Name of the file: No Plan B Cheat Codes - Author: DAV - [PC] |
No Plan B Cheat Codes: ------------ Submitted by: David K. Tips and Tricks: ---------------- * Careful when using any kind of throwable on a floor above first. Ive learned the hard way that they can sometimes leak to the floor below, and hurt civilians or operators. * Try planning missions with room for error, like less tight angles so agents dont botch throws, or ensuring every agent ends up on an objective, or checking an angle that was already checked by a previous agent. Helps ensure better outcomes in the events of delays and deaths. * Throwing grenades on top of objects like desks allows the radius to affect the room almost unimpeded. * Investing into a character with grenadier 3 is a good move, because it makes missions with low agent counts a breeze, and compensates the loss of grenades if you like using shields. * Paparazzi 1 is a useful skill, but Ive noticed you have to be careful when running in before the flashbang hits, because enemies can still react and shoot you before it goes off. But it works well with good timing for that extra bit of edge. * I also usually pair awareness with designated marksman 3 when it can help me shoot through a few more windows with snipers. Otherwise I pick edgy. * The awareness skill is great for rear security, it lets you cover your rear from flankers with less agents, and less blind spots. Try and sync the speeds of agents you want working together. With the new attachments, this is easier to do. For example, an agent with the tank 2 skill, riot shield, and a handgun (one that does not affect speed) will have the same speed as an agent with a -20% move speed penalty, like certain smgs and shotgun. This helps alleviate the issue with agents hiding behind a shield bumping into the shield agent because of their faster movement. Helpful Advice: --------------- A thing I have been doing is planning out the skills I want my operators to have, and also plan to start giving them skills so they can multi-role after theyve been specialized. This is great for campaign, because it allows you to have, for example, a backup shield agent for when one dies, or the other needs to rest. Or a medic you can alternate to keep your agents healthy. My suggestion is for the first agent you buy extra skills for after (or before) youve fully specialized them, is the sniper if you have it. I find that more often than not I dont use snipers, so giving them a ground alternative is a good idea. Investing in designate marksman is not a bad idea despite its dependency on good map rng. Pairing agile 2 and Tank 2 would make a riot shield user just a little faster than a standalone handgun user, and agile 3 with Tank 1 would make them have a +20% speed boost. Those combos are also effective at alleviating the bump issue, and keeping the shield agent ahead of its squad. Which is useful for when you want a shield agent to spearhead the attack (which is most of the time you use them. Dont be afraid to use them for rear cover as well, shields are great at protecting your squad from random open or glass doorways). -=A tip/trick I have for using throwables=- Have an agent open the door, and a different agent throw the grenade. It helps to be on opposite sides of the door frame, but that can change with the place you want the grenade to land. Depending on where you want the grenade to land, you can get away with throwing the grenade before the door icon on the timeline (the time that the door fully opens) and sometimes you can move an agent before they return to their neutral stand after their throw. Some things that are common to all maps and game types: * Try to see what is in a room safely first. Either by peeking doors, or using windows. * For larger or risky areas use flashbangs to cover the most risk. That is areas you cant see or areas you will see later or last when entering a room (such as the hard corners). This can give you that precious window to deal with threats there after the uncovered areas. * Get guns in areas as fast as possible. The basic idea of this is when entering a room a troop will look the opposite way as the one in front of him. You want as many guns and coverage as fast as possible. So dont do things like look one way and walk another and other habits from first person shooters. A troop picks a direction and commits to it. The one behind picks another and commits to it, so on. On top of that you can buy perks if available. Map scan is a good one for dropping the difficulty and get used to the game more. Or credits can buy more flashbangs. You can flash every room if you have the credits. |
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Updated: 2024.04.13 |
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