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Post by contributor on Sept 14, 2016 9:43:40 GMT -5
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Post by contributor on Sept 13, 2016 23:52:13 GMT -5
We have lots of great writers on the forum but do we have any great poets? Compose a poem to honor my epic turret below, or any other turret you want.
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Post by contributor on Sept 13, 2016 15:04:36 GMT -5
It's all fun and games until someone gets crushed in the airlock Have you tried the Tundeer gates? Those are my favorite knight crushers.
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Post by contributor on Sept 13, 2016 11:09:05 GMT -5
Just had the same issue on Android. LG Nexus 5X running Android Nougat. Is nobody else seeing this? It has to be on a group that has dead Templars. If there are no dead Templars it opens just fine.
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Post by contributor on Sept 12, 2016 13:22:55 GMT -5
I'm developing a favorite blunder. Twice now on the Rubic 5 level where you have to throw a switch and then get to a door to bring in reinforcements I've forgotten to throw the first switch. I get to the door and can't figure out why the heck it won't open. Normally, just before I submit a bug report, I remember the switch and then have to send someone back to get the switch, burning turns and building heat. It's one of those cases where I'm overly familiar with the level and never read the dialogue and I'm so focused on speed I just blitz for the door before I think about what I'm supposed to do. The last time was so painful though, that maybe I won't do that again.
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Post by contributor on Sept 12, 2016 11:36:46 GMT -5
Ouch! That was painful. I can't believe you haven't unlocked the early Engineer reactor that gives +1mp and lots of extra heat. That gear is absolutely essential for this mission. It's also great for your Hydra in later missions.
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Post by contributor on Sept 12, 2016 10:53:16 GMT -5
I see a lot of potential. It would be cool if you could fit it into the upcoming levels. Another dynamic is that eggs could be used to block the path of the Templars. You would have to cut through clusters just to complete the mission, or capture a good bit of high ground. Could be a fun new twist on a boss fight too. Fight the Brood Queen in her lair chock full of eggs. Or maybe she lays as you fight her
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Post by contributor on Sept 12, 2016 10:44:28 GMT -5
Sounds like fun as long as there were no spores falling from the sky.
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Post by contributor on Sept 12, 2016 8:13:57 GMT -5
It was a busy weekend. Looks like I have some catching up to do. Doesn't sound like it went well for your squad. Sorry.
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Post by contributor on Sept 9, 2016 10:40:44 GMT -5
You can see how important squeezing every last mp out of the Scout is in this level when that first Hunter comes up behind him with one square to spare. If you're unlucky a lone Hunter can take down a scout in one turn and that would have changed everything. But when you stay on the bleeding edge of speed the level actually looks easy because you're staying ahead of most the spawns and all of those trailing xeno. With that said it wouldn't necessarily be a bad idea to cover the scout on the return from that first switch with some OW.
Looking at my team it looks like they could have afforded some more CC and CS on their heat levels, but when I'm putting all of their points into accuracy building skills/attributes they do pretty well even without them. I don't think anybody actually missed a shot in the whole level.
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Post by contributor on Sept 8, 2016 16:40:01 GMT -5
OK, I shouldn't have, but sometimes when I get an idea, it just has to get done ASAP. Here is how I beat Airlock Chambers without worrying about heat. This was pretty quick and dirty and the video could have been better, but it's the best I could swing with the time available.
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Post by contributor on Sept 8, 2016 10:14:10 GMT -5
Yeah, like I said it seems highly risky, but surprisingly it has worked well for me the last couple of times. I wish I could go back and see how I did it the last time. I'd even like to video it if I have to the time but that won't be until next week at the earliest.
Let's see: 1) I wish I could remember. I think I might even get that first switch on the first turn if I use all the mp right.* When that happens the scout is actually on his way out by the second turn and normally nobody spawns in there that quickly. Even if he gets the switch on the second turn he still has enough mp to get clear of the room. Sometimes I do pull soldiers into corridor to help OW for the switch pullers. Also I build my captains to take hits, or rather block, dodge and parry them. So normally he is good and sometimes I can even use him as bait to draw people away from the scout. 2) I don't feel like I have to skimp too much on attack talents. I play fast on almost every level and max the bonuses. I almost always get between 15 and 20% bonus on every level so that helps with the RP a lot. Also not going for any specialists early helps a lot too. 3) I do respec my scouts frequently. Them and engineers regularly get rebuilt for the task at hand. On this level I'm sure the scout probably has Overdrive 3 and then everything else is in crippling. I really like Crippling when you're moving fast because it lets you control the board and keep scary guys away from the squishies. Generally my scouts are either crit monsters or stealth operatives. So on levels like this I put a lot into stealth and evasion too. Honestly on this level I'm not sure if my scout ever kills anyone. That's just not his job here. Overall I generally keep things pretty geared towards high speed. I really push it on this level though, so I might dial it down a little after this and take some points from Overdrive and put them into attack talents instead.
I don't think I've ever tried an Engi here. I suppose it's not a bad idea with turrets. It would definitely keep the trailing horde busy with turret chew-toys.
* When I talk about using MP right I mean that every move has to take them closer to the goal. So get everyone else out of their way. They also need to use all of their MP before using their buffs. Otherwise you're wasting MP when you use the AP to buff. The best is when you zero out mp right at the switch. Use AP to throw the switch and then buff with Overdrive and get three more moves away from the switch.
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Post by contributor on Sept 7, 2016 22:08:03 GMT -5
I'm a little late to this party, but I've read most of it now. I can't speak exactly to Specialist case except that early on you have to be very focused on one type of specialist or the other. Personally I tend to always do Ferarai first and then the desert missions and I rarely bring specialists in until after both of those. I guess it is possible, but I like to build my core force first and then add in specialists, besides I find that scouts and soldiers built right are incredibly powerful.
As for the heat issue I tend to overcome that with blazing speed. Looking at my last run through the Airlocks on Ironman (which I also think is one the hardest early levels) my team nailed it in 7 turns. There's a lot of strategy to this which includes getting Dalan up to Rallying Cry 4 and giving the cap and scout +1mp gear and then getting the scout as high as possible on his +mp buff. I think the cap also has Warriors Wrath (self MP buff) and his MP buff for others. Even with doing this level right after the tutorial I think I have my scout up to 10 or 11 mp. With that speed I never worry about closing the gates behind me. After the first switch to get out of the holding pen (thrown by a soldier to preserve the scouts mp), the scout goes straight for the first switch and the captain moves straight for the second (the scout will open the first gate on the second turn and captain will get the second by the 3rd or 4th. Then the scout leap frogs the captain and gets the final switch. I keep the soldiers in the middle suppressing everything and Dalan rebuffs the scout and cap as they run by. Basically though, on strategies like this, your knights have to make the most of every move and never fire before they've used all of the mp. It seems crazy and dodgy but is surprisingly reliable. They get to the end well-overheated, but they won't lock in 7 turns. When you think about how many less times they had to fire their weapons you can begin to see why moving fast is actually a great paradoxical way to save on heat. On levels like Airlocks they still end up with relatively high kill bonuses because the bonus is based on kills per turn and when your kills are divided by 7 instead of 16 or 20 you can still get pretty good ratios with a lot less heat overall.
My next group I think will be a -MP tank group, which is something I haven't done yet, because for me speed always beats the heat. Sure movement develops heat, but so does hacking, shooting and buffing. The faster you get done the more of the last 3 you eliminate.
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Post by contributor on Sept 7, 2016 16:19:02 GMT -5
Sent via e-mail. Don't spend too much time on it, as it doesn't really bug me. "Let the dead bury the dead"
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Post by contributor on Sept 7, 2016 15:46:21 GMT -5
I don't know about laws and such and maybe distributing a modded .apk would help bring in new customers for the TBs, but it seems just as likely that it would hurt them as well, because who's going to pay for something when they can basically get it for free.
And it does seem to me that there's a big difference between rebuilding your own race car into a family car and rebuilding your neighbor's race car into a family car and then giving it away. Maybe the law the supports that sort of thing, but it still doesn't seem all that legit to me.
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