In Article 2, you will find SHD Tech. These little boxes will open the tokens you can use to open and expand the incoming perks. I first recommend catching boats that allow you to carry multiple bombs, pottery items, supplies, and plates of the most important weapons. Also capture frames that help you get more XP.
One perk that may sound strange or pointless is "Discovery." What this means is that after providing some space in a friendly control area, all the lovely containers will be marked on the ground and you can see the wall. This is especially effective if you want to grow building materials fast or if you are trying to get all the water or food from a supply point.
Power to Start Unlocking
Like perks, some skills in Article 2 they are better than others, depending on how you play. One of my favorite skills from the first game, Pulse, returns in a row but I avoided getting it, at least initially. Pulse should reveal enemy locations around you, but the range is much shorter and less useful most of the time. Mods acquired later in the game are not improving enough.
For solo travelers, I highly recommend the turret, and I prefer its basic auto-turret type. This little item does a surprising amount of damage and best of all, it can help you to defraud and defeat enemies. You can drop your turret if you hold the power button you have given it. If behind the cover and touch the button, you will place it on the cover itself. The turret will not extinguish the fire until it fires or stains, allowing you to set yourself up for a fatal strike.
I also like to use the chem launcher, especially the acid version. This can easily kill enemies hiding behind a cover and chewing a weapon with large stones. Firefly is usable, but it requires a little practice to make it work. Before casting it, make sure the path is clear of any obstacles marked by a red X-ray. The Shield can also be powerful if paired with a solid waistband or if you prefer a variant that allows you to use an SMG or assault rifle. A standard skill gadget that you'll see other players carry with Revive Hive. Make sense. It rejuvenates you when you die and can be thrown to revive dumbed down players next to it.
Don't forget to use your strengths
This is a mistake I did a lot in my early hours. Your agent has certain skills, such as a turret or shield, which can be very useful in combat. The game calls for these skills and will allow you to equip two at the same time. The options vary depending on how far you've come in the game, but no matter how talented you are, it's useless if you don't use them. Even if you feel like you have a completely managed battle, develop the ability to build muscle memory and feel more comfortable using these gadgets.
Don't Be So Careful about What You Open Early
Maybe turn on a skill or a perk and it doesn't help all that? Don't worry. After spending a few hours in the game you will have gained enough tokens and openings to gain access to other tools and skills in the game. If you do smell, don't underestimate it. Just grab the SHD technology and unlock a new perk.
Focus on Safehouse operations
When you enter a new location, plan on opening and opening a safe place in the area. These work in parallel with the original safety zones, allowing you to fly and interact with other agencies. These safe houses also open up to new goals in the near future, which, when completed, open up the battle for the management and connect the profits. Completing this will reward you with a good chunk of XP and other great things.
Control Tips Useful, Too!
Control points are almost as good as recent outputs Far Cry games. They are full of enemies, but once you've picked them up, you can either roll over there or move quickly to them. These control points are very useful for simply propagating. You get a good amount of loot and XP to free yourself. Also, these locations will be interactive with computer-controlled friends that control the area, making it safer to travel to that part of the map.