The Surge: Difference between revisions

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* The choice of rigs at the beginning of the game is largely pointless and you can fill out both armor sets fairly quickly just in the very first area. Lynx is the overall better choice than Rhino; broadly speaking dodging and to a lesser extent blocking will always be better than raw defense.
== General ==


* Horizontal and vertical strikes are NOT weak and heavy attacks ala Dark Souls.
* The choice of starting "profession" in the beginning does not lock you in or out of anything, everything will be available in the first area of the game proper.  


* Just because you're targeting a specific part of an enemy doesn't mean your strikes will automatically hit there, which is one reason to be mindful of horizontal vs. vertical. It's entirely possible to aim for one part and hit another.
* Keep an eye out for small guide signs scattered around the level as they help navigate the large interconnected areas. In particular, signs labeled "OPS" usually lead to shortcuts back to the hub.


* Experiment with your moveset. The game doesn't do a great job of explaining that attacking while running, attacking while jumping, and counterattacks are a thing and every weapon, even within the same class, tends to have slightly different attacks with their own quirks with regards to how and when they hit.
* Your scrap (currency) multiplier increases for every enemy you defeat with a Finishing Move without dying or using the Medbay in a hub. Note that you can still use the crafting station and "bank" your scrap there without resetting the multiplier.


* Backstabs are also a thing but are usually only worth trying against un-aggroed enemies and are a bit fiddly even then. Sneak up on them until the targeting reticle turns yellow, then attack.
* You will sometime notice getting a free Injectable recharge or your Energy bar filling up seemingly at random. This happens when you collect enough scrap to reach your next Core Power increase (level up).


* When blocking you can hit up or down on the stick to jump or duck attacks, but actually making good use of it beyond avoiding very specific attacks is hard.
* Breakable environmental objects like barrels and crates regularly have items in them, and glass cases are also worth smashing. There are no breakable walls however, other than very obvious wire gates outside of maintenance tunnels.


* You can equip multiple of the same injectable to get extra charges! Don't scrap your duplicates! Different grades will also work, but you'll have to swap between them.
* Early on an NPC asks you for a staff for self-defense. You can opt to give them a piece of pipe instead, but this will lock you out of the remainder of their questline.


* You can favorite weapons and drone abilities and can then hotswap between them using the D-pad (or equivalent) like you do with injectables.
* The two major content DLCs (''A Walk in the Park'' & ''The Good The Bad and The Augmented'') both open in pieces as you progress through the main game, so you can start with them as soon as they open if you like. The former is a traditional new zone type of DLC, while the latter is a series of Wild West -themed combat challenges with some strong rewards and cosmetic stuff. Its hub also works as a fast travel system, but only after you reach the final area of the main game.


* Every armor set in the game grants a set bonus for wearing all six pieces, but the only way to see what each one does in-game is putting them on and checking the stats screen. You're pretty much always better off just wearing a full set than mixing and matching.
== Equipment & Crafting ==


* Drone skills are largely an afterthought since they use energy better spent on executions or healing via a specific chip. The very first one you get, the zappy laser, is fantastic though because you can use it uncharged and use it to pull (some) enemies.
* Defensive stats other than health are not all that significant, most of your survivability and gameplay bonuses come from the various Implants.


* When the scrap bar in the bottom right of the screen fills up, your consumables get refilled. (Enemies will also sometimes drop extra consumable charges.)
* Weapon damage types aren't properly explained but do make a difference, so try a different weapon if it feels like you're not making a scratch on something.


* This dovetails with the slowly increasing scrap multiplier you get for using the execution move on enemies.
* You can equip multiple copies/versions of the same Implant and most of their effects will stack. Injectables (consumables) with limited charges add more charges for each copy.


* The multiplier only resets when you use the medbay chair itself; you can still access the crafting station (and bank scrap!) without messing it up.
* Almost all human-shaped gear worn by enemies can be acquired for yourself by severing the corresponding body parts with a Finishing Move, either immediately in the case of weapons (by severing the arm) or in the form of schematics in the case of armor. It still remains worth aiming for various armored body parts afterwards as it rewards you with the materials needed for crafting/upgrading the gear for that slot.


* However, entering a medbay at all will still reset all enemies.
* You don't need to craft or upgrade weapons and armor linearly, as long as you have enough materials for a given upgrade tier you can go directly to that tier, albeit for a slightly higher scrap cost. In other words, don't worry about farming low-level drops.


* Ideally you want to get into a flow where you can comfortably fight enemies by damaging their armored parts rather than cutting through them by targeting non-armored sections, always kill them with the execution move, and subsequently build up a large store of crafting materials as well as a constantly increasing scrap multiplier (and thus extra healing charges beyond the norm).
* Every armor set in the game grants a set bonus for wearing all six pieces, but the only way to see what each one does in-game is putting them on and checking the stats screen.


* You don't need to upgrade weapons and armor linearly, as long as you have enough materials for a given tier you can upgrade directly to that tier, albeit for a slightly higher scrap cost. To put it simply, don't worry about farming lower level drops.
* You can favorite weapons and drone abilities and then hotswap between them using the D-pad (or equivalent) like you do with injectables.


* Every boss has a special objective which fulfilling will get you a different version of their weapon drop. Since bosses don't respawn outside of running through NG+, just look up what they are if you care. Arguably the hardest one to get for a while is from the very first boss.
== Combat ==


* In the second area, you can just break straight through the wire gates blocking off maintenance tunnels. This is critical for unlocking a few shortcuts and not wanting to tear your hair out.
* Horizontal and vertical strikes are not weak and heavy attacks, but instead help to land hits for specific body parts and make up different combos (including some unique moves from switching the direction mid-combo).


* Also in the second area is an NPC looking for a staff weapon. The BioMaster you can find at the end of the area is perfect since there's a second available later in the game.
* It's worth experimenting with different weapons and in various situations. Attacking while running/jumping/after blocking are a thing, as are charged-up attacks. Weapons even in the same category can have slightly different moves, speeds and quirks.


* And again in the second area, if you hear somebody suddenly whisper to you for some scrap, look around carefully. It's an NPC that leads into a sidequest, but on the plus side if you ignore her entirely you'll still eventually get a (unique) reward out of it.
* Hitting block right before an attack lands can stagger the enemy. You can also hit up or down while blocking to jump or duck attacks and follow up a successful dodge with a counterattack, but making use of this beyond avoiding some very specific attacks is difficult.


* Davey's drugs are found in the next area, behind a drone-locked door. The main quest will send you back towards him by the time you find them, so don't worry about backtracking. You can also choose to keep the drugs since they're a unique biochip.
* The drone abilities other than the basic shot for pulling enemies are very optional, but if you find yourself with spare Energy that'd otherwise just go to waste, you can use it to "pre-charge" a drone ability by pressing the activation button without a target.


* If you see something in a glass case, you should probably try busting that thing open.
* Every boss has a special condition that nets you a better version of their weapon drop if you defeat them in a specific way, but there's no in-game indication of these conditions so either don't worry about them or be prepared to look them up.


[[Category:Games|Surge]]
[[Category:Games|Surge]]

Latest revision as of 17:36, 13 September 2024

General

  • The choice of starting "profession" in the beginning does not lock you in or out of anything, everything will be available in the first area of the game proper.
  • Keep an eye out for small guide signs scattered around the level as they help navigate the large interconnected areas. In particular, signs labeled "OPS" usually lead to shortcuts back to the hub.
  • Your scrap (currency) multiplier increases for every enemy you defeat with a Finishing Move without dying or using the Medbay in a hub. Note that you can still use the crafting station and "bank" your scrap there without resetting the multiplier.
  • You will sometime notice getting a free Injectable recharge or your Energy bar filling up seemingly at random. This happens when you collect enough scrap to reach your next Core Power increase (level up).
  • Breakable environmental objects like barrels and crates regularly have items in them, and glass cases are also worth smashing. There are no breakable walls however, other than very obvious wire gates outside of maintenance tunnels.
  • Early on an NPC asks you for a staff for self-defense. You can opt to give them a piece of pipe instead, but this will lock you out of the remainder of their questline.
  • The two major content DLCs (A Walk in the Park & The Good The Bad and The Augmented) both open in pieces as you progress through the main game, so you can start with them as soon as they open if you like. The former is a traditional new zone type of DLC, while the latter is a series of Wild West -themed combat challenges with some strong rewards and cosmetic stuff. Its hub also works as a fast travel system, but only after you reach the final area of the main game.

Equipment & Crafting

  • Defensive stats other than health are not all that significant, most of your survivability and gameplay bonuses come from the various Implants.
  • Weapon damage types aren't properly explained but do make a difference, so try a different weapon if it feels like you're not making a scratch on something.
  • You can equip multiple copies/versions of the same Implant and most of their effects will stack. Injectables (consumables) with limited charges add more charges for each copy.
  • Almost all human-shaped gear worn by enemies can be acquired for yourself by severing the corresponding body parts with a Finishing Move, either immediately in the case of weapons (by severing the arm) or in the form of schematics in the case of armor. It still remains worth aiming for various armored body parts afterwards as it rewards you with the materials needed for crafting/upgrading the gear for that slot.
  • You don't need to craft or upgrade weapons and armor linearly, as long as you have enough materials for a given upgrade tier you can go directly to that tier, albeit for a slightly higher scrap cost. In other words, don't worry about farming low-level drops.
  • Every armor set in the game grants a set bonus for wearing all six pieces, but the only way to see what each one does in-game is putting them on and checking the stats screen.
  • You can favorite weapons and drone abilities and then hotswap between them using the D-pad (or equivalent) like you do with injectables.

Combat

  • Horizontal and vertical strikes are not weak and heavy attacks, but instead help to land hits for specific body parts and make up different combos (including some unique moves from switching the direction mid-combo).
  • It's worth experimenting with different weapons and in various situations. Attacking while running/jumping/after blocking are a thing, as are charged-up attacks. Weapons even in the same category can have slightly different moves, speeds and quirks.
  • Hitting block right before an attack lands can stagger the enemy. You can also hit up or down while blocking to jump or duck attacks and follow up a successful dodge with a counterattack, but making use of this beyond avoiding some very specific attacks is difficult.
  • The drone abilities other than the basic shot for pulling enemies are very optional, but if you find yourself with spare Energy that'd otherwise just go to waste, you can use it to "pre-charge" a drone ability by pressing the activation button without a target.
  • Every boss has a special condition that nets you a better version of their weapon drop if you defeat them in a specific way, but there's no in-game indication of these conditions so either don't worry about them or be prepared to look them up.