No Plan B Cheat Codes

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0-9 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

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No Plan B Cheat Codes
Name of the file: No Plan B Cheat Codes - Author: DAV - [PC]

No Plan B Cheat Codes

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No Plan B

Cheat Codes:
Submitted by: David K.

Tips and Tricks:
* Careful when using any kind of throwable on a floor above first. I’ve
learned the hard way that they can sometimes leak to the floor below,
and hurt civilians or operators.
* Try planning missions with room for error, like less tight angles so
agents don’t botch throws, or ensuring every agent ends up on an
objective, or checking an angle that was already checked by a previous
agent. Helps ensure better outcomes in the events of delays and deaths.
* Throwing grenades on top of objects like desks allows the radius to
affect the room almost unimpeded.
* Investing into a character with grenadier 3 is a good move, because it
makes missions with low agent counts a breeze, and compensates the loss
of grenades if you like using shields.
* Paparazzi 1 is a useful skill, but I’ve noticed you have to be careful
when running in before the flashbang hits, because enemies can still
react and shoot you before it goes off. But it works well with good
timing for that extra bit of edge.
* I also usually pair awareness with designated marksman 3 when it can
help me shoot through a few more windows with snipers. Otherwise I pick
* The awareness skill is great for rear security, it lets you cover your
rear from flankers with less agents, and less blind spots.

Try and sync the speeds of agents you want working together. With the new
attachments, this is easier to do. For example, an agent with the tank 2
skill, riot shield, and a handgun (one that does not affect speed) will
have the same speed as an agent with a -20% move speed penalty, like certain
smgs and shotgun. This helps alleviate the issue with agents hiding behind
a shield bumping into the shield agent because of their faster movement.

Helpful Advice:
A thing I have been doing is planning out the skills I want my operators
to have, and also plan to start giving them skills so they can multi-role
after they’ve been specialized. This is great for campaign, because it
allows you to have, for example, a backup shield agent for when one dies,
or the other needs to rest. Or a medic you can alternate to keep your agents

My suggestion is for the first agent you buy extra skills for after (or
before) you’ve fully specialized them, is the sniper if you have it. I find
that more often than not I don’t use snipers, so giving them a ground
alternative is a good idea. Investing in designate marksman is not a bad
idea despite it’s dependency on good map rng.

Pairing agile 2 and Tank 2 would make a riot shield user just a little faster
than a standalone handgun user, and agile 3 with Tank 1 would make them have
a +20% speed boost. Those combos are also effective at alleviating the bump
issue, and keeping the shield agent ahead of it’s squad. Which is useful for
when you want a shield agent to spearhead the attack (which is most of the
time you use them. Don’t be afraid to use them for rear cover as well, shields
are great at protecting your squad from random open or glass doorways).

-=A tip/trick I have for using throwables=-
Have an agent open the door, and a different agent throw the grenade. It helps
to be on opposite sides of the door frame, but that can change with the place
you want the grenade to land.

Depending on where you want the grenade to land, you can get away with throwing
the grenade before the door icon on the timeline (the time that the door fully
opens) and sometimes you can move an agent before they return to their neutral
stand after their throw.

Some things that are common to all maps and game types:
* Try to see what is in a room safely first. Either by peeking doors, or using
* For larger or risky areas use flashbangs to cover the most risk. That is areas
you can’t see or areas you will see later or last when entering a room (such as
the hard corners). This can give you that precious window to deal with threats
there after the uncovered areas.
* Get guns in areas as fast as possible. The basic idea of this is when entering
a room a troop will look the opposite way as the one in front of him. You want
as many guns and coverage as fast as possible. So don’t do things like look one
way and walk another and other habits from first person shooters. A troop picks
a direction and commits to it. The one behind picks another and commits to it,
so on.

On top of that you can buy perks if available. Map scan is a good one for dropping
the difficulty and get used to the game more.

Or credits can buy more flashbangs. You can flash every room if you have the

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Updated: 2024.04.13

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