Bioshock which plasmid is the best
While Plasmids and Vigors differ in application one is injected, the other is consumed , they both share the same origin. Once processed, it can be genetically manipulated to produce tissue and functions that are not normally present within a human body.
This Vigor allows you to control tendrils of water to manipulate the battlefield for a very low resource cost. While it may seem useless to some, if combined with the proper placement, Undertow could deal with large groups of enemies by simply pushing them off the edge of the city limits into the sky.
While it may not be best for users with allergies or asthma, Insect Swarm is one of the most reliable tools present in both BioShock and BioShock 2. Electro Bolt, meanwhile, will stop a Big Daddy in its tracks, giving you crucial seconds to dodge or attack.
We've actually defeated many, many Big Daddies with a simple combination of Electro Bolt and shotgun. Forget bending spoons. After enhancing yourself with Telekinesis, the entire world of Rapture is open to your manipulation. Practically any object not nailed down in the surrounding environment can be pulled towards you and then rocketed forward with lethal velocity.
Your arsenal is only restricted by the limits of your mind. Just because you aren't aware of possible ammunition scattered around you doesn't mean it's not there.
Pull down the plasmid trigger and watch as strange and unexpectedly dangerous objects float into view: crates, signs, liquor, tennis balls, syringes, teddy bears, dead cats If you're truly desperate, you can even steal the hat or mask right off an approaching Splicer and throw it back in his face.
Then, use Telekinesis to whip his corpse at everyone else in the vicinity. Have we mentioned this is the most entertaining plasmid? By far. Some situations are more appropriate than others. The red gas tanks you see lying around will explode and burn an enemy on contact. The ceiling-crawling Splicers first introduced in Neptune's Bounty toss fishing hooks that can be reversed and returned. Same goes for the bomb-hurling doctors featured in Medical Pavilion and beyond.
Finally, Telekinesis is the only way to grab certain valuable and out-of-reach power ups. Throwing random stuff at the Big Daddies certainly works, but it's a slow and risky process. Gas tanks will do the job better, but you can't rely on finding one at the right moment.
Don't worry, though, for the Big Daddies will kindly oblige by providing you with their own ammo - the glowing green grenades they lob so often can easily be marked "return to sender. Telekinesis also enables you to get creative during these encounters. Didn't get the Big Daddy to walk into your proximity mine?
Pick it up and chuck it at him. Not satisfied with the trip wire trap you've set? Rearrange the electric lines without having to lay a hand on them. On the elevator ride down to Rapture, you'll watch a creepy commercial about a man that can light his girlfriend's cigarette with a snap of his fingers. That man had spliced himself with the Incinerate plasmid. Follow his example and you'll be able to shoot crackling fireballs out of your palms. Incinerate is nearly as all-purpose as Electro Bolt.
When frozen, Splicers can be damaged until they fall apart due to the ice. The plasmid can also be used to freeze security devices and turrets, letting the player take their time in dispatching their foes. Even if an enemy is thawed from the ice, they will still be a little damaged from their time being frozen. Telekinesis is a useful plasmid that allows that player to pick up objects that they might not normally be able to reach.
This includes getting keycards to locked doors that have collectibles or supplies behind it. Players are also able to pick up explosives they can throw at enemies. Having a combat and exploration function, Telekinesis is an important plasmid in Bioshock. Reaching supplies during a desperate time or using a chair to knock over enemies makes it a great plasmid to have. Incinerate allows the player to light objects on fire, burn enemies, and melt ice that might block their path.
The thing about being in an underwater city, though, is that water has gotten into parts of the city. Enemies who catch on fire are able to run into the water to extinguish themselves. Despite this fact, the plasmid is still useful to damage enemies and surprise enemies who might be standing next to a barrel.
The plasmid also can help the player unblock a door that might hold a collectible. This plasmid allows the player to hypnotize Big Daddies and make them allies. When they are hypnotized, the Little Girl that is with them will either run to a wall vent or find a new Big Daddy. That means this plasmid cannot be used to interact with the Little Girls, but it is a good way to avoid a fight on higher difficulties.
Decoy 2 will cause the non Hypno and Sec-Cam baddies to attack your decoy and with Decoy 2, their bullets and bombs get bounced back at them. You don't have to fire a shot to clear an entire room of bad guys! Other Answers.
I personally like to change it up a lot but most of the time i used Incinerate! User Info: orgynator. Insect swarm, Decoy, and Lightning are the ones I found myself using the most.
I kept Cyclone trap at level 2 personally and spent the adam on other things. The two best plasmids in the game are Security Command 3 and Hypnotize 3. I play on the hardest difficulty, which means running into a Brute or Big Daddy basically means you're going to die. Using S.
Com3, you are able to summon 2 elite sentry units to swarm whatever it is your fighting. Basically a necessity when trying to gather ADAM. Hypnotize allows you to befriend splicers, but the 3rd upgrade allows you to befriend Big Daddies and Brutes. Ever since I've gotten it, I've barely had to put in any work myself, as I simply let my befriended Rumbler mess up everything I ever have to come across.
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