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Assimilation
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==Tips== *'''''Stealth is important!''''' Your first new set of combat abilities are a last resort, and not for you to rush head-first into battle with. The moment the crew finds out about hiveminds is the moment the mindshields come out, constantly chipping away at your progress and allowing Security to hunt you down much more easily. *Start assimilating early, the bigger your hive the better! Losing vessels can weaken existing powers, hamper your attempts to unlock new ones, or cause you to fail your objectives, so having a surplus of vessels is never a bad idea. *Try getting as close as possible without arousing suspicion before you begin assimilating, as it cuts down the time it takes significantly. *Once you reach five vessels you are given the tools to hunt down other hivemind hosts, as Network Invasion lets you track down hosts while Reclaim lets you finish them off while unlocking the next set of powers. Host hunting also grants extra time to your psychic links, something that helps a lot when trying to evade Security or enemy hosts that may be after you. *That being said, don't neglect assimilation, as many of your powers benefit from having a plethora of people to use them on. Powers based on hive size are ''not'' affected by the bonuses granted by Reclaim, meaning that your strength suffers in some areas. *If you know someone is after you but your psychic link ran out, [[Assimilation#Psychoreception|Psychoreception]] can give you a rough estimate of where they are. *Be careful when it comes to getting in fights. You can easily dispatch of any rogue vessels, but you have very little strength or survivability otherwise. Circadian Shift, and to a lesser extent Induce Panic, are your only reliable methods of getting out of a jam. *You have plenty of tools to fight via proxy, once you reach 15 vessels Mind Control and Chaos Induction can easily be used for this purpose. *If you want to kill an enemy host after having confirmed their identity, a good way is to assimilate them and then act within the two minute timeframe you get before they're booted. *Reclaim is a powerful weapon, if an enemy host is unconscious even for a few seconds, you can send them into critical instantly. Whether you finish them off then and there or wait for it to recharge and claim the bonus is up to you. *Death releases all your vessels, try not to die even if you know you'll get revived. *Avoid getting implanted at all costs as a host, as it will reveal your identity immediately. *Don't be afraid to kill problematic vessels, especially if they get in your way. *With the [[Assimilation#One_Mind|One Mind]] unlocked, stealth is not an option, but with a modest set of immunities and the newfound loyalty of your vessels, you're free to do whatever you please without much fear of repercussions. That being said, you're not invincible, and what remains of Security and the other hosts will most likely be after you in full force. ===Tips for Security=== *'''''Vessels are not antagonists''''' unless they are under the effects of [[Assimilation#Mind_Control|mind control]] or [[Assimilation#Chaos_Induction|Chaos Induction]], and in most cases should not be treated as such. While it is acceptable to kill in self-defence, as Security you are heavily encouraged to implant them instead. Once the [[Assimilation#One_Mind|One Mind]] is in play, feel free to disregard this advice. *Mindshielding an assimilated crewmember will immediately free them from the hivemind, and will give them a pinpointer leading to the host's location. This is temporary, so use it to track the antagonists while you can! *Keep an eye out for unimplanted officers! An assimilated officer is a deadly attack vector that should be restrained and implanted as soon as possible. *As the HoS or Warden, if you have spare implants, consider implanting heads of staff once you've found evidence of hivemind hosts amongst the crew. The last thing you want is the HoP handing out all access because he's been mind controlled! *While implanting everybody may seem like a good idea, implants should be saved for when an officer or two is ready to escort the crewmember towards the psychic link, and hopefully capture the hivemind host. *Cargo is your friend. Extra mindshield implants are almost a necessity once the hives start picking up steam, and should the One Mind enter the playing field, you'll need all the weapons you can get. *As an officer, if you catch them early, you can beat a hivemind host with ease. However, once they start gaining more powers, things can get out of hand unless you take them on as a team. Induce Panic can potentially end a fight, Telekinetic Field almost guarantees an escape, Chaos Induction will create more antagonists you'll have to handle, and while officers are normally immune to assimilation, Bruteforce renders them just as vulnerable as normal crew. However, the deadliest power by far is Circadian Shift, and is almost a guaranteed kill on a lone officer. Once the hosts are in their endgame, stick together! *Implanting still works even if the [[Assimilation#One_Mind|One Mind]] has awoken, and the tracker lasts for far longer than usual! You may want to bring some crowd control tools and some lethals, as the host is immune to stuns while and can blend in easily with their posse of vessels. {{Jobs}} {{Game modes}} [[Category:Jobs]] [[Category:Game Modes]] [[Category:Guides]]
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