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PRAGMATA COMBAT LOADOUTS, 1/2

· Games / PRAGMATA

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PRAGMATA COMBAT LOADOUTS, 1/2 Equipment and progression spoilers here. No ending discussion. If you're getting overwhelmed, start by giving yourself a way to stop the enemy. A strong weapon doesn't help much when you spend its whole damage window getting knocked around. Here are four setups to work toward. Use the pieces you actually have, and add the later mods as their slots and unlocks become available. You don't need six mods equipped before a build starts being useful. 1. A straightforward campaign setup Primary: Grip Gun. Attack: Shockwave Gun. Add Charge Piercer when you can carry the extra Attack Unit. Tactical: Stasis Net. Defense: Decoy Generator once unlocked. Nodes: Decode, then Multihack for groups or Freeze when you have it. Mode: Offense once available. Mods to start with: Hardened Suit and Extended Breach. Add Close Quarters for shotgun range, then Skirmisher if you're regularly holding enemies down. The order is simple. Place the decoy where it pulls attention away from your next firing position. Hold the dangerous enemy with Stasis, hack it open, and spend the Shockwave shots on its exposed weak point. Use the Grip Gun between those heavier shots instead of standing there waiting. When two threats are pushing from different directions, stop one and deal with the other. Don't assume a decoy makes Hugh safe everywhere in the room. Keep the rest of the enemies in view while you work through the matrix. Charge Piercer is the alternative when the weak point is too far away for the shotgun approach. You can keep the same control tools and change the Attack Unit without rebuilding the whole loadout. Extended Breach gives a longer OPEN window. Close Quarters only earns its slot when you're actually close. If you're staying back, replace it rather than carrying a bonus your position never activates. 2. Overheat for regular enemies and crowded fights Primary: Pulse Carbine. Attack: Shockwave Gun, with Photon Laser as a later heavy-target option. Tactical: Riot Blaster or Stasis Net. Defense: Decoy Generator. Nodes: Heat first, then Multihack or Freeze according to the room. Mode: Combust. Ability required: Critical Shot. Mods to build toward: Collateral Damage, Recursive Learning, Heat Transfer and Nice Nodes. Use defensive mods in the remaining slots if you need them. Open the target, build its heat with the carbine and Combust hacks, then take the Critical Shot when the opportunity appears. Riot Blaster gives you a way to interrupt pressure while setting that up. Stasis is the steadier choice when you need something held in place. Collateral Damage makes that Critical Shot useful against nearby enemies too. It belongs in a crowded fight. Against a lone target, use the slot for something that helps that particular fight instead. This build comes together in stages. The carbine and Collateral Damage arrive in Terra Dome; Heat Transfer is a Central Port pickup. You can run the basic Heat/Combust setup before you have the complete mod package. In Unknown Signal, Sympathetic Hacking is another option because a successful hack reloads the primary unit. Don't plan around that mod on a fresh first campaign. Watch what is actually happening to the enemy's heat gauge. If a boss gives you short openings and barely gains heat, switch to direct weak-point damage. Don't keep forcing the regular-enemy setup just because it cleared the previous room comfortably.

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