With that said, your choice of weapons matter a lot in this fight, and two are heavily recommended. Shoot at Megarachnoid any time you are not doing any of this, and you should be good to go. Keep rolling to avoid the AoE attacks Megarachnoid throws at you, and focus on killing spiderlings when they spawn. While the Megarachnoid fight won’t last just for a couple of seconds, using Energy weapons is crucial as it cuts down the time spent in this battle by a lot. Shooting your regular impact weapon won’t do much to them, but hitting them with an energy weapon will do considerably more damage, ending fights in meres seconds. You may have not noticed any difference up to this point, but there are multiple types of enemies and mechanoids are just one of them. Every mechanoid and robotic enemy in The Ascent is vulnerable to energy weapons. How to beat the Megarachnoid in The Ascentįirst things first, we need to mention a generic fact. For all that, this is one boss fight you will remember in The Ascent, so let’s see how you can deal with it, the easy way. On top of all that, the fight itself takes place in a quite remote area, which makes it hard to go back to the main city and prepare accordingly if needed. It has flamethrowers, machine-guns, rockets and of course, spiderling minions. No jokes here, this giant mechanoid spider is a real tough nut to crack, especially if you get into the fight without being prepared as you should. Just be careful not to trigger the creepy cutscene.Megarachnoid is the first major boss that you will have trouble with in The Ascent. If you remember to slot in an augment and the fight hasn't broken out yet, you can set it up and then wait around for your energy to recharge. The augment also slices through armour and deals huge amounts of damage to its target (in this case, a giant robot-spider and its cursed children).ĭon't change your augments before or during the fight because doing that will fully deplete your energy and you'll be unable to use any of them anyway. Neutron Beam is a good crowd control augment that will come in handy if the little spiders hatch from their pods and launch kamikaze attacks on your person. The Mono Ranger will soak up the damage from the Megarachnoid while doing some itself, but that's not all: the trusty robot will keep the big boss busy as you sneak up from behind and resume damage pumping the thing danger-free. The Ascent has a bunch of different augment options available and we'd suggest going with the Mono Ranger and the Neutron Beam (because that's what we used). As both do quite a bit of fire damage, we suggest you switch up your armour to some of the more flame-retardant pieces.Īs mentioned, The Ascent does let you change your loadout and armour on the fly so this shouldn't be a problem. Megarachnoid has the flame lance and its trusty exploding spiders. One general tip for all of The Ascent: take advantage of the fact that you can change your loadout and armour on the move and try out new weapons if you feel like you're not killing the enemies fast enough. That said, we've also managed to kill the Megarachnoid using the P1 Protector pistol and HMG42 Detonator machine gun (both upgraded to Mk.4), so don't fret if you missed out on picking up some energy weapons. Choosing the right loadoutīringing the right guns to a fight in The Ascent is crucial and your best bet against most of the game's mechanized enemies is any kind of energy gun. Not fun at parties, but the spiders do telegraph when they're about to pounce so you can evade them fairly easily: they stand up on their hind legs right before jumping at you. Megarachnoid is a giant mech with many legs, a focused flame lance and pods that deploy deadly spiderbots armed with proximity detonators. Megarachnoid was the first major boss I've encountered that had me scratching my head, switching out my loadouts and generally flailing around the circular arena so you don't have to. "Empowerment" quest has a beefy boss standing between you and your goal of carrying on with the story.
0 Comments
Leave a Reply. |