnt throw the stop sign for some reason, and if you aimed the massive's first stage charge attack near your feet you'd go flying. Also if you hate how little ammo you can carry around in this game, try only using your weapons when you absolutely need to. I usually drop my op weapons somewhere the enemies dont go often and when things get hairy, i bust them out and end the wave. And not only does it stretch out how long you can use a gun, but constantly picking up and using enemy weapons is like a staple of madness combat. The games just more fun when you're constantly improving with what your given rather than mindlessly mowing people down with an mg
The most important tip I often see overlooked. RIGHT CLICK TO SELECT A SPECIFIC HIRELING! God, it used to be so annoying trying to control the whole hireling moshpit. Amazing series, my guy. Loved every second of it. I wish you a succesful and prosperous youtube career!
It was literally only while making this video that I found out you could single out hirelings for orders. 120 hours in and I still don't know basic game functions.
@@roiwiez Then why in the world would you not include it in the video? :D There's no mention of it in the menu's, tutorial or gameplay, OR any of the videos about the game xD No one's talking about it! Just knowing about it increases your hireling life expectancy from "Nul" to "-1" in and of itself! Lol I honestly feel like there's a meme in there somewhere but I can't be bothered to eek it out.
@@roiwiez Also, if you have full HP on Nexus core, and your hirelings are looking worse for wear, select the injured ones and point em to the med chest and they will patch themselves up. Real useful when you're trying to cut down on cloning costs.
Btw i usually just farm acrobatics on the murder room by letting enemies fall to their deaths and killing a few with either my throwables or throwing a melee weapon. Also another room that's great for farming if you have enough patience is the foundry, since it's one of the easier levels to grind since the enemies there are not that tough, and the exp they give after wave 10-15 reaches 2000. ps: Great video as always!
@@nombregenerico7775 oh and also, you can farm some acrobatics xp on slaughtertime by using grenades and killing hordes of enemies with 1 grenade, it's pretty useful, just remember to buy atleast 5 grenades
I will also shoutout May guides on Arena Mode . one of the best written sources to master Arena mode . this video also does really good job on explaining things . i actually learned few things .
When you get around to doing an Agent video, I saw on the beta branch that Agent got a pretty wacky buff where when the Sweetspot skill is gained, his pistol shots will have the ability to stunlock enemies and drain more of their tac bar than usual, and I can already see the Revolver Ocelot jokes arising from that
Commanding units specifics: While holding control press m2 while hovering the mouse over them to use them only for a command. You can command your hirelings to use *OPEN* medical cabinets just press m1 over the *OPEN* cabinet. Edit: mixed up the mouse inputs
Damn bro, recently found out about this video when I was having a hard day and it's safe to say that you are that one youtuber that I can just watch over and over again to make my day better and with every video you upload you keep getting better. Keep up the good work man, you're one of my favorite youtubers right now (this is also a really good guide for beginners that isn't just someone talking specifics with their magnum opus for 2 hours)
Congratulations on 2k subs Your MPN videos are great, it’s kind of a shame you won’t make more in a while. However, you have demonstrated to be very good at editing and you have the creativity and ability to make great content, wether it’s madness or not. Thanks for making MPN everything your imagination wanted it to be, and transmitting it to us in this style of yours
Sup, Rowiez! The new origin has been made in an update literally 2 days ago. I understand, you know about it. But, it's just funny to see, that this game won't let you go so easily.)
For the longest time, I didn’t even get hirelings, but this video helped me see the potential for them as bullet sponges. Especially for the murder room and hard sell.
Thank you, Sensei. After this video I become smarter, stronger and more handsome. I understood the meaning of life, healed all world from disease (but not your, lol) and have a lot of money and gold (and goats... what?). Now I'm a god of emperators and defend the Universe. Just really thank you, Roiwiez, for all this videos
Here’s a few tips I’ve developed while playing. -In foundry and sleepwalker, if you want to keep your hirelings alive a bit longer, target Merczerkers and Power Tool Laborers (Drills, Saws, etc.), they will easily tear apart your hirelings if they manage to stun lock them -Equip the Endurance boosting implants on your hirelings to give them just a bit more encumbrance cap (I do this often with Gunmen) -Command individual hirelings by right clicking on them while hold down ctrl (or whatever key you binded it to) -On Hard Sell, order your hirelings to take cover with the barrels and boxes in the main room. This one trick alone is why I don’t have much difficulty doing Hard Sell -Also on Hard Sell, I’d actually recommend prioritizing killing Recons, Assassins, and Overwatches (Basically the Safe Hackers, Ninjas, and Snipers). The Shutter Doors can be repaired with scrap anyway if they are blown up. -On Nevada House and Hard Sell, if you have grenades (or flashbangs) equipped you can throw them at the window or crate to take care of breachers easily -In Slaughter time, it’s best to target the Red Gunmen before Green Gunmen, as the Green Gunmen’s shots are much easier to dodge -You don’t necessarily HAVE to use flashbangs as offering, enemies like MERC Gunners and Nexus Supports will be dazed upon taking enough damage anyway so you still get free heals -Don’t be afraid to run away from enemies. I don’t care if they call you a coward, kiting is still a viable strategy as it additionally separates faster enemies such as Nexus Soldats from the others as they are the only ones who can catch up to you. This is also useful if you are trying to level up acrobatics -In the Foundry, Merczerkers can accidentally charge off the edge if you position yourself right at it and dodge at the right time, you can also use the charging counter skill to YEET them off. -This one is pretty obvious, but you can easily take care of cyber brutes and harmacist brutes in the murder room by activating the traps right below them -You can order your hirelings to target specific enemies, by selecting said enemy while commanding your hirelings. This can be used to take care of priority targets, focus fire on Mags, overwhelm G03LMs and other Brutes, and help take care of enemies engaging the objective on siege arenas. -You can order your hirelings to use medkits if they lose corpus and you haven’t -Power Tools will explode and ignite anyone close by when they break, when they’re on their last durability you can throw them at small groups of enemies like a bomb -You can interrupt enemy snipe abilities by killing them, you can also sometimes dodge snipers by running around (this is especially useful against those Mhati G03LMs everyone seems to have a hard time with) -You can use Grenades to delay more agile enemies from chasing you -Bats, Saws, and Drills have quick executions which is useful when multiple enemies are stunned
Some more: -Grenades and Flashbangs can easily take care of riot guards -You can use your sparta kick to put enemies into your gun’s sweetspot -Fire and Dissonance weapons are not only effective against vampires, but are also useful against asylum patients and zombies -You can use cover in case you need to heal or dodge an enemy snipe, useful against MERC and N51 snipers. -Guns with high ammo per clip by default are the most useful on hirelings. In terms of melee, shock batons, pipe wrenches, and power tools are a good choice to equip to your hirelings. -Hirelings are usually a necessity on Nevada House, The Heist, Hard Sell, and Nexus Core Facility -In the heist mission, you can exit the bank and kill some rifleman to delay their assault -In Nexus Core, if you are faced with multiple G03LMs, either kill the ones wielding a Minigun first or the ones with a Mhati first, whichever you prefer. -The N Dozer Model E can be modded with a sight, you can use this to adjust it’s sweet spot to your liking And best of all… -If standard ragdolling isn’t enough for you, try dodging and ragdolling at the same time to yeet yourself halfway across the room or wherever you please
Hirelings only become a necessity on Hard Sell and Nexus Facility. I never do The Heist as I don't see it's money as worth it to me. Alternatively you can play as Magiturge and say fuck you to everything.
i want to watch the full video really badly but i found out figure things out my own can be " why i didn't use this early" and " feel great find things by you self and not rely on other people" this is the only video i can find teach you about this game and want to thank you for doing this but i will comeback when i really suck and need help but for now i think i can manage
Also a really nice piece of info is... That there is a spawn cap on each level,so leaving some big guys in Nexus Core final wave on Madness Diff will make a big difference
My favorite gun: Nevadian Ballistic suppression Mods on it: Rifle scope Shock poker bayonett Barrel extension-medium Pr-AR Buttstock 9x19 armor piercing ammo mag This baby slices through most mini-bosses like through butter and with infinite ammo it pretty much can carry entire wave
On the topic of ordering your allies around, I wanna share something I found out: If you right-click over a specific ally or their name on the UI, you can specify which one to give orders to. That way, its not a mad fumble mess of trying to get one of your goons a weapon or healing their Corpus in the case of the Nexus mission. You can also do this to better secure an area, like in Hard Sell, having 3 of your goons cover the hallways and the remaining ones to serve as backup or to help keep the vault safe.
Also to add more to it, as I read a Steam guide called Hireling-Fu which I recommend checking out, you can also add the shift key into the mix for more commands. To copy/paste directly from the thing: Shift + Ctrl + LMB will send the selected units to a queued waypoint. They will move towards each place you click in order, and engage any enemies they see on the way; they will pause moving to a waypoint to fire at anything reasonably close, and will continue moving once enemies in their line of sight are dead. They will then wait at their last waypoint like a regular Ctrl + LMB. Shift + Ctrl + MMB will add a patrol route waypoint. Once two or more places have been selected, they will move towards the next waypoint, hold position there for a few seconds while engaging any enemies near them, and then will move on to the next waypoint if they are only fighting enemies at range or if there are no enemies around them. They will then continuously patrol along this set of waypoints until you give them new orders. If you set up a patrol route and end it with Shift + Ctrl + MMB on yourself, they will patrol the route once and then follow your current position until you give new orders.
if you wanna level up your acrobatics, past wave 9 in the level Pit Stop, you'll get free access to all the throwing daggers and all the acrobatic xp you want.
"Grab all three bags and run, it's not a fight you want to stick around for" My Tinkerer with a .50 cal assault rifle, Laser Assault Rifle, and Dissolution Cannon Deagle
A tiny tip regarding Alphaware (the stat bonus giving equipment that Crackpot sells to you) for anyone wondering: There are only two worthwhile ones, Nano-Respirators and Chameleon Veil. The Nano-Respirators provide a tremendous +200% corpus regen rate that turns you into a mini tank, and is especially effective for the Massive. However, that +200% regen rate is so good you will not go wrong using it with any origin, especially more fragile ones. The Chameleon Veil is a bit more niche than the Nano-Respirators, providing a chunky +100% to your Tac-Bar value. When paired with origins that have higher amounts of Dexterity due to their focuses (Agent, Tinkerer, Offering, Experiment), it allows you to really give a good boost to your Tac-Bar to fend off rains of bullets.
By the time you unlock Crackpot’s shop, if you’ve been playing on tough difficulty the entire time you’ll have about ten or more tokens, which is more than enough for what I usually get: One Director’s Cape (Great shoulder item, though not as relevant for unarmed origins like Experiment and Patient who benefit from the N51 Maniac Tank). One Nano-Respirators Two Nexus Sabers (For the Grand Steward). And I save the rest for character modification and blood colors, but you could also buy a chameleon veil.
The block button is even great with low melee skills, even an unskilled agent can take a lot more damage if you protect yourself with well timed blocks.
If I had to leave a tip on playing massive and going through nexus core, it would be this- try to use grab counter, kick or dropkick to get rid of the gol3ms as soon as possible by tossing them off stage, because your lack of tacbar will leave you at the mercy of their very powerful weapons.
for the ammo section, i’m pretty sure ammo works like this Standard Mag - +1 clip of the default ammo for any weapon (so if you have a weapon with 30 ammo by default and no extra clips, changing it to a 45 ammo clip would mean you still have 30 ammo) Extra Mag - Flat +1 clip of any weapon (usually better than standard mag, but for high ammo weapons it might be better to get standard mags) Handgun/Heavy Mag - Same as standard, but for heavy and handguns.
Here are 2 tips that I use: If you're having trouble dodging the windup attacks from bigger enemies (i.e. tantrums from bandit brutes, grabs from Gol3ms, and the charge from half mags), get snap dodge ASAP. And if enemies are chasing you, they'll probably dodge any flashbangs you throw. Throw the flashbang at your FEET and back up to have an easier time.
I'll just summarise noob for you all in soulsspeak, noob is basically the wretch class, starts absolutely fucking GARBAGE, but can be WHATEVER. YOU. WANT. In the long run
Hold up, I thought the backup was once a wave. Besides that, great video. EDIT: Woah, I didn't know enemy grabs could be countered. I'll have to try that some time.
There's a few tips I'd like to mention. Before throwing a weapon, use right click to throw weapons in your off hand. Which means you can throw a shield. Or a melee weapon if you're dual wielding one melee and one gun equipped. (When dual wielding those two, guns are always in the main hand and melees are always in the off hand) Left click throws weapons in the main hand. Holding shift before dropping a weapon will drop what's in your main hand. When a shield equiped, you'll always drop whatever is in your main hand first. When shift isn't held, dropping weapons will prioritize weapons in the offhand, with the exception being the shield.
Oh my god, thank you! I didn't know there was a way to pick which of your two weapons you could throw! Maybe now I'll be more tempted to use a gun and a melee at the same time.
Minor thing about Tac Bar Enemies. Soldats have a Level 2 Tac Bar, and a second Corpus, still making them a worthy target. But Engineers are the first enemies to have Tac Bars, they're level 1 though, and can be dropped easily thanks to only having one Corpus.
Late comment, but something to mention for acrobatics is that throwing your actual weapon gets acrobatics xp. So instead of dropping your weapons when they're useless-throw 'em. Also boomerangs are really good for acrobatics based characters and their dps is similar to snipers that require a little bit more finessing, but are really good
Oh yeah, boomerangs are amazing once you get shuriken arc. Dual wielded boomerangs are basically a machine gun that levels acrobatics with how quickly they return to your hand to throw again.
Offering has the least health due to it being able to get extra allies by killing enemies only sometimes though not all enemies will rise up and the offering is an acrobatic expert
at the start of the game beat only the 2 levels of sleepwalker bed and don`t complete it now. In late game when you are sure you won`t have any problems with sleepwalker bed go play it and you will get "First time bonus" on all waves. That means you will get much more XP
Awesome video,beat the game 6 times,last one as the offering and just now i realize about flashbangs xD,took me a lot to finish every arena on madness and i didnt even get the archivement lol Damn you Krinkels
Important notice. The magiturge origin update in the future will make it so you can't counter zerker tackles without the counter charging skill. Also golem grabs will no longer be counterable
Kinda sad that G03LM grabbing is going away given that it was one of the highlights of regular size Unarmed focused origins, as in Patient and Experiment. I mean you still have Patient's explosive stuns and Experiment's sheer punching speed (stats naturally default to a really high Athletics skill) and Slayer tossing, but given the noticeably lower damage it would be very useful to have in general. Unarmed focused origins generally don't overperform too much relative to other origins anyway, except Massive due to that amazing charge attack and 10 whole corpus blocks only being outdone by the god of dissonant energy Tinkerer. Hell even Agent kinda somewhat benefits since the stats kinda suggest a punchy gunman to me. Given that it's still a beta patch hopefully those origins don't falter too much. Should the change to grabs be permanent I will miss throwing big hunks of muscle and armor down the Nexus Core. It's goofy as hell but it is oh so enjoyable.
This was a very good guide, but i do have a recommendation for your guide, make sure all your hirelings are atleast gymnastics or thugs, Only because you want them to *endure* the attack, personally for me i would give my thugs and gymnastics guns to make sure they are atleast armed. But seriously good video! Edit: Forgot one thing, Best grinding: any stage with infinite waves, And the best auto grinding stage, Murder room
I usually sport 1 thug, 1 club, and 3 gunmen. The thug is a tank with decent dps and good crowd control, and the clubber has really high CQC DPS potential once he gets a katana. Especially when he gets the ability to deflect bullets. And if you're lucky, you'll get one with good endurance. The gunmen, I just give them all E dozers or 18 damage 5 pierce BREN's. with camo pant that give 2 extra mags. Combined with their core skills and focus on guns, these guys have much more ammo for guns, and have much better aim and damage with guns then the other hirelings. Having atleast 3 gunmen makes certain levels go by much much faster. For augments, I give myself, the clubber, and thug the "200% health regen" augment. This thing is a life saver. For the gun men, I typically give them +5 senses to increase their over-all performance with guns. If you know what you're doing, you'll rarely lose any hirelings even if they are all squishy and you're playing early levels on madness difficulty.
When you get to Magiturge, the actual magic stuff is sold in a separate tab too. I didn't find that until I was like a third of the way through the game and played through the first three missions as a worse Noob with zero armor and no upside.
So, are yoy gonna make Agent origin video later? Just curious~ Also, thanks for another awesome video! I really love to see you're got hyped when The Only Thing I Know For Real kicks in~ XD
While overall good, I do have one addendum I'd like to make; Shield enemies in specifically the nexus core (Riot troops, I think they're called) are NOT to be ignored, because they carry stun batons and can very easily leave your hirelings open to being shot by the increased volume of marksman enemies, *especially* when you first get there, as you're unlikely to have hirelings with all four corpus bars yet. Mainly this is a problem in stages 2 and 3. Stage 4 and 5 have enough cover/height variation that you can afford to ignore those guys a little more, but in stages 2 and 3, your guts can get shot anywhere, from any angle, and making sure they have a tax bar to do take it with is key to not starting stage four solo.
They are 100% a problem for your hirelings, but in the event that you ARE solo, it's actually better to try and leave them alone. Enemies come in waves and if you leave enough shield enemies alone in Nexus core, you might not have to deal with any ranged enemies while taking down golems and you'll just have to kite the very slow shielded enemies.
16:51 Small aside on the magiturge origion. He can carry the most throwables in the game with all of his unique armor, found under the magic tab. It costs about 4 tokens for the full set. With the ability to carry 21 frag grenades in one go, and 100+ shurikens. And a quick fact about his wands. They function similar to guns. Meaning that gun based skills like Auto-fire compensation and Sweet spot are applicable to them. The plastic wand has the most negligable reload cost. Since there are relatively few enemies in area mode that can execute you. The only one i've see so far is the Cyber bandit, mabye the half mag amd N51 delta? Important for the steel wand. The train mission or shalugter time doesn't knock a corpus off you if you say, catapult yourself off the train or over the edge. But the pits in Murder room will knock one off. But if you wand flys off, you'll have to get through the next wave without it.
the only range enemies that can make my massive origin character lose a corpus is a rook gudgeon or the annoying tranquilizer doctors, trapdoors from murder time and the red guy that shoots homing green bullet and the ninja guy from nexus core and the guy that shoots explosive in hard sell
I reccomend dual weilding acid blaster. It lands many critical hits when close range with a certain skill unlocked that every orgin can get. It is a mid-end game gun though.
I wish "Noob" origin was the only origin that could get every skill, but sadly for Noob origin left 3 skills of each category: unarmed, acrobatics, guns, melee
I hope to one day see your review of the Magiturge origin, which is out in a few days.
He even gets his own bed. We made that bed specifically for you ❤️🩹
I'll definitely check it out! Things are a bit hectic on my end, but when I get the chance, I'll definitely look at this new Origin!
Also, I know I said I'm getting sick of this game in the video, but thank you for making it! I don't sink a hundred hours into just any game, you made something special here!
letssss goooooooooooooooooooooo
the magiwhat
@@omarpikm2101 a wizard
@@omarpikm2101 precisly, this one th-cam.com/video/ByP5y_9qCDc/w-d-xo.html&ab_channel=XDefault
That whole sequence from 11:40 onward was primo. I am absolutely entertained.
eyyyyy 👋
Yooooo
its the legend himself
its our lord and saviour krinkles
What's up Krinkles🙂
Something the game also doesn't tell you is that you can actually order your hirings around individually by holding control and right-clicking on the hireling you want. Additionally, if you order your hirelings to hold position, and then hold shift and order them to hold a different spot, your hirelings will start to patrol between those two points. Both of these have helped me to squeeze out their longevity by tactically positioning them where they'd be most useful.
If you're like me and can't bother to memorize your hirelings' names, you can ctrl-right click on either the hireling themselves, or their name on the left of the screen.
Yoooo this info is so good thank you
I don't see many people pointing it out that hireling insurance doesnt only skip the recovery time, it also heavily decreases the amount of money that you have to pay
With insurance my lvl 30 cost from 200 to 300 and without about 2.5k
WHAT
I NEED TO BUY RIGHT NOW
you can tell this guy is a jojo fan because he emphasizes action with a color palette change
Some other tips I've found kinda useful:
- Learn to kick and dropkick. Your typical shove style attack can be done with MMB and can be useful in pushing 2 corpus block enemies into death pits if needed. Dropkicks are unlocked with the Dash Attack, Heavy skill and will allow you to reliably disrespect Nexus Riot Guards. Some origins with a lot of Force will dropkick or even kick Riot Guards long distances. If you can't drop kick you're using either the Offering (try hooking, explosives or flashbangs instead) or Tinkerer (use Dissonance Cannon ammo and honestly if you have any issues playing Tinkerer with D Cannon ammo on an MG or Bren anything else is just gonna be noticeably harder). Riot Guards are among the most annoying enemies in the game and anything to humble them is more than welcome.
- While G03LMs aren't that huge a threat most of the time, this doesn't apply to the Mhati G03LMs. Those things can dish out 60 whole points of high armor piercing damage at once which can especially be an issue on Madness difficulty. You can even ignore Minigun G03LMs sometimes but those Mhati G03LMs will ruin you and especially your hirelings. Similar things could be said of those damn N51 snipers.
- If you don't see the gun you're looking for in the Black Market, go start a mission of any kind and quit out immediately. This resets the shop inventory so you can finally get a chance to get that really rare gun you've been eyeing this entire time, probably an MG or Dozer E or D Cannon.
- Keep spare weapons in your Warchest, especially throwables.
- Grabbing a gun from your Warchest somehow gives you double the total ammo than if you had brought it along with you from the start.
- You can charge up your charge attack indefinitely by holding Ctrl while charging. While this will not boost your damage past 2nd stage charge attack, it will allow you to lie in ambush behind corners with a charge attack at the ready. Perfect on The Goods to get the drop on the dual Tommy Gun mooks.
- Some melee weapons like the Binary Sword and Shock Longsword have 2 broken states and thus the durability stat there doesn't tell the whole story. Draining the entire durability of a Shock Long gets you a regular Longsword instead of just a hilt to rob corpuses with. The Binary Sword even breaks down into a 100 durability Binary Shard with no damage loss, but you do lose out on the insane range.
- Really do mind the range on the weapons you decide to upgrade. It's cool to stack all that damage but most of the time the damage you deal with Sweet Spot hits will more than compensate for a tiny reduction in damage outside of the Sweet Spot, especially relative to Senses. My personal favorite range is around 5-6.
- Figure out a system that allows you to grind multiple skills all at once, including acrobatics. Use throwables vs certain enemies (I like throwing axes vs green mooks on Slaughter Time for example since they kill in one shot from far away without wasting my precious gun ammo), melee against more durable opponents with TAC bars and multiple corpus blocks, guns when overwhelmed or on infinite ammo or whatever. You should be able to grind guns, acrobatics and melee all at once relatively evenly this way, but you cannot grind unarmed and melee at the same time that much since both share pretty similar roles. Doing that will allow one to reduce grind times a bit.
- Do not give melee weapons to Gymnasts early on. They really love throwing these things without even swinging them once. Wait until they get Shuriken Arc or preferably Lawnmower, then give them hook weapons and boomerang weapons.
- The cash bags in Heist are subject to two hander weight restrictions for Medium size weapons. This means if you run a low Strength build you will need twice the amount of trips at first as you can only carry a maximum of 2 bags at the same time rather than 4. However the much heavier gold bags are NOT subject to two hander weight restrictions for whatever reason and can even be thrown at lightning speeds. Nevada's physics are quite the mystery.
- Noob should really be the first origin you ever pick as what you end up defaulting to with Noob is gonna reflect on which next origin is gonna feel more comfortable. For instance I found myself addicted to melee charge attacks and MGs, so from Noob I went to Mercenary. Maybe if you end up punching a lot you could go to Patient or Experiment. If you end up throwing everything during your time as Noob you could try Experiment or Offering. If you love charge attacks with melee weapons pick Disquieted, but if you can't just depend on that alone you can try Experiment if you miss your fists and Mercenary if you miss your guns. The main exception to this is gun lovers defaulting over to Agent. This is not as great an idea since Agent's low Encumbrance is a very difficult thing to manage for a newbie. Instead of Agent for gun lovers, go with Mercenary or Patient since both can use guns just fine, or Offering. Only on Noob do you have access to all the basic styles in full, so you get no biases whatsoever.
- Holding Ctrl just a few frames after hit LMB for a light attack will allow you to charge a charge attack while moving. The timing is pretty tight but it could be useful if you're running away from a horde of enemies.
- Negative type weapons also work on the vampires. Feel free to send those annoying wannabe goths straight to the shadow realm. Alternatively executions in general allow you to kill vampires right away.
- If it cannot be killed with a Nevadean Dozer E, it cannot be killed at all. Seriously this thing shreds tough enemies like they're mere cannon fodder mooks and it's also great fun if you give some to your hirelings. it's $11k well spent almost every single time. Well maybe not as much Disquieted but I don't use guns with that origin out of principle. And of course it loses out to the meme guns you can make on Tinkerer, because how can you compete with D Cannon and 20mm ammo fired on full auto? It's still the ultimate tank killing machine in most cases. I think Massive can even use 2 of them at once to devastating effect
God damn, there's all sorts of good information here, especially the held charged attacks, I didn't know that one at all!
@@roiwiez There's a couple more that are origin specific and the like that I didn't add but a good chunk of what I've said is found on May's Expert guide on Steam, specifically the charge attack stuff.
When this is still basic knowledge, i think I've played this game too much
Nice. Guess the holding charge attack wasn't left in vain. I knew somebody would do add up.
I started as Mercenary,and did go to Experiment
Basically im addicted to fast melee combat no matter which weapon i use
Guns are cool but i didnt find their perks that useful anyway
I have 500 hours of MPN but seeing the community get as strong as me is mind breaking
500 HOURS?! YOU ARE CRAZY!!
@@gokuvanitas2602 actually I double checked and it’s not 500, it’s 638 hours
@@gokuvanitas2602 He’s embraced the MADNESS
@@daboyz2374 *restoring normality*
Fun fact amout of hours never mean your good at something that mean that you might just like to waste your time or both
MAKING THE MOTHER OF ALL GRUNTS JACK CANT KILL THEM ALL
Roiwiez: Well... all done. Time to take a break. Everyone is satisfied.
Gibbing tree with the update finished: Oh no we're not done with you yet
But it was a nice series and all, but seriously the margitude was so unique and awesome
I'll eventually get to it. Give me like a month or two and I might push something out for him.
@@roiwiez Get a break, man. It's nice to check out other stuff once in a while.
A Jack Of All Trades is a master of none. The Noob is the exception, he's the master of making people piss themselves
@@NicoLas-xy3ew corpus
@@NicoLas-xy3ew You cant dodge tho
Everytime I remember about your channel, I always watch this. Just for a refresher on information I already know.
I also can't wait for your review on the Creber!
Spot on, one thing I might add is the target priority on hard sell: the recons. They might be the weakest, but if those bastards hack the container multiple times at once, they can cause a mission failure.
Ah, the noob. Probably one of my favourite origins, because I like to keep my options open during combat. No frills, just kills.
I should mention: as of one of the latest updates, a few of the counters mentioned in the video are unavailable now. Countering G03LM grabs with a throw, for instance, was never intended and has been summarily nuked from orbit. Dash attacks from enemies like Merczerkers also weren't intended to be available from the start - you need the Counter, Charging skill to do that now, although doing a perfect block will still prevent you from being ragdolled from the hit, so it's worth going for anyway if you can't move out of the way in time.
Okay but countering golem grabs should be exclusive to the massive.
Because
A: it makes sense that the man who can SUPERMAN punch THROUGH a battlefield could yeet a golem.
B: Its Funny to just see him just "SO LONG-E BOWSER." Them.
*You MUST bring an E. Dozer to the Mandatus.* That beast of a shotty will shatter the Grand Steward as if it was an ice sculpture.
I’ve used dissonant weapons against it and a similar effect happened. But I feel that the dozer is at least a *little* better, right?
Weapons with lots of armor piercing in general are very good against the Grand Steward. The nexus blade can chop off one of its corpus blocks in just a few swings, for instance.
@@fatcatidk9271 well well well, thank you for the advice good fellow :)
I'm usually farming exp at the MERC arena. If you go 30+, you'll get a TON of money and enough exp to upgrade your focus skill.
Also, the first TRULY tough enemy I've met in the arena was Half-MAG Agent. He can't be stunlocked, he's intimidating because of that, he's pretty quick on his own, can get you from the other side of the map with a charged attack and he's nearly invinsible. Seriously. Your first fight will look like that scene where Raiden is punching Armstrong.
You can throw everything at this man and he just stands there, almost daring you to keep going or he will punish you heavy
I just create a revolver that just deletes boss health if they don't have any armor on
@@zixl9523 a bit late because I only carry revolvers out of any firearms because of headshots.
@@justaguywithagoodphoto4801 Yeah they take a lot of hits for one corpus.
If you've seen Private Lime's video where he takes on Fast Track, the first HalfMag has so much stuff in his face before he dies I called him "Torture Jr"
Interesting general guide to arena combat. As a person with 6 imprints without NEM mod installed, here's my 2 cents:
- I found picking noob origin as the first one extremely difficult late game, since I didn't figure out prefered playstyle or was given a direction in which I should progress (as in, also, playstyle)
- Golems might seem like a last/second priority target, just don't forget they can easily destroy an entire corpus point by themselves (Mhatti in particular) and lock off area of Nexus Core arena (since various fodder-tier enemies will hinder your progress in removing their armor)
- Dart harmacists (the annoying ones in The Murder Room) only have 3 shots which are (usually) easy to dodge. After that they go melee (if they hit you, they will poison you regardless if you perfect blocked or countered it)
- Gunmen hirelings, although, not as tanky as the others, can actually kill a good amount of enemies by themselves earlier than others
- Engineers (the green guys) and snipers at Hard Sell are (at least for me) priority targets, since the first are actually the ones which can break the objective, and the latter can do massive damage if left unattended
- Agent origin perk can be fairly useful on Nexus Core and Fast track, since you can get in a better position to fight
Also:
- Explosive ammo can insta ragdoll shield bearing enemies and golems
I would like to make a single correction.
I have been able to call back-up multiple times per mission. It's once per WAVE that you can call backup.
Not everybody may know this, but due to me being a noob against the Nexus Core, I figured this out on my own.
That is all. (also, thanks for the advice, my teammates are dying less early now. You're (quite literally in this case) a lifesaver, dude.)
Backup is for me is the "everyone is dead i have three golems looking at me someone HELP." button.
Might focus some for money towards them in my next playthrough though.
@@memes_the_dna_of_the_soul5487 you should. They're more useful when you do.
Also same
y'know what would be cool? A hireling nuzlocke. You have to take as many hirelings as possible into every mission, and if they die you can't revive them.
I remember when i got this game i spent everyday scowering youtube comments and steam guides for advice. Learned random things like how to set patrol routes for hirelings, in a prior update you couldnt throw the stop sign for some reason, and if you aimed the massive's first stage charge attack near your feet you'd go flying.
Also if you hate how little ammo you can carry around in this game, try only using your weapons when you absolutely need to. I usually drop my op weapons somewhere the enemies dont go often and when things get hairy, i bust them out and end the wave. And not only does it stretch out how long you can use a gun, but constantly picking up and using enemy weapons is like a staple of madness combat. The games just more fun when you're constantly improving with what your given rather than mindlessly mowing people down with an mg
11:00 Also applies to melee weapon durability
The most important tip I often see overlooked.
RIGHT CLICK TO SELECT A SPECIFIC HIRELING!
God, it used to be so annoying trying to control the whole hireling moshpit.
Amazing series, my guy. Loved every second of it. I wish you a succesful and prosperous youtube career!
It was literally only while making this video that I found out you could single out hirelings for orders. 120 hours in and I still don't know basic game functions.
@@roiwiez Then why in the world would you not include it in the video? :D
There's no mention of it in the menu's, tutorial or gameplay, OR any of the videos about the game xD
No one's talking about it! Just knowing about it increases your hireling life expectancy from "Nul" to "-1" in and of itself! Lol
I honestly feel like there's a meme in there somewhere but I can't be bothered to eek it out.
I remembered you could do this because I did it on final boss in campaign to juggle the other players between rezing others and fighting
@@roiwiez
Also, if you have full HP on Nexus core, and your hirelings are looking worse for wear, select the injured ones and point em to the med chest and they will patch themselves up.
Real useful when you're trying to cut down on cloning costs.
Btw i usually just farm acrobatics on the murder room by letting enemies fall to their deaths and killing a few with either my throwables or throwing a melee weapon. Also another room that's great for farming if you have enough patience is the foundry, since it's one of the easier levels to grind since the enemies there are not that tough, and the exp they give after wave 10-15 reaches 2000.
ps: Great video as always!
wait that works?
Same, also on this level my hirelings have never died to anything but running into the trap 4 times when i repeatedly tell them to stay in the corner
@@nombregenerico7775 ye
@@nombregenerico7775 oh and also, you can farm some acrobatics xp on slaughtertime by using grenades and killing hordes of enemies with 1 grenade, it's pretty useful, just remember to buy atleast 5 grenades
I will also shoutout May guides on Arena Mode . one of the best written sources to master Arena mode . this video also does really good job on explaining things . i actually learned few things .
When you get around to doing an Agent video, I saw on the beta branch that Agent got a pretty wacky buff where when the Sweetspot skill is gained, his pistol shots will have the ability to stunlock enemies and drain more of their tac bar than usual, and I can already see the Revolver Ocelot jokes arising from that
Watching 23 minutes of madness that is made by my favourite TH-camr is truely a blessing from the god
Lets take this as the day Roiwiez got 2k subs
its always a little treat when this guy uploads you're doing well
also first XD
Commanding units specifics: While holding control press m2 while hovering the mouse over them to use them only for a command.
You can command your hirelings to use *OPEN* medical cabinets just press m1 over the *OPEN* cabinet.
Edit: mixed up the mouse inputs
Damn bro, recently found out about this video when I was having a hard day and it's safe to say that you are that one youtuber that I can just watch over and over again to make my day better and with every video you upload you keep getting better. Keep up the good work man, you're one of my favorite youtubers right now (this is also a really good guide for beginners that isn't just someone talking specifics with their magnum opus for 2 hours)
First origin I started and I'm glad I did. There's something special about going from Noob to Pro over the course of a game.
100% worth the wait. thank you again roiwiez for some awesome content
Perfect day to see a new video get uploaded✨
Congratulations on 2k subs
Your MPN videos are great, it’s kind of a shame you won’t make more in a while.
However, you have demonstrated to be very good at editing and you have the creativity and ability to make great content, wether it’s madness or not.
Thanks for making MPN everything your imagination wanted it to be, and transmitting it to us in this style of yours
Sup, Rowiez! The new origin has been made in an update literally 2 days ago. I understand, you know about it. But, it's just funny to see, that this game won't let you go so easily.)
I try to escape, but it keeps dragging me back in.
Very Nicu! Also congrats on the 2k subscribers
For the longest time, I didn’t even get hirelings, but this video helped me see the potential for them as bullet sponges. Especially for the murder room and hard sell.
He knows what he’s doing and this might as well help out new players
Since the new update just dropped, PLEASE rest a while before making a video on the new origin, you deserve it.
Nepeta. from
@@LaughDonk Nepenis, from homosuck the cock 2009 special edition
23 minute extravaganza! Back at it again! Keep up the good work.
Nobody talks of how well Lisa ost drops in this video, nice to see another Lisa fan. Btw Lisa: The Fool coming soon baby
Thank you, Sensei. After this video I become smarter, stronger and more handsome. I understood the meaning of life, healed all world from disease (but not your, lol) and have a lot of money and gold (and goats... what?). Now I'm a god of emperators and defend the Universe.
Just really thank you, Roiwiez, for all this videos
That's the thing we needed. Thank you dude. You're awesome!
is good day when roiwez uploads :)
Thanks for actually listing the ost credits most TH-camrs act like it's foreign concept to them now
Here’s a few tips I’ve developed while playing.
-In foundry and sleepwalker, if you want to keep your hirelings alive a bit longer, target Merczerkers and Power Tool Laborers (Drills, Saws, etc.), they will easily tear apart your hirelings if they manage to stun lock them
-Equip the Endurance boosting implants on your hirelings to give them just a bit more encumbrance cap (I do this often with Gunmen)
-Command individual hirelings by right clicking on them while hold down ctrl (or whatever key you binded it to)
-On Hard Sell, order your hirelings to take cover with the barrels and boxes in the main room. This one trick alone is why I don’t have much difficulty doing Hard Sell
-Also on Hard Sell, I’d actually recommend prioritizing killing Recons, Assassins, and Overwatches (Basically the Safe Hackers, Ninjas, and Snipers). The Shutter Doors can be repaired with scrap anyway if they are blown up.
-On Nevada House and Hard Sell, if you have grenades (or flashbangs) equipped you can throw them at the window or crate to take care of breachers easily
-In Slaughter time, it’s best to target the Red Gunmen before Green Gunmen, as the Green Gunmen’s shots are much easier to dodge
-You don’t necessarily HAVE to use flashbangs as offering, enemies like MERC Gunners and Nexus Supports will be dazed upon taking enough damage anyway so you still get free heals
-Don’t be afraid to run away from enemies. I don’t care if they call you a coward, kiting is still a viable strategy as it additionally separates faster enemies such as Nexus Soldats from the others as they are the only ones who can catch up to you. This is also useful if you are trying to level up acrobatics
-In the Foundry, Merczerkers can accidentally charge off the edge if you position yourself right at it and dodge at the right time, you can also use the charging counter skill to YEET them off.
-This one is pretty obvious, but you can easily take care of cyber brutes and harmacist brutes in the murder room by activating the traps right below them
-You can order your hirelings to target specific enemies, by selecting said enemy while commanding your hirelings. This can be used to take care of priority targets, focus fire on Mags, overwhelm G03LMs and other Brutes, and help take care of enemies engaging the objective on siege arenas.
-You can order your hirelings to use medkits if they lose corpus and you haven’t
-Power Tools will explode and ignite anyone close by when they break, when they’re on their last durability you can throw them at small groups of enemies like a bomb
-You can interrupt enemy snipe abilities by killing them, you can also sometimes dodge snipers by running around (this is especially useful against those Mhati G03LMs everyone seems to have a hard time with)
-You can use Grenades to delay more agile enemies from chasing you
-Bats, Saws, and Drills have quick executions which is useful when multiple enemies are stunned
Some more:
-Grenades and Flashbangs can easily take care of riot guards
-You can use your sparta kick to put enemies into your gun’s sweetspot
-Fire and Dissonance weapons are not only effective against vampires, but are also useful against asylum patients and zombies
-You can use cover in case you need to heal or dodge an enemy snipe, useful against MERC and N51 snipers.
-Guns with high ammo per clip by default are the most useful on hirelings. In terms of melee, shock batons, pipe wrenches, and power tools are a good choice to equip to your hirelings.
-Hirelings are usually a necessity on Nevada House, The Heist, Hard Sell, and Nexus Core Facility
-In the heist mission, you can exit the bank and kill some rifleman to delay their assault
-In Nexus Core, if you are faced with multiple G03LMs, either kill the ones wielding a Minigun first or the ones with a Mhati first, whichever you prefer.
-The N Dozer Model E can be modded with a sight, you can use this to adjust it’s sweet spot to your liking
And best of all…
-If standard ragdolling isn’t enough for you, try dodging and ragdolling at the same time to yeet yourself halfway across the room or wherever you please
Hirelings only become a necessity on Hard Sell and Nexus Facility. I never do The Heist as I don't see it's money as worth it to me.
Alternatively you can play as Magiturge and say fuck you to everything.
@@zacsolo1594 there’s also Tinkerer
Agreed, those two are the biggest middle finger to difficulty in this game.
i want to watch the full video really badly but i found out figure things out my own can be " why i didn't use this early" and " feel great find things by you self and not rely on other people"
this is the only video i can find teach you about this game and want to thank you for doing this
but i will comeback when i really suck and need help but for now i think i can manage
Good video man, I can't wait to see what other projects you have in store.
Also a really nice piece of info is...
That there is a spawn cap on each level,so leaving some big guys in Nexus Core final wave on Madness Diff will make a big difference
Leaving them so instead of spawning 11 berret and dual wield berret,just 3 or 4
My favorite gun:
Nevadian Ballistic suppression
Mods on it:
Rifle scope
Shock poker bayonett
Barrel extension-medium
Pr-AR Buttstock
9x19 armor piercing ammo mag
This baby slices through most mini-bosses like through butter and with infinite ammo it pretty much can carry entire wave
Where do you get infinite ammo?
@@Annihilation_Studios power up, probably. It can drop randomly
On the topic of ordering your allies around, I wanna share something I found out:
If you right-click over a specific ally or their name on the UI, you can specify which one to give orders to. That way, its not a mad fumble mess of trying to get one of your goons a weapon or healing their Corpus in the case of the Nexus mission. You can also do this to better secure an area, like in Hard Sell, having 3 of your goons cover the hallways and the remaining ones to serve as backup or to help keep the vault safe.
Also to add more to it, as I read a Steam guide called Hireling-Fu which I recommend checking out, you can also add the shift key into the mix for more commands. To copy/paste directly from the thing:
Shift + Ctrl + LMB will send the selected units to a queued waypoint. They will move towards each place you click in order, and engage any enemies they see on the way; they will pause moving to a waypoint to fire at anything reasonably close, and will continue moving once enemies in their line of sight are dead. They will then wait at their last waypoint like a regular Ctrl + LMB.
Shift + Ctrl + MMB will add a patrol route waypoint. Once two or more places have been selected, they will move towards the next waypoint, hold position there for a few seconds while engaging any enemies near them, and then will move on to the next waypoint if they are only fighting enemies at range or if there are no enemies around them. They will then continuously patrol along this set of waypoints until you give them new orders. If you set up a patrol route and end it with Shift + Ctrl + MMB on yourself, they will patrol the route once and then follow your current position until you give new orders.
This is what we waiting a basic class that is gonna be use only on end
I noticed that Infinite Ammo also work on Melee weapon’s durable which is a nice thing tbh.
if you wanna level up your acrobatics, past wave 9 in the level Pit Stop, you'll get free access to all the throwing daggers and all the acrobatic xp you want.
this is just an alternative though as enemies in pit stop are harder, but you get xp faster
"Grab all three bags and run, it's not a fight you want to stick around for"
My Tinkerer with a .50 cal assault rifle, Laser Assault Rifle, and Dissolution Cannon Deagle
A tiny tip regarding Alphaware (the stat bonus giving equipment that Crackpot sells to you) for anyone wondering:
There are only two worthwhile ones, Nano-Respirators and Chameleon Veil.
The Nano-Respirators provide a tremendous +200% corpus regen rate that turns you into a mini tank, and is especially effective for the Massive. However, that +200% regen rate is so good you will not go wrong using it with any origin, especially more fragile ones.
The Chameleon Veil is a bit more niche than the Nano-Respirators, providing a chunky +100% to your Tac-Bar value. When paired with origins that have higher amounts of Dexterity due to their focuses (Agent, Tinkerer, Offering, Experiment), it allows you to really give a good boost to your Tac-Bar to fend off rains of bullets.
By the time you unlock Crackpot’s shop, if you’ve been playing on tough difficulty the entire time you’ll have about ten or more tokens, which is more than enough for what I usually get:
One Director’s Cape (Great shoulder item, though not as relevant for unarmed origins like Experiment and Patient who benefit from the N51 Maniac Tank).
One Nano-Respirators
Two Nexus Sabers (For the Grand Steward).
And I save the rest for character modification and blood colors, but you could also buy a chameleon veil.
Additionally, Nano-Respirators is a S tier slot for Hirelings, as it increases their time on the field by a lot.
The block button is even great with low melee skills, even an unskilled agent can take a lot more damage if you protect yourself with well timed blocks.
If I had to leave a tip on playing massive and going through nexus core, it would be this- try to use grab counter, kick or dropkick to get rid of the gol3ms as soon as possible by tossing them off stage, because your lack of tacbar will leave you at the mercy of their very powerful weapons.
for the ammo section, i’m pretty sure ammo works like this
Standard Mag - +1 clip of the default ammo for any weapon (so if you have a weapon with 30 ammo by default and no extra clips, changing it to a 45 ammo clip would mean you still have 30 ammo)
Extra Mag - Flat +1 clip of any weapon (usually better than standard mag, but for high ammo weapons it might be better to get standard mags)
Handgun/Heavy Mag - Same as standard, but for heavy and handguns.
You just have to show no fear no mercy and no weaklings
Here are 2 tips that I use: If you're having trouble dodging the windup attacks from bigger enemies (i.e. tantrums from bandit brutes, grabs from Gol3ms, and the charge from half mags), get snap dodge ASAP. And if enemies are chasing you, they'll probably dodge any flashbangs you throw. Throw the flashbang at your FEET and back up to have an easier time.
I'll just summarise noob for you all in soulsspeak, noob is basically the wretch class, starts absolutely fucking GARBAGE, but can be WHATEVER. YOU. WANT. In the long run
Something to note about Hirlings is that if they die during a mission they will NOT get any experiance!
I love this because my first run is with Noob.
Hold up, I thought the backup was once a wave. Besides that, great video.
EDIT: Woah, I didn't know enemy grabs could be countered. I'll have to try that some time.
Magnificent video, as per usual.
i love the addition of the Lisa ost in your video! :D
that ending part was insane keep it up!
I am deeply excitef for videos that are not madness related, I think they will be good!
There's a few tips I'd like to mention. Before throwing a weapon, use right click to throw weapons in your off hand. Which means you can throw a shield. Or a melee weapon if you're dual wielding one melee and one gun equipped. (When dual wielding those two, guns are always in the main hand and melees are always in the off hand) Left click throws weapons in the main hand.
Holding shift before dropping a weapon will drop what's in your main hand. When a shield equiped, you'll always drop whatever is in your main hand first.
When shift isn't held, dropping weapons will prioritize weapons in the offhand, with the exception being the shield.
Oh my god, thank you! I didn't know there was a way to pick which of your two weapons you could throw! Maybe now I'll be more tempted to use a gun and a melee at the same time.
Minor thing about Tac Bar Enemies.
Soldats have a Level 2 Tac Bar, and a second Corpus, still making them a worthy target.
But Engineers are the first enemies to have Tac Bars, they're level 1 though, and can be dropped easily thanks to only having one Corpus.
The counter mechanic literally made my skill 10x better it’s so broken
Late comment, but something to mention for acrobatics is that throwing your actual weapon gets acrobatics xp. So instead of dropping your weapons when they're useless-throw 'em. Also boomerangs are really good for acrobatics based characters and their dps is similar to snipers that require a little bit more finessing, but are really good
Oh yeah, boomerangs are amazing once you get shuriken arc. Dual wielded boomerangs are basically a machine gun that levels acrobatics with how quickly they return to your hand to throw again.
@@roiwiez also really solid equips on high level gymnasts/stuntmen who like to throw their weapons
Hot pursuit is funking insane
20:27 Oh, so that's why there was no part about the agent)
Offering has the least health due to it being able to get extra allies by killing enemies only sometimes though not all enemies will rise up and the offering is an acrobatic expert
This is definitely nostalgic for me, and one of the best games I've played this year!. I can't wait to get lost in the grind :)
That last edit at the end was how I felt during my first massive playthrough
MAKING THE MOTHER OF ALL MADNESS [Roiwiez] CAN'T FRET OVER EVERY GRUNT!
at the start of the game beat only the 2 levels of sleepwalker bed and don`t complete it now. In late game when you are sure you won`t have any problems with sleepwalker bed go play it and you will get "First time bonus" on all waves. That means you will get much more XP
this video really did helped me to learn things I didn't THANK YOU
and when the world needed him most, he returned
Awesome video,beat the game 6 times,last one as the offering and just now i realize about flashbangs xD,took me a lot to finish every arena on madness and i didnt even get the archivement lol
Damn you Krinkels
The infinite ammo powerup apply to all weapons
Throwing and guns get infinite ammo
Melee weapons get infinite durability
it took me a couple of runs before i realized dr. crackpot sold those augments
Important notice. The magiturge origin update in the future will make it so you can't counter zerker tackles without the counter charging skill. Also golem grabs will no longer be counterable
Kinda sad that G03LM grabbing is going away given that it was one of the highlights of regular size Unarmed focused origins, as in Patient and Experiment. I mean you still have Patient's explosive stuns and Experiment's sheer punching speed (stats naturally default to a really high Athletics skill) and Slayer tossing, but given the noticeably lower damage it would be very useful to have in general. Unarmed focused origins generally don't overperform too much relative to other origins anyway, except Massive due to that amazing charge attack and 10 whole corpus blocks only being outdone by the god of dissonant energy Tinkerer. Hell even Agent kinda somewhat benefits since the stats kinda suggest a punchy gunman to me. Given that it's still a beta patch hopefully those origins don't falter too much. Should the change to grabs be permanent I will miss throwing big hunks of muscle and armor down the Nexus Core. It's goofy as hell but it is oh so enjoyable.
This was a very good guide, but i do have a recommendation for your guide, make sure all your hirelings are atleast gymnastics or thugs, Only because you want them to *endure* the attack, personally for me i would give my thugs and gymnastics guns to make sure they are atleast armed.
But seriously good video!
Edit: Forgot one thing, Best grinding: any stage with infinite waves,
And the best auto grinding stage, Murder room
@@NicoLas-xy3ew for my play through my gunmen kinda sucked at taking damage and would normally die very fast for me
@@NicoLas-xy3ew ok just hear me out, its about how well they can endure the damage.
I usually sport 1 thug, 1 club, and 3 gunmen. The thug is a tank with decent dps and good crowd control, and the clubber has really high CQC DPS potential once he gets a katana. Especially when he gets the ability to deflect bullets. And if you're lucky, you'll get one with good endurance.
The gunmen, I just give them all E dozers or 18 damage 5 pierce BREN's. with camo pant that give 2 extra mags. Combined with their core skills and focus on guns, these guys have much more ammo for guns, and have much better aim and damage with guns then the other hirelings.
Having atleast 3 gunmen makes certain levels go by much much faster.
For augments, I give myself, the clubber, and thug the "200% health regen" augment. This thing is a life saver.
For the gun men, I typically give them +5 senses to increase their over-all performance with guns.
If you know what you're doing, you'll rarely lose any hirelings even if they are all squishy and you're playing early levels on madness difficulty.
20:19 The only thing I know for real...is to EMBRACE THE MADNESS!!
alt title:Senator Steven Armstrong teaches you how to play M:PN
I NEVER FUCKING SAW THE ALPHAWARE SECTION IN CRACKPOT'S SHOP???? WTF??? i've been playing for 70 hours and haven't seen it im gonna cryy
When you get to Magiturge, the actual magic stuff is sold in a separate tab too. I didn't find that until I was like a third of the way through the game and played through the first three missions as a worse Noob with zero armor and no upside.
So, are yoy gonna make Agent origin video later? Just curious~ Also, thanks for another awesome video! I really love to see you're got hyped when The Only Thing I Know For Real kicks in~ XD
While overall good, I do have one addendum I'd like to make; Shield enemies in specifically the nexus core (Riot troops, I think they're called) are NOT to be ignored, because they carry stun batons and can very easily leave your hirelings open to being shot by the increased volume of marksman enemies, *especially* when you first get there, as you're unlikely to have hirelings with all four corpus bars yet.
Mainly this is a problem in stages 2 and 3. Stage 4 and 5 have enough cover/height variation that you can afford to ignore those guys a little more, but in stages 2 and 3, your guts can get shot anywhere, from any angle, and making sure they have a tax bar to do take it with is key to not starting stage four solo.
They are 100% a problem for your hirelings, but in the event that you ARE solo, it's actually better to try and leave them alone. Enemies come in waves and if you leave enough shield enemies alone in Nexus core, you might not have to deal with any ranged enemies while taking down golems and you'll just have to kite the very slow shielded enemies.
16:51
Small aside on the magiturge origion. He can carry the most throwables in the game with all of his unique armor, found under the magic tab. It costs about 4 tokens for the full set. With the ability to carry 21 frag grenades in one go, and 100+ shurikens.
And a quick fact about his wands. They function similar to guns. Meaning that gun based skills like Auto-fire compensation and Sweet spot are applicable to them.
The plastic wand has the most negligable reload cost. Since there are relatively few enemies in area mode that can execute you. The only one i've see so far is the Cyber bandit, mabye the half mag amd N51 delta?
Important for the steel wand. The train mission or shalugter time doesn't knock a corpus off you if you say, catapult yourself off the train or over the edge. But the pits in Murder room will knock one off. But if you wand flys off, you'll have to get through the next wave without it.
Bonemeal has given me the best results. Plastic is too weak for what it does and losing your wand is a game breaker.
the only range enemies that can make my massive origin character lose a corpus is a rook gudgeon or the annoying tranquilizer doctors, trapdoors from murder time and the red guy that shoots homing green bullet and the ninja guy from nexus core and the guy that shoots explosive in hard sell
the best youtuber
I dont remember senator armstrong has a lightsaber in mgr or duel wielding a gigantic swords.
I reccomend dual weilding acid blaster. It lands many critical hits when close range with a certain skill unlocked that every orgin can get. It is a mid-end game gun though.
Actually crit damage is not always 2 times, it depends on some stats, probably dex and tactics
You can right click a specific hireling in combat to order them specifically to do shit instead of ordering them all to do all
divereagence machines, son.
I wish "Noob" origin was the only origin that could get every skill, but sadly for Noob origin left 3 skills of each category: unarmed, acrobatics, guns, melee