It's not really effective against a single splicer. So if there are two in a room, you can hit them both with this thing and they'll battle to the death, or until the effect wears off. Hypnotize: Probably my most used plasmid, this one at its base level causes splicers to attack each other. By upgrading it to level three, you'll gain the additional ability to set traps on the ceiling and along walls. So if you want to add lighting, fire, or ice to your traps, you can go right ahead. Bumping this up to level two allows you to infuse individual cyclone traps with other plasmid effects. The second level upgrade boosts the damage you do when you hit an enemy with an object, and at level three you can actually pick up some of the smaller enemies in the game and hurl them at targets.Ĭyclone Trap: At its base level, this plasmid lets you set a whirling vortex on the ground that - when triggered by enemies - launches them high into the air, dealing damage, which is useful especially during Little Sister defense sequences. Also, larger objects that you keep suspended in midair can function as shields. It's also useful for pulling out of reach ammunition or health pickups from hard to reach places towards you. Telekinesis: When equipped, this plasmid lets you manipulate objects in the environment so you can shoot them back at enemies to inflict damage. This also sucks Eve as long as it remains active. Now, if you charge the plasmid before firing, it'll unleash a lighting storm from your hand that continuously fires, damaging and stunning everything in its area of effect. The third upgrade eliminates the need to charge the attack to get it to chain. If it's upgraded once, you get the option to charge up the Electrobolt to turn it into a chain lighting attack that arcs from target to target. It's also the plasmid of choice if an enemy is standing in a pool of water, dealing extra damage to all those with wet feet. It'll knock security bots out of the air in one hit and disable cameras and turrets, giving you time to dart in for a quick hack job. Plasmids Video Electrobolt: Useful through the entire game, Electrobolt stuns enemies and makes them more vulnerable to melee swipes. Assuming you dump Adam into all the slot upgrades, you'll eventually open up space to hold eight active plasmids and 18 active tonics on your character, which can always be swapped around at a Gene Bank. Also covered will be a few of the tonics you get as you move through the story, which - like plasmids - can be found around Rapture and purchased from the Gatherer's Garden machines. A few other plasmids help out with navigating around enemies and with crowd control if you're feeling overwhelmed. Instead of just doing more damage, for instance, the offensive plasmids will have altered functionality if you choose to invest in purchasing the best versions. Another difference with BioShock 2 is how the plasmids evolve as they're upgraded. Unlike the first game, you're not required to swap between plasmid and weapon use, which makes things a little easier for when you're trying to combo enemies with a lightning bolt and swat from your rivet gun. To buy upgrades you'll need Adam, which you pick up primarily by dealing with Little Sisters that wander around the city. These are the equivalent of magic powers in the game, some of which you'll find scattered around Rapture, and some of which you'll pick up from the Gatherer's Garden machines.
0 Comments
Leave a Reply. |