Quick Tips

From Cyber Knights: Flashpoint Wiki

Combat[edit | edit source]

  • When attacking an enemy, have a plan for handling the situation if the first attack does not kill them
  • Camping out to kill all enemies is usually not the goal; remember the mission, get to the objective, and get out
  • You are usually faster than the guards; use that to your advantage
  • Repositioning after attacking can reduce counter-attacks
  • Try to get enemies to bunch up to make good targets for Area of Effect talents and weapons
  • Blades cause a lot of damage and almost no noise, as long as you are willing to get toe-to-toe with the enemy
  • Don’t forget to use grenades when silence is no longer needed
  • When taking a Full Auto shot, use the Page Up and Page Down buttons to adjust how many available targets are attacked by the shot
  • One of the most important benefits of Overwatch is that it stops enemy movement, often in clear view of other mercs
  • Many talents that debuff a target will cancel the target’s Overwatch
  • Any damage to a target will cancel the target’s Overwatch
  • An enemy using Overwatch can be identified by their pose, weapon aimed
  • Battlefield healing with medkits helps you survive the fighting, but does not affect post-mission injury time
  • Grenades do more damage to enemies close to the center of the blast
  • Grenades bounce if they land on an object or wall and will only stop when hitting the floor

Stealth[edit | edit source]

  • You can creep through or crouch in the obstructed part of a vision cone (the hatched portion) without being seen
  • Sneaking cuts audio detection range in half
  • Sprinting while outside audio and visual range of guards gets more options for cover than creeping everywhere
  • Use Lure to turn a guard’s vision cone immediately and keep them busy on their next few turns
  • Guards will not be distracted by sounds after they have otherwise been Alerted to enemy presence
  • You can sneak through the field of a motion detector without detection, but it has a large area
  • Cameras and radar will stop moving when they are disabled and restart pointing where they left off when re-enabled
  • The area below a camera or radar device is a blind spot
  • Just because a camera doesn't see you killing someone doesn't mean it will not see the body you leave behind
  • If an enemy spots you, you can still prevent them from calling security by killing them before the end of the Turn
  • You don't need to make your mercs crouch at the end of their Turn, they will automatically to avoid being spotted

Matrix[edit | edit source]

  • Executing a Hard Disconnect from the Matrix causes Dump Shock (physical damage) to the Hacker
  • In the Matrix a full Scan (2/2) will not identify a CPU in a neighboring node; this is a hint that the neighbor could be a CPU
  • In the Matrix, raising scan on the local Node to 2/2 will let you see the active and passive IC on neighboring Nodes before you connect to them
  • Never end a turn in the Matrix in an Incinerator Node
  • Disable traps and blocking IC on the Matrix Node before trying to download paydata
  • Trap IC in the Matrix may not be visible until you run another Scan or trigger the trap
  • Passive IC can be temporarily disabled with a Sleaze program
  • Active IC can be temporarily disabled with a Deception program
  • Trap IC can be temporarily disabled with a Disarm program
  • All IC can be directly damaged and deleted with Attack programs or talents
  • Watch out for Ice Pick IC in a Matrix Node-–it can cause permanent Wounds
  • Do not connect to a Matrix Node that you know has dangerous IC until the hacker has loaded the correct counter program

Strategy[edit | edit source]

  • Keep close track of the turn order, and use talents and delays to adjust turn order to your advantage
  • Initiative buffs given to a character who has finished the current turn will adjust their initiative in the next turn
  • Hovering over an enemy on the map or in the initiative tracker displays their vision cone
  • When placing a waypoint, a shield splashed by the HUD on the side of a nearby object indicates that the character will get a defensive bonus from cover
  • Sometimes it is best to split up to reach multiple targets at the same time
  • You can both sprint and move stealthily within a same turn, allowing you to save on Action Points
  • Most Talents have a limited number of Charges. Once used, a Charge immediately starts to Recharge over a number of Turns
  • Firearms are loud when used and will attract attention within a certain radius. Check the sound icon by your weapon in the bottom left to see how many will hear an attack from your current location
  • Actions Points do not transfer between Turns, but if you end your Turn with AP remaining, you automatically use the Take Cover Talent
  • When an enemy dies, a Body Timer is started. When it expires, someone will come looking for the missing agent
  • Speed is a key tactic for a heist team, whether we are fighting or sneaking through a job
  • On most jobs, the Security Tally increases every Turn and will eventually Escalate. So, keep moving
  • Pressing H (default keyboard) or Y (default controller) highlights characters, enemies and important objects on the tactical map
  • Looting Lockboxes is useful but don’t spend so much effort that you endanger your ability to get out safely
  • Delaying your turn until a nearby guard moves is often useful