Quasimorph
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Corporations and damage types
Bởi brovalok
Description of corporation damage types
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General
There’s quite a lot of common gear in the game, so what’s described below will focus more on general tendencies rather than something that appears 100% of the time.

Corporation Categories

Hexarchs — cannot wage war against each other.

Minors — can be used as proxies if you’ve unlocked the corresponding module.

Quasi-corps — become friendly within their bramfatura and during their missions if u have 100 reputation.

Others — nothing specific to say yet.

Damage Types and Equipment

In my opinion, faction damage types are more important for early risk assessment than faction armor, since armor pieces are often mixed with general ones, and a single boot doesn’t significantly raise your resistances.

If a corporation uses weapons of a certain type, you’ll encounter that damage type in about 99% of contracts against them.

Among general weapons, shotguns and pistols are the most common; there are a few rifles, and I’ve seen beam pistols as well.

Contract Difficulty Estimation

When estimating contract difficulty, it’s better to focus on concentration.
Skulls act mainly as a multiplier for concentration, but the base value of that multiplier differs between corporations.

A very approximate estimate:
50 concentration ≈ 1 unit
(with unit value ranging roughly from 15 to 150).


This is based on memory and the information available from corporation levels in the game.
If you have suggestions or spot inaccuracies — feel free to comment, and we’ll see what can be improved.
Hexarchs
RealWare (phys/expl)
Armor and damage are physical. From tech 4, a grenade launcher appears. Several weapons have laser sights (accuracy = 95% within range).
High-tech armor, in addition to physical protection, also provides resistance to electricity and fire.
Among enemies, you will encounter military robots, and occasionally units(both robots and humans) with ABC (heavy machine-gun arm).

Dilthey (blunt/elec/beam/entr)
Uses ultrasonic weapons (blunt + suppressive fire), electric weapons from tech 2, beam weapons from tech 4, and entropic weapons from tech 7.
Corporate armor is light and can mostly be ignored, but it consistently lacks resistance to blunt damage.
Have a lot of robots on missions.

Tianming (phys/pois/elec)
Primary damage until tech 5 is physical, has discthrowers be aware of amputation risks.
From tech 5, poison explosives; from tech 6 — poison saws and penetrating explosive rounds; from tech 6 - pistol with optics and explosive 9mm; from tech 9 — electric cannon.
The best corpo-armor among tech 4 protects against physical, poison , and electric damage.
Top-tech armor protects against everything except toxin and electricity.
One of the more meat-heavy corporations (cheaper spawn units); missions often feature drones with noticeable evasion.

SBN (beam/pierce/plasm)
Uses beam and electromagnetic weapons (penetrating + armor-piercing).
From tech 5, plasma damage is added.
Tech - 3 faction armor has no protection against blunt; other sets are distributed across resistances to physical, toxic, electric, and beam damage.
Have sexrobots on missions.

AnCom (phys/cold/entr)
Up to tech 5, all weapons deal physical damage.
At tech 5, SMGs with cryo rounds are added; tech 6 brings sniper rifles and low-spread shotguns with flechettes (armor penetration + higher injury chance).
At tech 7, entropic weapons are added (combo fire + cold, wounds increase damage).
Corporate armor ranges from medium to light, it becomes weaker with higher tech, but provides slighly more dodge/
Some AnCom units have higher vision, allowing them to use sniper rifles effectively.
Minors
Daydream Chems (poison/cold)
From the start, units have poison and almost all weapons are corrosive (strongly damages armor). Cold damage appears from tech 3.
Armor up to tech 6 has no resistance to piercing, fire, or beam damage; tech 6 gains resistance to fire and electricity, same as Vivisection at tech 9.
Some units have increased base poison resistance, and many test subjects have significantly higher HP (they also benefit from Q-meter).

Grasshopper Tech (pierce/blunt/expl/fire)
The only native blunt weapon is their starter SMG and there's a lot of pierce weapons; at tech 5 comes an RPG.
Notably, Trigger Special a tech 6 weapon with high damage and basic armor-piercing/incendiary rounds (likely a one-shot at effective range).
At tech 9 appears the Thermostat (fire).
Their armor is unusual: tech 1 has no resistance to cut, next two techs lack piercing resistance, then no cut again, and finally — frame-stub armor.

Coreward MG (pierce/cut/fire/beam/plasma)
Lots of saws and nails (with armor penetration).
From tech 2, a flamethrower is available; tech 3 adds a beam whip (not a great weapon, but with zero resistance it can cause serious damage).
Tech 4 has a plasma shotgun, and tech 8 — plasma machine gun with prism.
Early corporate armors have no resistance to cut or electricity; final Gehenna armor only no electricity resists.

Franche-Comte PS (phys/shock/expl)
Lots of physical weapons. Tech 2 batons apply shock despite dealing blunt.
tech 3 introduces shock SMGs.
Native piercing weapons appear only at techs 6 and 9; cut only at tech 4. But these whole technology stuff is often messed by “pirate”-inmates units.
Corporate armor provides good physical protection, but most enemies are pirates wearing pirate armor; also they cortex bombs with noticeable damage.

Sunlight Coven (cut/beam/plasma/expl)
Uses shotguns; tech 2 introduces beam weapons, tech 4 — first plasmagun, tech 8 — multi-shot RPG.
Tech 5 armor has no protection against blunt, cold, or electric damage; tech 9 armor protects only against cold and electricity.
(Notably, they only have two corporate armor sets.)

PlanetBridge (pierce/shock/blunt)
Lots of electromagnetic weapons with fixed damage and armor penetration.
Tech 4 includes an electric machine gun often used by robots.
Tech 5 introduces a 9mm pistol, followed by SMGs and machine guns using 9mm (damage type: blunt).
Some levels feature a fire turret.
Corporate armor up to tech 5 has no resistance to piercing, while the heavy armor (currently not spawning) has no resistance to poison or beam and has the highest total armor so far.

Church of Revelation (cut/plasma/pierc/expl)
Has a fire mace (blunt+ incendiary), but mainly uses shotguns.
Tech 4 introduces plasma and weapon with 7.97(pen dmg); especially notable is Penance — high plasma damage + armor penetration.
Tech 8 includes a multi-shot RPG.
They have three types of incendiary grenades.
Corporate armors only two: one is simple clothing, the other is a power armor with no resistance to poison, shock, or beam damage.
Others
Civil Resistance (phys/expl/plasma)
A meat-heavy faction with decent armor protecting against physical and fire damage.
Weapons include physical attacks, saws, and a flamethrower from tech 3; from tech 5 — plasmaguns and grenade/rocket launchers.
More advanced armor has no resistance to blunt. The best armor protects against everything except cold, poison, and electricity.

Unchained Belt(phys/expl)
Pure physical damage with some explosives.
Armor is highly varied and spread across almost all protection types.
Quasi-corps
Tezctlan / Feathered Masks (phys/entr/poison)
The difference between them during missions lies mainly in the ratio of unit types.
On their missions, besides regular venus bramfatura members, you’ll encounter possessed units, fatties (explode in a 2-tile radius with blunt damage), and centaurs.

Shedu's Thousand (phys/fire/plasma/expl)
Missions against them feature a notable number of possessed who, to the extent of their abilities, combine RealWear gear with quasi elements — along with bramfatura representatives.
1 bình luận
Van_Akenstein 20 Thg11 @ 8:14am 
Great guide! Very appreciated