TeeWee
Hero
[ Star Traders 2 & Heroes Supporter ]
Posts: 247
|
Post by TeeWee on Mar 20, 2016 17:32:57 GMT -5
Hi,
Is there any way to influence the way new recruits are built? I'm specifically talking about the ones that you recruit in battle from a tact point.
In the 'hold the bridge' level, I wanted an extra Neptune or two, but instead of the suppression I wanted, I got their burst fire.
|
|
|
Post by Cory Trese on Mar 20, 2016 17:48:57 GMT -5
Build your Templars before you deploy into the level, if you need influence over the auto-builder.
|
|
|
Post by johndramey on Mar 21, 2016 2:31:32 GMT -5
I usually try to keep two of each class in my pool when I'm not doing a high score run. If you keep them closely leveled by rotating them in, you can have a nice stand-by Templar for those levels where you just want some more dakka/fire/slashy.
Also, if you're doing that, maybe considering having the two alternates be kitted out differently? I almost always keep one deep-op scout with lots of stealth and crippling and another scout-sniper with tons of piercing fire and crit. Lovely to be able to call on whichever you need, whenever you need it!
|
|
TeeWee
Hero
[ Star Traders 2 & Heroes Supporter ]
Posts: 247
|
Post by TeeWee on Mar 21, 2016 8:30:40 GMT -5
I know I can prebuild one. I actually do so for a few regularly used ones, with a different focus (e.g. Overwatch soldier versus offensive soldier), even with different livery to make it obvious at a glance. But this time round, I was just caught with my pants down and never expected to need an additional 2 movement interrupters (Scout or Netpune). Turns out, they both autobuilt into the "wrong" type for what I actually needed
|
|
|
Post by fallen on Mar 21, 2016 8:47:24 GMT -5
TeeWee - sorry they weren't built to the situation you needed. Still, the answer is the same, that the deep level control is available by pre-recruiting through the HQ. We are not planning to add the HQ to the Tact Point UI during recruitment!
|
|
TeeWee
Hero
[ Star Traders 2 & Heroes Supporter ]
Posts: 247
|
Post by TeeWee on Mar 21, 2016 9:07:12 GMT -5
Understood. I was simply unprepared for this scenario with large amounts of TactPoints and huge amount of ground to cover and my team hopelessly spread about the map. I needed more fresh recruits here than I'd ever imagined needing.
Lesson of the day: Be prepared Be more prepared.
|
|
|
Post by Cory Trese on Mar 21, 2016 9:09:35 GMT -5
I think most players recruit from the auto-builder and do just fine. I play on Ironman almost exclusively which means I'm dying constantly and recruiting new from the TP.
Part of the tactics of the game is working with the Templars you have. If you're using the auto-built ones, you'll need to make sure your tactics account for their Talent and Gear builds.
The code challenge falls into a similar category as the 4X canned ship designs ... we really don't know, especially late in the game, what the player would want ... and calculating on-demand builds based on the tech tree didn't work very well ... it only seemed to make mutants.
We'll take another look at the next big BF review and see if their is anything further can improve without trying to make the TP recruit into the HQ recruit.
|
|
TeeWee
Hero
[ Star Traders 2 & Heroes Supporter ]
Posts: 247
|
Post by TeeWee on Mar 21, 2016 9:35:06 GMT -5
Cory Trese I know there's no way for you to know what the playr would want. This one time, I needed templars that were good at delaying actions, but sometimes, I'd need a Neptune who can simply lay down a lot of fire at once. Also, just spreading out all the talents just leaves a jack of all trades without real synergy. In other levels, I've recruited from TP and just used what I had with little problem. This time, I just needed something rather specific and didn't get the result I wanted. Just a small question: is the build from the TP always the same? The two Neptunes I recruited were the same I think. Maybe a more fun way would be to add a small random factor, which would add to the "don't know what hand you're going to be dealt" feel, where one recruit would be a master grenade lobber, and another the god of overwatch. Don't know about the impact for the game (and the amount of potentially useless templars you'd get). Just a small idea...
|
|
|
Post by fallen on Mar 21, 2016 9:41:34 GMT -5
TeeWee - the builds are always the same. While it sounds fun, semi-random elements like that can be very frustrating to most players and definitely lead to negative sentiment.
|
|
|
Post by Cory Trese on Mar 21, 2016 9:48:38 GMT -5
Randomizing the recruit would also lead to lottery replay patterns -- where you recruit, evaluate, restart the game without saving. We work very hard to avoid those.
|
|
TeeWee
Hero
[ Star Traders 2 & Heroes Supporter ]
Posts: 247
|
Post by TeeWee on Mar 21, 2016 10:20:47 GMT -5
That's what I thought would be a big part of the reason you would not have this randomised.
To clarify, I'm fully OK with the choice and was mainly just looking for info on the mechanics. Thanks for your time, much appreciated as always.
|
|
|
Post by johndramey on Mar 21, 2016 19:33:38 GMT -5
As a total aside, the few times I've gotten the pre-built class (for instance, the Hydra when taking Galantia's Cross), I've been amazingly happy with just a straight up build where all talent points are focused into the first talent the class gets. Sure, there is no finesse with that kind of build, but there is something to be said for dealing out huge amounts of damage with just basic attack talents!
|
|