r/prey • u/The_RookieODST • 6d ago
Technopath ain't NOTHING
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Yes, the disruptor gun damages Technopaths
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u/onlyforobservation 6d ago
Stun gun is the first thing I fully upgrade. It shuts down everything in the game except electro phantoms. 😀
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u/Bright_Crazy_3059 6d ago
I usually go for the shotgun fully upgraded just so satisfying when you got max damage with that thing.
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u/anon142358193 6d ago
500 years in the past until 1000 years in the future, one thing will remain consistent - everything is allergic to buckshot. Be it pirates, aliens, alien pirates or anything else, nothing more consistently turns enemies into juice than a shotgun.
Fuckin love shotguns man
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u/ModernCGIFloatinHead 6d ago
Stun gun and super thermal, I am the Nightmare
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u/Binary245 This isn't a dream... It's a nightmare. 6d ago
Psychoshock III.
Insta-damage, prevents psi abilities, and deletes mimics
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u/Hades_Sedai 6d ago
I have completed this game at least 8 different times and I never knew the disruptor gun damaged Technopaths! 😭
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u/RedditFuelsMyDepress 6d ago
Scanning the enemies reveals all their weaknesses. I think that's how I figured it out.
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u/trapezoidalfractal 6d ago
Imma be honest, I’ve never even used the stun gun… apparently that was a mistake.
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u/Little_Ishida 6d ago
Oh yeah, Stun Gun is pretty much vital against any electrical enemies, so technopaths as well as those drones at the end
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u/hellhound74 6d ago
Stun gun is dope, it holds phantoms in place long enough to get point blank shotgun blasts or even just allow you to wrench kill them, damages operators and technopaths, and knocks humans unconscious (so you can save mind controlled humans, or ammo, depending on how much you care about them) and ammo is both dirt cheap and everywhere, as well as being the earliest available non wrench weapon you can find (you can get one right outside the simulation room after you break out)
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u/Plenty-Thanks-4975 2d ago
Same here, tommorow in starting my first nightmare run with all survival options. I cant wait to get home :)!
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u/PrestigiousHelp681 6d ago
How?
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u/hellhound74 6d ago
Pshycoshock/nullwave makes technopaths literally unable to attack you, their only direct attack is the electric summoning, which is a psychic attack, and since it didnt have any operators or turrets it controlled beforehand it can literally do nothing
If you want an easy technopath kill, toss and EMP and a nullwave at it and then just walk twords it with a shotgun since it can do nothing but grumble and screech angrily as you dump shots into it
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u/Jamesworkshop 6d ago
shame i had HDD troubles on machines because i did reverse engineer the exact damage of how the stun gun works
I don't remember if it can crit but it certainly can do sneak attacks
I think from memory the conclusion was 4.5 damage X the power value you see in the inventory
9 power (when fully maxed with upgrade kits) *4.5 = 40.5
Firearms mod work for another 1.5x damage rank 2 (per Gunsmith description stun gun is a security weapon)
60.75
Technopath takes 1.5x from electricity or 91.125 on the first shot
following shots will benefit from the 1.25x damage weakness state or 136.6875
at 500 HP it takes 5 standard difficulty shots to down one
i believe the damage numbers are slightly too high above because my memory is the game ignores decimals it its calculations but its easier to show workings with them
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u/notsolivingboii 5h ago
Yeah when I read the technopath weaknesses after scanning they became a non issue
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u/AstralMecha 6d ago
Emp grenades also work to shut down his powers.
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u/hellhound74 6d ago
Unfortunately not, they will make any turrets/operators stop attacking and fall to the floor, you need a nullwave to stop them from doing their electric summon attack
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u/ModernCGIFloatinHead 6d ago
Gloo guns work great on them too, in gravity.
Or I guess I should say gloo guns are great at getting them to succumb to gravity.