lang="RU">So style="">, lang="RU"> you think you have what it takes to
assault some of the toughest
strongholds in the Commonwealth? The Hard Security areas are, well,
quite hard!
Death is near at all times and every advantage you can exploit must be
fully
utilized to get that flawless victory you desire. Global Agenda's PvE
reaches a
new level of rage-quitting difficulty at this point, and we'll give you
the
tips you need to survive the onslaught style="">.

lang="RU">

Now is the time to call upon those trusted buddies of yours in your
Agency and
Alliance. These missions are brutal. You will die. You will fail every
now and
then, and not just fail the challenge bonus, I mean run out of time
completely.
You need people you can count on to not suck style="">, lang="RU"> more or less. You generally do not want to
run
these missions with a handful of people style="">who lang="RU"> can't communicate and possibly style="">don’t lang="RU"> play their class
properly.



Medics and Robotics, congratulations style="">--y lang="RU">ou are more or less required for PvE at
this point and beyond. Assaults
and Recons both have their place in PvE as well, but a group will not
be able
to progress effectively without the healing of a Medic or Heal Station
IV, or
the powerful support of the Robotics in the form of Force Walls and
turrets. If
you form a group style="">, lang="RU"> and it doesn't include one of these
support classes, it just might be
doomed to failure.


style="">The Grunts, new
and
old!





All of your favorite bosses from Medium Security return as normal
opponents in
High. Typically you will run into one before the checkpoint, and one
somewhere
after the checkpoint but before the boss.


 

In addition to the
lovely Support style="">M lang="RU">echa you've come to know
and love, there's a new metal monstrosity--the style="">Support Foreman.
The Foreman will target someone with a giant
exclamation point and blitz them at high speed. They have one goal style="">-- lang="RU">to have your face meet
their fist. They will punch you for just under a thousand damage and
knockback,
and they will continue to target you until you are a lifeless corpse in
a
painful rag doll pose. The only way to survive them is to get out of
the way and
evade carefully. If you are targeted, you need to switch to your
jetpack and
kite them around a source of healing. Use elevation types to your
advantage,
and sometimes you can glitch them out to stay completely still if you
stand on
a box or ledge next to them. If you are not targeted, you need to open
fire on
them with everything you've got! They can take an absurd amount of
punishment
before they go down.



Elites will style="">usually lang="RU">come in packs of two at this point. This
can range from extremely
dangerous style="">(as lang="RU">in 2 Helots in an open area style="">) lang="RU">, to extremely annoying style="">(as
lang="RU">in 2 Alchemists healing each other for
great amounts. The
important thing to keep in mind is target priority, just like before.
Minions
are weak alone, but when an Elite or mini-boss is taking the hits and
drawing
your attention, they will fire at you relentlessly and style="">, lang="RU">for being the weakest
grunts in the game style="">, lang="RU"> cause a lot of unnecessary damage. Make
sure style="">to style=""> eliminate them as well
as the repair drones before you think about targeting anything
stronger. Try
not to get one-shotted by a Minion Ballista barrage as well, they're
still
around and still as predictable/dangerous as ever.

style=""> href="http://www.tentonhammer.com/node/81392"> style="border: 0px solid ; width: 500px; height: 375px;" alt=""
src="http://www.tentonhammer.com/image/view/81392">

And you thought those shoulder launchers were just for show.

style="">


style="">Bigger
and Badder
than before,
your bosses!





Boss
Switchblade -
The most
interesting new addition to the lineup. This boss does not care for
shooting
you. This boss does not care for hurling explosives or setting traps or
any
other semi-strategic long range initiative. This boss wants to punch
you
repeatedly and then punch your friends just as hard until there's no
one left
to punch. His melee is incredibly potent, hitting for over a thousand
damage.

 

The
Boss Switchblade lang="RU"> moves dangerously fast as well. Every
thirty seconds or so he will
pause and begin to spin violently, sucking everyone in. Getting point
blank at
this point leads to a lot of damage over time, but is generally easier
to deal
with than his basic melee assault. You can evade the tornado entirely
with your
jetpack or clever use of of the terrain, enabling you to turn his
tornado into
10 seconds of being a target dummy. For that reason, if you get your
positioning down and get him in a spot where his tornado can be easily
ignored,
this boss is by far the easiest. However, if he lives long enough to
summon
reinforcements or your whole party is wiped out and has to run back,
it's
likely that things aren't going to get any better and the mission will
end in a
failure.


 Robotics need to take special note of their
deployable placement. The tornado attack will demolish anything close
to him,
but the healing station can counteract almost all of the tornado's
power since
both the healing and the damage effects are strong over time. A healing
station
in the right spot can pretty much turn this fight into a boss massacre!



Boss Vanguard -
Honestly these are
little more of a threat than the Support Destroyers. Every time I've
come up
against one, all they do is attempt to gun down the nearest target with
their
twin shoulder-mounted lasers. Every time that happens, style="">the person under attack lang="RU">
gets behind a box at the right angle which blocks the shots and enables
them to
return fire. Every time, the rest of the team destroys style="">the Vanguard lang="RU"> in short
order. I have yet to see one of these pose any kind of significant
challenge,
but that may change as the fight plays out!



Boss Reaper - Someone
inevitably will
die here if you're doing this in a public team. The style="">R lang="RU">eaper loves to launch
very slow style="">- lang="RU">moving
plasma balls in rapid succession. These plasma balls do about as much style="">damage lang="RU">as rocket launcher
hits and home in with deadly precision, making this a fight for
positioning style="">-- lang="RU">you'll be moving the
whole time.


 Robotics will be hard pressed to keep a turret
up, so they should focus on positioning other deployables in hard to
reach
places instead. The Reaper cannot be glitched into a stationary firing
position
very easily, so once it begins moving you'll have to seek new cover and
adjust
your positioning of support accordingly. This can be a long fight, so
reinforcements will inevitably spawn on you and they should be dealt
with
quickly before you lose focus on the incoming plasma balls. Robotics
should
position turrets behind these spawn points in corners to help deal with
them as
they come since a turret focusing on the boss will not last more than
seconds
once it is targeted by the barrage.



Boss Viking
- This style="">boss lang="RU">combines the firing
speed and power of the Vanguard with a new ability that can drop even
the
hardiest tank. Sometimes it will lock both feet in place and unleash a
shower
of red rockets on random targets nearby. You style="">must
get to cover style="">; lang="RU"> there is no healing through this once the
barrage begins to hit you. It's
likely that any deployables near style="">the
Viking lang="RU"> will be scrap by the time the barrage lets
up and
his standard attack pattern resumes. Keep dropping your support as it
becomes
available and don't let the fight drag on too long. If Medium Security
bosses
begin to spawn after too much times passes, you'll be hard pressed to
dodge
them and dodge the rocket barrage at the same time.



Boss Think
Tank-
This boss is pathetic by
itself. It's a fragile
little humanoid that just loves to put up a powerful shield and summon
help. style="">However, e lang="RU">very time it
summons help, it summons more and more. Generally style="">, lang="RU"> by the third summon, bosses are coming in.
style="">( lang="RU">Note that is plural! style="">) lang="RU">This boss can be a
damage race as a result. Robotics need to place their turrets in
positions to
hit the reinforcements and keep them thinned out while dropping her
shield and
eventually her life until the next summon. Alarm Responders and Repair
Drones
should be your first targets the moment they spawn since they tend to
spawn in
packs and generally make things a mess but can be dealt with quickly.
If any of
the Support bosses spawn that can be dodged, you should try and ignore
them and
focus on taking out the boss by abusing strafe and cover to the fullest
extent.

 

If
your team is wiped out, it's basically
over. None of the bosses style="">that are
already up lang="RU">will despawn, making style="">the lang="RU"> fight that much harder
when you get back into the room. More importantly, if any repair bots
are up,
they will repair the boss while you run back style="">, style="">potentially healing lang="RU"> all of the damage you've done style="">. lang="RU">



Toppling these bosses will get you a good item drop every time you
defeat them,
and often times a blueprint. The risk is high, but the reward is high
as well. Forming
a solid group that can handle these in quick succession is a bit of a
challenge
but well worth the effort. The bits and pieces from this level of
difficulty
can be used to create purple style="">e lang="RU">pic-quality implants that can raise damage
of a type by 3% each. Stacking
these together can be quite potent and style="">can lang="RU">give your agency what it needs to succeed
in
the Agency vs. Agency battleground. So get out there style="">, lang="RU"> show the Commonwealth style="">who’s lang="RU"> boss, and reap those
spoils!







style="">


To read the latest guides, news, and features you can visit our Global Agenda Game Page.

Last Updated: Mar 13, 2016

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