Combat guide in 1999 Mode
- Weapon overview
- Vigor overview & affinity table
- Guide on Beasts, Crows and Motorised Patriots
Quick melees and frequent weapons – it only boils down to these two things.
Try using multiple lunges instead of the badass Sky-Hook execution, as the execution will leave you vulnerable for at least 2-4 seconds. In 1999 Mode, you do not want that – machine gunners, pistol whippers will break your shield in half the time, and they don’t come alone. Should you have a Paddywhacker behind you(Hand cannon user) or worse, a Carbine potshotter or a sniper on the roof, you’d be dead. Stay in cover and try to control the situation as much as possible.
Frequent weapons means that you’ll use weapons that you can frequently encounter ammo – Shotguns, Carbine, Machine guns. The pistol is a quick firing weapon and has insane critical multiplier as well as hip fire accuracy, but overall its damage is not as good as you would want it to, and also you don’t encounter pistol ammo later on anymore. Snipers will be found where you need them – so whenever you see a sniper, expect a fight that is advised to be fought at a range. I myself carry a Sniper all the time – but because I fully upgraded it, so every shot it instantly kills a small fry, and can take out Heavy Hitters at a range, and Liz usually keep me up to speed quite nicely. However, the one type of weapon that I discourage is the Vox’s family. Vox weapons are usually inferior overall (with the exception of the Hail Fire), and most importantly, their ammo is really hard to find, especially in 1999 Mode. Use them when you see them to conserve your main arsenal, then switch back – don’t depend on them, don’t upgrade them. (they are quite expensive to upgrade as well)
Here is a table of Vigor affinity, taken by reading a bunch of posts from IGN and bioshock.wikia.com and illustrated/detailed into one nice, colourful chart - for your convenience (Click on the image to enlarge!):
Why Return to Sender? It is a pure damage dealer, and turns you into a bullet sponge for as long as you can afford. This Vigor is the best way to take out Heavy Hitters when glitches don’t work. It is a ticket to survival in boss battles.
Heavy Hitters guide
Beasts – Flak Cannon and Rocket Boys and Volley Guns and the like – are heavily armoured units. They are the most frequently seen Heavy Hitters, and very pesky in 1999 Mode, due to their relentless barrage of splash damage. Possessing them works for half the usual duration, and they are almost impervious to splash damage with their chunky armour.
Defeat with weapons:
Headshots, headshots, headshots. Beasts got distinctive helmets that shield them from damage, and when you do get a crit by shooting him in the head, you will hear that satisfying clunk when the helmet got blown off, and your crit will be 3x instead of 2. He is still very durable, but far less. The best weapon would be, undoubtedly, the upgraded sniper. It will deal around 500 damage and even more on headshots, and its range is enough for you to get in and out of cover when a rocket comes your way. Mid-range methods will benefit from Bucking Bronco and/or Shock Jockey, while long range method doesn’t, as Beasts will move in cover quickly once you got him in your sights, and Salt is more costly than ammo. Still, try not to miss.
Not the best of ideas, since Beasts are very robust, and a close range blast of their weapons can break your shield, possibly some of your health as well. If you have to, get Electric Punch or Electric Touch, and go for quick lunges, stunning the Beast. Meleeing is best done when you are low on ammo and/or Salt, and should only be done after the coppers/gunners around are dead. In the case that you are being bombarded by two Beasts and can’t afford to run out of cover to fight, try using Undertow to pull Beasts over, and melee them in a corner/behind cover.
As I mentioned enthusiastically in Part 1, Possession is the way to go with this machine. ALWAYS possess Patriots, and try to time the possession so that it deals the most damage to the enemy. However, I will detail some way to beat him under possession, and even without it.
Patriots are bullet sponges, with no sense of self-preservation – so any weapon is fine, as long as you can hit his back. However, as with most 1999 Mode battle, ranged combat is usually better than running around trying to maneuver behind the thing. The best weapon to beat the Patriot from a range is an explosive one – RPG, Volley Gun, Hail Fire. The reason is that Patriots have TWO damage input position – one on his back, and one all over his body. A non-upgraded Carbine deal 50 damage to the front and about 150 to the gears, and an explosive one (in this case a Volley Gun), shot at the ground at his feet will create TWO damage figures – a 80 in front and a 180->220 in the back. The shot is clearly not a crit, as the game would only count a direct hit as a crit, but the splash damage is well worth the mention, as the direct crit for a Patriot is usually not worth the risky maneuver. Patriots will still come at you, so take a few potshots, sprint to new cover, repeat. Amazingly, Patriot has headshot crit damage as well! If you can aim a headshot with Volley Gun/RPG/Hail Fire and get the splash damage to the back as well, you would deal as much damage as a sniper to the back.
Possession, obviously, but in a pinch, Shock Jockey also does the job, and Bucking Bronco can leave Patriots vulnerable to close range weapons for a few seconds as well. Again, very ill-advised in this mode to come up close and go personal with Vigors other than Possession.
Possession, melee back while using Patriot as an unreliable cover for a few seconds. Go with Burning Halo, since you deal more damage that way, and also when the “ally” got stunned, you don’t get the benefit of his Pepper Mill grinding on the enemies in front. Meleeing is a horrible idea, as a whip of the Crank Gun will break your Shield, and some health as well – I have max Shields under cover, and a whip still crack it to pieces. Not to mention the gun is still spewing lead while whipping your face. However, in boss battles, you can Undertow Patriots to a comfy corner and beat him up with Electric Touch or Punch Gear.
One of the rarer, but in my opinion, easier, of Heavy Hitters. In 1999 Mode, as usual, their damage is ridiculously high, and a dash will take out your shield and some health. Thankfully, they have weaker health, and can only fight at close range. They can turn into a cloud of crows though :s
Stay away from automatic weapons, as Crows are agile and can disperse into a cloud of crows. Stick with a high-powered gun with controlled discharge, and make a potshot every time the Crow materialises. Just one. Favoured weapon would be Hand Cannon (Paddywhacker), Carbine, or Sniper. Even the Pistol works wonders, since Crows has practically zero armour, and the Pistol is oddly accurate when being hip fired. Still, without a Vigor, the only way to survive would be a quick run around covers, and turn around to potshot every time you hear him mutter something or when you hear the crow’s flight stopping.
Crows are very susceptible to Vigors, but due to their agile nature, aiming will be quite cumbersome, and in intense battles with low supplies, a miss is not tolerable. Shock Jockey and other small target Vigors like Undertow or Devil’s Kiss are not good ideas (even though in the beginning the game instructed you to kill your first Crow with a Devil’s Kiss trap). The best Vigor is the wide AOE cone-blast Bucking Bronco, lifting Crow in the air, stopping him from dematerializing and giving you the perfect chance for a damaging critical headshot.