Heat Signature

Heat Signature

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Pretty cool tricks I haven't seen many people talk about
由 Deer God 制作
You can subvert/crash already broken windows blast shields to open for like a split sec to succ everything out of the room.

You can crash guards radios. This makes it so the guards cant warn the pilot of your existence.

You can jump out of your pod with T.

If you already broke a window inside the ship (where the detection sensors were) you can jump through the already broken window by using the momentum of you pod and pressing T to jump out of it.

You can trade places with the prisoner of the ship out side the ship with the swapper. Just make sure that you have a key out of the prison (like a subverter) and remember that the prisoner is outside the space ship. (Like in the cold vacuum of space outside).
Also use the T method to get out of your pod and equip the swapper

You can subvert/crash the teleporters that the capture/assassination targets sometimes try to escape through. Keep in mind this also works with people trying to get into the space ship like the protectors, pathfinders, jammers and predators trying to teleport into the ship to protect the ship.

If you destroy the pilot area of the ship with another ship all the missile silo turrets of that ship will cease fire.

Auto turrets that have been subverted are armor piercing so thats pretty nice.

If you have a restockable/rechargeable grenade launcher thats not Impact based you essentially have a money printer
*hint* you can pick up grenades

Update 2: *New stuff*

If you have trouble with trackers stand next to a corner and throw a melee weapon preemptively. It's much easier to hit since the thrown melee hitbox is much bigger and slower than a bullet giving you a chance to hit the tracker before he even rounds the corner.

Crash Traps are actually really good just because they all recharge during a mission. You can just run up to groups of two shield people and just plop a Crash Trap down and kill or knockout both. You can do a whole ship of shielded peeps with just wrench and a Crash Trap. Just remember all Crash Traps recharge, Glitch Traps don't.

You can use glitch traps to buy yourself more time or outright finish a mission with an fleeing target by placing the glitch trap at the teleporter. Buy either setting the trap in the path of or at the teleporter itself. If you cant have the trap teleport the target outside, Having them teleport inside the ship anywhere will still help due them having to exit a confused state from being teleported before being able to continue on their course to the teleporter, thus allowing you more time.

You can crash a door while their open to leave them open.

Thanks to "TadghTheKnight" For this next amazing trick.
Crash traps, glitch traps and acid traps can all be used at range (unintentionally, but it works) though it's a sorta complicated setup.
1. Aim and throw the trap in the direction you want it to go.
2. Once it's moving, pause, and quickly teleport it back to you. Even though it's in your inventory, it's still got that velocity stored.
3. If you try to place it as normal, it'll go flying out in the direction you threw it in but it'll be activated.
For example, you could use this to throw a crash trap into a group of shielded guards, and it'll deactivate a bunch of their shields.

Thanks to "The Black Night" for this awesome trick.
You can subvert a jammer's jamming device, Causing it to crash all enemies in its radius until the field is destroyed

Thanks to "syler19839" for this awesome trick.
A subverted jammer will place a subverted jamming device (only once, since it will crash them).

In addition you can use grenades in jamming fields since grenades are not technically technology but a thrown object. At first this means nothing but this also means you can use Subverting grenades to subvert already placed jamming fields while in the jamming device's Area of effect. But note that grenade launchers will not work in the jamming field. So pre launch the grenade and teleport it back into your inventory before you go into the jamming field.

Thanks to "GladTonLink" For this next really helpful trick.
Taking unconscious assassination targets to the outpost and dropping them off in the Drop off point well not ruin your bloodless clause since it technically wasn't you who killed them.

Thanks to "a little too tech-y" For this next neat trick.
In a pinch, if you get an enemy to follow you into your pod, and then "rejoin" the ship, the enemy may turn concussed instantly.

Thanks to "SolarFlare1234" For this next neat trick.
You can enter a Practice Mission before completing a Steal mission and keep the stolen "Project" and practice with it. This allows you to figure out what type of device it is, how many uses it has. And most importantly check if its a grenade or not.


(I would like to add on to this trick and say that this trick works with glitch traps and remote controlling your pod.)

I will continue to add more I never heard of or any that I found out that isn't well known.
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80 条留言
Greatfox [RUS] 10 月 19 日 上午 6:43 
One thing of note that might not be expected (since it's not explicitly mentioned) is that Ghost clause is a Pacifist + Enigma (no harm and no living witnesses), but not Silent - alarms are allowed. This works well with the Assasination/Capture + Target Flees to finish a mission with only a Subverter and something loud.
Kevin McCalliber 2024 年 9 月 10 日 下午 8:00 
The grenade launcher's projectile velocity (launcher specifically, not thrown grenades) is entirely based on the distance the shot wants to travel, simply aim in the general direction you want the shot to go/bounce, zoom out a decent bit while keeping your mouse in the same position, and release the button.

note that the grenades can go VERY fast, and have fun ricocheting your bombs down hallways and around corners like never before!
Kyuuriku 2024 年 9 月 4 日 下午 4:11 
Here's a game-changing strategy I discovered:

1.) Pick a Capture or Assassination mission (higher difficulty for more Acid) with an Alarm Response of "Target Flees"
2.) Bring a Subverter and a loud gun
3.) Fly to the target ship, pause, and locate the teleporter by mousing over each section (or dock to find normally)
4.) Fly close to the teleporter, press T to eject, then aim your Subverter at it (no aiming bar appears in space, just keep clicking on it until hacked)
5.) Dock and fire your gun to trigger the alarm
6.) Wait for the target to flee.

Capture missions: scoop them up in space.
Assassination missions: fly back to base after triggering the alarm and wait for the target's death confirmation before finishing the mission inside.

Oh, and to refresh the mission board, accept and abort until a good one comes up.

This method speeds up Liberation progress. If you want a real challenge, try missions with a time limit. Hope this is one you haven't seen before. Give it a try!
Ts2aE8c 2024 年 8 月 18 日 下午 2:35 
You can combine a visitor and swapper to teleport anyone (like the rescue target) to yourself directly as long as the swapper has enough range. You execute it by doing the following:

1) Use Visitor at your current location or the location you want the other person to appear at if it differs.

2) Use swapper to swap place with the target

3) Wait for the visitor to teleport you back to your initial location. Causing both you and the rescue target to be outside of the cell and hopefully next to eachother.

Sidewinders are also useful although they're a bit more niche
Censor Array 2024 年 7 月 2 日 上午 11:37 
You can throw active acid, crash and glitch traps in a roundabout way, since they save their momentum. Throw them, pause immediately, pick them up out of the air and activate them.

They will continue on their original path.

Bear in mind the glitch traps will update their position as they move, they'll end up teleporting someone exactly as far as they would have if they were still, so make sure to plan for that.
El Sadistico 2024 年 6 月 3 日 上午 4:30 
You can steal a key card from a foe without allerting him. Jus get close enough, from behind or even from a front. Then you'll get an option to steal a key card. You can do it with a Sidewinder for example to do it very quickly without being spotted.
jonhjonh3000 2024 年 5 月 3 日 上午 12:38 
@TotalPleb, you only truly need the command seat to complete it, but don't you need at least one ship thruster to be able to bring the hijacked ship to a station?
Deer God  [作者] 2024 年 4 月 8 日 下午 6:35 
@Heimskr Thank you for testing that and sorry for the miss information. I've replaced the tip with a substitute. Sorry its taken a year to do so.
Forever Sit...... 2024 年 4 月 2 日 上午 4:55 
the restockable remote greanade will autosell if you capture the ship sooooooooo
TotalPleb 2024 年 4 月 1 日 下午 7:39 
When you have a hijack objective, you only truly need the command seat to complete it, this makes breach grenades extremely useful for hijack missions, especially against Glitcher ships since they tend to have thin segments.