There are many talent modules in Ghost Walker. Proper talent matching can greatly enhance the character's ability. Some players may not be very clear about it. Let's take a look at the introduction and matching guide of all talent modules in Ghost Walker.
Talent module introduction
It must be explained in advance (emphasis in capital letters): the more modules you bring, the better. Except for a special module, the space occupied by other modules will reduce the recovery speed of concentration (skill slot), that is to say , the more you bring, the slower the automatic recovery speed of skills will be.
Therefore, it is necessary to consider the combination of modules to maximize profits.
To avoid trouble, I won’t post the pictures one by one here.
First, let’s briefly introduce the strengthening effects of each group of modules:
Row 1: Sprint
There are five enhancement types in sprint: In fact, there are only three attributes in the final analysis: sprint storage, sprint CD (recovery), and invincibility during sprint.
If it is full, you can put it all down, which will give you a total of three sprint accumulation slots, three CD reductions, and one invincibility (bringing invincibility will increase the CD).
Paired with 1 sprint style:
This style of play will basically be based on sprint modules, which are common in speed passes and quick kills. It is mainly convenient for running around the map and jumping up close to kill the enemy.
Module placement reference
Usually bring at least the first two or three modules
Second row: deflection (rebound)
Deflection is also one of the five module enhancement types, but not all of it is related to rebound.
The first is the reflection module. After assembly, the bullet-bounce system we mentioned before can have a stronger practical effect - bounce the bullet to where we want it to fly. Using this, we can use the gun to kill people. Yes, this operation is still very cool. When dealing with some special troops such as anti-ninjas, it will be very practical if there are troops with guns nearby.
The second one is deflection enhancement. To put it simply, it makes it easier to reflect bullets (only for long-range attacks, and has no effect on rebounding ninjas). It will be more practical when combined with the first reflection module/
The third one is concentration destruction enhancement. Simply put, the skill slot energy recovered after killing the enemy increases, which can accumulate skill slots faster.
The fourth one is deflection absorption. To put it simply, it will restore the energy of the skill slot after rebounding. It is okay to use with the second module, but it is not commonly used.
The fifth is sensory micro-enhancement. After each kill, the enemy will trigger a short-term sensory enhancement. This is a very powerful module. Combining it with one of the following modules will bring high benefits, but this module is not available in the early stage. , can only be obtained later.
Third row: skills
The first one is the aiming time enhancement, which is easy to understand. It means that the locking time of the three skills other than Storm is extended after being turned on, which can increase the benefits of Flash and Surge to a certain extent (the benefits of Overlord are very low).
The second is to reconcile the network void, which can extend the duration of the uplink. (Uplink is three things: time-slowing props, dart props and ejection jump props). Ejection jump can extend the charging time, but it will not affect the take-off height. It's also a very useful thing. It works wonders in some battle points with uplink. The last uplink also produced a Heraic evil. (I won’t discuss uplink separately. Let’s talk about a little knowledge about dart uplink. It is normal for FPS shooters to have lower aiming accuracy than the enemy. Therefore, you can use the enhanced bullet time in the air to aim and launch darts. The accuracy will be better. It has improved a lot, but one thing is that the speed of firing darts during the sensory enhancement time will be very slow, roughly only a little more than one shot. In order to prevent being killed after this, it is recommended to jump up multiple times to trigger the sensory enhancement and pay attention to dodge the enemy. )
The third is concentration overclocking, which can increase the generation rate of concentration and provide a bonus rate of 7.5 (actually 6.0 after deducting the effect of its own installation space). The change from the original 9.0 to 6.0 is still very practical. If it's high, I usually put one of this module if there is space. Another way to use it is to remove all the modules and install only this one, then wait for the skill slot to be full before replacing the module back, so that the skill slot can be quickly filled up for subsequent battles.
The fourth is the concentration skill enhancement, which is considered waste utilization. After the skill kills, a small amount of energy will be restored. I personally don't use it much, so I don't have any suggestions.
Fourth row: map
The first one is the detector, which will mark all the things to be collected (fragments, all collected items) on the radar to make it easier for us to find them. It is a must-have module for all your collections.
The second is tactical perspective, which will give the enemy a red outline to help us determine the enemy's position. I personally strongly recommend that novices bring this in the early stage. It can facilitate the backboard and solve the problem of some students who cannot find the enemy and move around blindly.
The third one is sensory enhancement X-ray. The effect is that you can see enemies through walls after stimulating sensory enhancement. It is of little practical use and is not recommended.
The fourth is sensory enhancement deceleration. The effect is that there will be an obvious slowdown during the sensory enhancement period. This is normally prepared for elderly players with slow reactions to prevent someone from being unable to react even with bullet time. But there are also special uses, which will be mentioned later in the genre matching.
The fifth one is Tactical Perspective 2. This one can directly see the enemies behind the wall through the wall. It is much easier to use than the third one, but I personally think it is of little significance. It is only slightly useful when you first see the back panel.
Paired with 2, slow flow when the senses are enhanced
This is a very practical and powerful genre. Specifically, it carries the fourth sensory enhancement slowdown in the fourth row and the fifth kill in the second row triggers sensory enhancement. Its effect is roughly equivalent to that of every kill. A small uplink slows down the effect. The ease of killing people in the slow uplink state is compared to what everyone has experienced. It can greatly reduce the difficulty of killing battle points where enemies are concentrated. The module with enemy outlines is very suitable for newcomers to use in setting up a wasteland. But the disadvantage is that these two modules are obtained relatively late, so you still have to suffer in the early stage.
Finally arrived at the 4 skill part modules.
Flash module:
The first one is to increase the range of flash (change it to longer)
The second is to increase the scope of flash (widening)
The third one is to add an extra flash. (frequency)
Match 3 super invincible double flash flow
The operation and matching are very simple, just bring all three of the above. Double flash flow is very unreasonable. If you feel it is not strong enough, you can add a module that extends the aiming time. For some special battle points, you can directly ignore any defense (whether it is a barrier, shield or block, ignore it) to clear out two sections of enemies that are relatively scattered and difficult to deal with.
If there are many openings in the later stage, it is recommended to bring concentration too.
Storm Mod:
There are very few storm modules but they are very abnormal.
The first one is to increase the range of the storm and increase the strike range.
The second is the reset effect. Every time you use the storm to kill more than two enemies, the energy of the storm skill will be reset, and it can be triggered infinitely.
Paired with 4 Infinite Storm Flow
The combination is very simple, just bring the two modules above. Since the storm does not have the locking and slowing effects of other skills, I personally recommend bringing another module that triggers sensory enhancement when killing the enemy to reduce the cost per two The difficulty of switching directions between storms can be adjusted to avoid the problem of being easily killed by enemies in the middle of two storms.
This set of modules is very effective in dealing with tons of self-destructing mobs that appear in the later stages. Presumably many newcomers were chased by these guys blocking the way until the last few levels and were in agony, turning Ghost Walker into a horror game for a time. Infinite Storm Flow can directly press Q to clear the road without thinking when there are two or more self-destructing soldiers (this situation is very common, because one self-destructing soldier usually does not block the road and can be bypassed).
In addition to the self-destructing soldiers, some common two-person combinations, such as the tricky situation where the shield soldier and the machine gunner appear together, can be solved with just one Q. It is the fastest and most profitable style to clear the field.
The most exaggerated thing about this genre is that it directly refreshes the skills, rather than just increasing the number of times like Surge and Flash, and the triggering conditions are quite low, only two or more of them need to be killed at the same time. And the time of acquisition is also very early, unlike the latter two skills, which are acquired later.
Surge Mod:
Overall, the surge module is not weak in strength, but its overly tasteless settings and operation difficulty make it slightly inferior to Storm.
The first module is to increase the width of the surge and expand the strike range.
The second mod increases the range of Surge
The third module is to increase the rate of fire of Surge (yes, you may be dodged by the enemy if you fire slowly)
The fourth module is to increase the number of surges (the number of releases is increased to 3 times)
Pairing 5 surging sssssssss flow
This set of styles can be worn with the four modules above.
Although it is very long-winded, I still have to say that this genre is useless. Let’s talk about its advantages first: Compared with the storm, its locking and time delay are better, and it does not require the refresh condition of more than two people. It is more suitable for enemies with very scattered positions (but the cooperation ability of enemies with scattered positions is generally very limited. Nothing to be afraid of), releasing sword energy three times in one time can clear one more area than flashing. Like the other two skills, it ignores any defense and has a farther range than Storm. But the shortcomings are also obvious and many. On the one hand, although there is a lock, it is actually a false lock, not a real lock that flashes. Changes in the enemy's position and offsets caused by hand shaking will make it impossible to hit the enemy (so it is more suitable for FPS players) Secondly, although it is a three-level sword energy, it does not have an infinite refresh mechanism like the storm. It is a one-time use. After using it, you cannot switch skills and use other skills again during the vacuum period. Moreover, the use effect partially overlaps with that of Storm, and the effect is not good; thirdly, the acquisition time is later than that of Storm; fourthly, compared to the two storm modules, there are four surge modules in total and they all take up space. , almost filling the entire box, which is also a reflection of low income.
Overlord Mod:
There is only one mod for Overlord, which is to extend the invasion time.
The application of this module is relatively rare. I personally only used it once in the process. It was just because the shield soldier did not kill all the enemies within the time, so I equipped it with such a module, which is not very practical. .