Project Lazarus

Project Lazarus

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By Klawifiantix
Hello,
I'm creating this guide because I suspect it may contain interesting information for some players. Those who have been playing the game for a long time will likely find it less helpful. Everyone develops their own strategies and I don't want to claim to have found the best one. But I believe that when it comes to the basics, I'm at least on the right track.
   
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Introduction
For this guide, I'm taking a run through the basics, which I also recorded as a video. The video is not edited and I don't comment on what's happening... mostly it's the same thing: Many enemies die. But maybe someone wants to jump to one or the other part to see some motion pictures...
Before this run, I tried to master the "Outpost" map on Hyper a few times. When I finally succeeded yesterday, I wanted to see how my build would perform on the first Map in Hyper mode. I managed to destroy all enemies and ultimately reached rank 8 - which made me very happy.
Basic thoughts
As a Mech, I chose Titus because it has some advantages that I appreciate: It gets faster with each level, it has 5 internal upgrade slots, and its weapons are facing forward. The big disadvantage of Titus is its low armor. However, there is a perk that increases armor by four, which gave me an armor rating of 35 on the run - at least.
For weapons, I focused on being able to do constant damage to many enemies. I think the Pulse Rifle and Blaster are very good for that. Both hit multiple enemies. The Pulse Rifle bullets simply go straight through every enemy, hitting everyone in a row. Even enemies that aren't in the picture yet. The Blaster shots bounce off of enemies and hit multiple enemies as well. The Blaster also has a high fire rate and takes very little time to reload. The Pulse Rifle, on the other hand, takes longer to reload. But there's a suitable upgrade for that. Finally, two shock towers are added to the Mech. They do a decent amount of damage, shoot in all directions, and as the Thor Evo variant, they renew the armor.
My idea is straightforward: I have an agile Mech that heals itself through Thors and tries to increase the maximum number of armor hit points through perks.
I played the run with a controller, before I was too lazy to connect one - but it's definitely more fun.
Upgrade order
When it comes to upgrades, I prioritize certain things, here is a list from most important to least important:
1) Perks - Rarely occur
2) Evo Weapons - The faster to EVO, the better
3) Gravity Retractor - The faster the more EP, the better
4) Damage - Base damage increased, counts for all weapons
5) AI Core - Increases crit chance (not sure if all can crit)
6) Reactor - Increases fire rate, becomes increasingly important over time.
7) Loading Belt - Important for Plasma Rifle in this run, but all other weapons systems benefit equally.
8) Main Weapon
9) Secondary Weapon
I hope to have given some suggestions for playing. If there are still questions or comments, I would be happy to read them.
VOD


If you cant see the Video yet, its still uploading...