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Atom, the scientist encountered during the license Mission, has a problem that he would like to use the player's help. One RR Testing facility's turrets are hacked and went rogue. He wants them destroyed so the construction of the facility can continue.

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These lasers, compared to usual techs, have a unique AI. They do not seem to aggressively lock on the player, preferring to sweep in a fixed pattern instead and do extreme amounts of damage per second, quickly burning through any block. A smaller tech (or even just a bare control block) is rather advantageous, as shields and power blocks do not matter at all for this mission, and it can easily reach any corner in each room. The weapons selection only matters in how quickly they destroy the chargers and directionality, since the weapons also will not auto-lock on them. Upon destroying the charger, all turrets in the room will lose their shields, allowing them to be easily destroyed. Mortars and homing missiles are best suited, as most other weapons will force the player to wander into the laser's line of fire. Subsequent rooms have more turrets, but the main objective remains the same. When all turrets are destroyed Atom will meet the player for a debrief.

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Try to make a manual save before the mission as it is impossible to deploy techs in the facility and one mistake will prevent the mission from progressing. Thus, it is also quite a challenge in the player's improvising abilities.

Laser turrets are quite formidable due to their high damage, depleting entire stocks of batteries easily. They additionally have a prototype shield surrounding them, protecting them from all sources of damage (including splash). The objective is to find a static charger tower in each room and destroy it, so the turrets become vulnerable.

It is worth noting that the facility does not have a roof. Thus, a hovering anti-gravity tech with weapons able to target grounded enemies can easily tackle the mission. The limited elevation/depression of Talon Lasers effectively prevents them from hitting aerial techs. However, the last charger is guarded by solid walls from multiple directions and they stretch quite high into the air, forcing the player to descend and leaving them at the mercy of the lasers unless the player executes their plan rapidly.