Best Upgrades in Meet Your Maker
While looking for the best upgrades in Meet Your Maker there were a few things to consider. As the game consists of two major parts that go together but use different tools, the best upgrades for raiding will be different than the best upgrades for building your outposts. Upgrades are available for your suit, traps, guards, hardware, and weapons at the designated advisor in the sanctuary.
Best Upgrades for Raiding in Meet Your Maker
The best upgrades for raiding in Meet Your Maker will depend largely on your playstyle. If you’re more of the kind of player who enjoys taking out all the traps and guards you’ll be looking for different upgrades than a defensive player looking to just get through the maze, get the GenMat, and get out.
Best Defense - Arc Barrier
Of all the weapons and armor in Meet Your Maker, the Arc Barrier is the only one that offers lasting protection of a personal shield with a short cooldown after engaging. It protects from traps, bombs, and guard ammo for a few brief seconds then can be redeployed. This makes it easy to get through guard and/or trap heavy areas and into a calm section of the map to take things on one at a time. By upgrading the weapon all the way, you give the shield more time and a better chance of doing a perfect block for even more active time. By equipping this you do save yourself from using a bunch of parts to make the Flash Barrier hardware. Plus, you get to move while you’re protected instead of taking the sitting duck approach.
Best Ranged Upgrades
Weapon - Volt Lancer
While the Volt Lancer doesn’t give you as much ammo as the Falconic Plasmabow, it can be used for armor, traps, and the flesh damage the two weapons share. By fully upgrading this weapon you receive an extra bolt and shortened reload time. Although you only get one second faster, you get more of a back-to-back shot on armored guards or other stacked attacks.
Ironside Suit - Magnetic Link
Many great outposts are created with traps that can be destroyed being planted over a corrosive cube, preventing you from just walking over to grab your bolt with the standard distance you can retrieve them. But with Magnetic Link you don’t have to be as close to get your ammo back. A full upgrade of the Magnetic Link increased the range by 50%. It’s worth noting that you can use this on the Kamaitachi suit once fully upgraded in the case that you’re a melee player that has a ranged weapon in your secondary load-out position.
Best Melee Upgrades
Weapon - Fury’s Edge
With a fully upgraded Fury’s Edge, you get to attack flesh and traps and even deflect projectiles. This means any bolts or bombs that come your way can be deflected with this blade, and it strikes quickly at 0.8 seconds with a full upgrade. The ability to defend with your weapon as well as attack makes it a great choice for a true melee experience, but you’ll want to make sure you have something in your loadout for armor.
Kamaitachi Suit - Frenzy
As a melee player in Meet Your Maker, a lot of your play style will involve dodging traps and hits, so being able to be 40% faster for 4 seconds every time you destroy or kill something makes it much easier to kite those stacked hits. Even as a ranged player this movement speed can be the difference between completing a section of an outpost and starting over. The added benefit of adding it to either suit with a full upgrade is very appealing.
Best Upgrades for Outposts in Meet Your Maker
When it comes to upgrades for your outposts in Meet Your Maker the best ones are the ones with an element of surprise. The basic ideas of the traps and guards get to be well known after running a good amount of raids, so if you can catch people off guard they may be more likely to fall to the trap you’ve set.
All Traps and Guards - Second Wave
The Second Wave upgrade has to be purchased separately for each trap and guard but is well worth it because it allows you to create more obstacles once the GenMat has been retrieved. This increases the chances of you getting a death out of a raider.
Holocube - Picture Perfect
The Holocube is a fake block that can hide guards or traps behind it. By using the Picture Perfect upgrade, you make this look like a real block that looks like it could be walked on or in front of, only to cause the raider to fall or have less time to react to a hidden trap behind it once it’s uncovered. Without this, it looks like a holographic block and can alert a raider to something being hidden.
Boltshot - Hunter
The Boltshot trap is one of the first traps every player gets and typically it shoots bolts across the room straight out from the trap. If a raider sees it in time they can typically step out of the way well enough to avoid being shot. However, with the hunter upgrade, they can curve to follow the target. Stepping to the side could still add to your outpost's death count. Since the trap is seen so often this ability can give an initial surprise.
Plasma Sentinel - Plasma Cloud
The Plasma Sentinel is already a very powerful trap when placed properly, but with the Plasma Cloud upgrade, there’s an added challenge. In addition to having to dodge the plasma shot, when it lands it will expand a plasma cloud that can kill the raider. These bubbles can also trap the raider in a tight space, preventing them from moving forward, which can be a great way to catch them with another trap.
Guards - Dead Man’s Switch
All of the guard upgrades are the same but have to be purchased per guard type. Of all the upgrades, Dead Man’s Switch adds the most benefit. Once the guard is killed it will explode after a few short seconds, giving the raider an additional, unexpected obstacle.