Cyrus
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Posts: 159
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Post by Cyrus on Jul 31, 2013 6:59:44 GMT -5
Here is an example of melee positioning in images, in a separate post so it doesn't break the flow of the guide. The first image shows the (chaplain) captain's options for engaging the purple xeno to the left. - The X next to the xeno is most obvious, the captain wouldn't have any AP left to actually attack. - The X's near the captain's position mark places where the xeno would still be able to attack and the captain gets only one strike max. - The V's mark positions where the captain will be able to strike twice before the xeno gets to attack. The second image shows the optimal position: - Still two AP left but forcing the xeno to spend its first turn moving. - Back covered by a Templar facing the gray area at the top. The third image shows the resulting position after hitting "Turn" once. The xeno is sitting in front of the captain's blade, while two more xenos popped up to demonstrate the importance of covering your back.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 31, 2013 6:57:55 GMT -5
Know this: In your life as a Templar, there will come a time when facing your enemies with fist or blade is the only choice. Whether you run out of ammo dispatching the uncounted enemies of Shalun Law or you are assigned to an exceptionally bloodthirsty captain, it is your duty to be prepared.
1. Know your strengths
Strike down your foes with your Strength and Warrior's skill. Train these well and you will cut down enemies in a single blow.
When the xenoform has it claws on your armor, no amount of quickness will save you. You must learn the xeno's attack patterns and the Evasion moves that will see them miss. Raw Strength will let you block the enemy and tear him from your armor.
Your initial training should focus on increasing Strength to its natural limit and increasing your Tactics skill until you achieve maximum combat effectiveness (Quickness + Tactics = 6). After that raise your Warrior and Evasion skills in equal measure until you find you can score critical hits nearly every attack. Beyond this point devote more time to your Evasion skill, about twice the time devoted to Warrior skills.
The Leviathan suit you have been granted has armor Plating to protect you from claws and blades when all else fails. Do not rely on it, but be thankful when it saves your life.
Should you face enemy fire, it may worthwhile to procure Leviathan suits with stronger Shielding to protect you from bullets and other dangers.
2. Know your weakness
A Templar in Leviathan Armor is an unstoppable force of Righteousness, but not a fast or nimble one. Resist the temptation to rush forward to clash with your enemies. Many brothers have fallen this way, finding themselves without the energy to strike true at the end of their charge.
Carefully determine the optimal place for you to clash with your enemy and you will be victorious! In your lifetime, you will not strike down the last enemy of Shalun Law, so always be prepared to face the next. Only move forward to strike if that leaves you with enough energy to defend yourself or if it is critical to the mission.
If the enemy is too far away, the wiser choice is often to close in only a little and hold position at a point where you can receive their *first* charge and dispatch them with two quick strikes. You may lose your chance to act if you wait for them to move two or three times. This principle applies both when advancing and retreating (rearguard duty). Do not retreat beyond the enemy's first move unless you have a plan to deal with the pursuer in another way.
3. Know your enemy
Learn the movement of your foes by heart. Respect their ability to change direction at any moment, so unlike your Leviathan armor. Understand their preference in targets and use it against them. Fear... nothing.
Xenoforms
The ancient xenoforms can cover three times the ground a Leviathan can in a move, but often spend all their energy on moving three times, leaving them unable to strike. Hold at a distance of no more than 3 to catch them in their first charge or keep a distance of at least 7 times your blade's reach. Laugh if you will at the crippled xenoform that only moves as fast as you, it will kill you just the same if it reaches you.
The modern xenoforms move slower, at twice a Leviathan's speed, but often can strike even after moving three times. Against these creatures, the optimal distance is no more than twice your blade's reach or at least seven times.
The above are your optimal positions without taking into consideration the environment. Protecting injured squad members, preventing access to open halls and responding to the appearance of new enemies may force you into bad positions. Attempt to always face the Leviathan suit towards your enemy.
Beware! The mutated xenoforms in the most brutal of encounters have been observed to strike multiple times even after moving as far as they can. Do not let them get close expecting an easy kill when you regain your energy.
Traitors
Sometimes you face not the hordes of xenoforms but traitorous humans wielding firearms. While misguided and damned, they are not beasts and will not rush to their doom under your blade. Control them thus: Deny them any line of fire to you and when they move to a new firing position, rush forward and cut them down.
Make use of turns and twists in the corridors you are fighting in to minimize your exposure to their fire. Withdraw to lure one of them around a corner, strike and withdraw again.
4. Captain's addendum: Know your team
If circumstances should force you to carry out missions using only melee weapons, these are the most suitable Templars: Berserkers first, soldiers second, scouts third and specialists last. As a captain you can support them best with Chaplain's prayers and the biggest sword you can find.
Berserkers are the ideal choice, specializing in just this scenario. Their ability to strike many times and the extra protection afforded by the shield put them far above the rest. In addition, with proper armor and shield, the berserker can achieve either mobility to rival a scout or impenetrable armor that allows him to stand against any force, dealing death by counterattacking after the enemy's strike bounces off harmlessly. The price you pay for recruiting a Berserker is very high though, mostly because they will steal all the glory from that moment on.
Soldiers are a good second choice. They lack any specialized weaponry, but their training in holding the line makes them shine when catching xenos in the middle of a charge. This is often preferable to rushing enemies, even when they are relatively close. Two strikes offensively could easily be three or four defensively.
Scouts' lighter armor is not suitable for melee against xenos. They are good at closing the distance, but if they fail to kill their target or another xeno is nearby, they're in dire peril. However against the squishier human forces, scout mobility can be used very effectively to lure the enemy into traps or rush their position and execute them before they can get a shot off.
Finally, a captain who fields weapon specialists without their weapons will not be a captain for long.
5. Captain's addendum: Know your gear
To even become a captain, you must have demonstrated considerable bravery, dedication and skill. This does not mean you will be trusted with the Templar Order's most sacred relics rightaway. It will take many glorious victories to earn this honor. A wise captain chooses each new piece of equipment carefully, because it takes considerable time to prove oneself worthy of additional equipment.
Each type of Templar available to you is trained with only one kind of melee weapon, much like your own sword-focused training. To a berserker losing his axe in battle is worse than death. Soldiers and scouts are trained to use powered fists as a backup to their ranged weapon. Do not think less of them for this, their effectiveness is greater than the appearance suggests. The type and power of the weapon you choose is what makes all the difference.
High accuracy (attack bonus) weapons are especially useful when your team is just starting out. Once their chance to score critical hits is high enough, accuracy becomes less important and damage takes over as the thing to select for. As a rule, melee weapons have a good balance of both.
Your choice is armor is determined by the foes you face and your favored tactic. When you face the xenoform, Plating is what you want. If it is thick enough, the slower movement will not matter. You can rely on the xeno to come to you. This is especially powerful when applied to a berserker. Being struck by a xeno will enrage them more, often resulting in the death of the xeno before it can penetrate the armor plating.
If you favor mobile tactics and especially when you face enemies with ranged weapons, lighter armor that provides Shielding and increased mobility is the optimal choice. Outfitting your assigned rearguard with more mobile armor is also a wise choice.
Some armor comes with Wards, special protection and plasma and critical hits. These may save you when nothing else can. The armors using these are few in number and only for the most honorable captains.
A second system to be aware of is the ATREUS sensor system. This an advanced version of the ATAS system used by every Leviathan suit. It allows you to detect lifeforms at increased range. Again, this is not something to aim for early in your career, but when you have the honor to spare, equip at least the Templar that's leading your squad with this.
There are two main strategies for gearing up your team: Small steps or giant leaps.
Small steps
This strategy consists of regular incremental upgrades. It provides immediate gains in your squad's effectiveness at the price of a much longer time to obtain the best gear. It is most suitable when your team is struggling in their missions and regularly need emergency extraction. A typical start for soldiers and scouts would be Thunder Fists or even Heavy Gauntlets. These are cheap but provide a serious boost over the standard Leviathan gauntlet. Berserkers start out with an effective weapon already and will receive the most benefit from a better shield. The next step would be Storm Fists and Acrum Axes respectively, then start upgrading armor.
A variant of the small steps strategy is to buy small upgrades for all but one of your Templars and then save up for big upgrades, minimizing lost honor.
Once your team becomes effective enough, consider switch to the giant leaps strategy.
Giant leaps
This strategy consists of choosing one set of weapons and armor that will last you until the very best gear. The following are common choices: - As captain aim to earn a Palace Blade and Relic Leviathan armor. - A soldier might aim for a Storm Fist as the very first upgrade, then Leviathan Powerarmor. - A scout should also deploy a Storm Fist and Leviathan Advanced Scout armor. - A Berserker has to upgrade weapon, shield and armor and has more choices in each. A good mix of protection and mobility is preferable to either extreme at the midway point, followed by specialization when acquiring the final set of gear. This captain's favorite choices are: Acrum Axe, Berserker Powerarmor and a Doom Shield.
Using this strategy means it may take a very long time before your team receives its first defensive upgrades, so it is only recommended for captains confident in their ability to minimize incoming attacks.
Finally, remember that returning unneeded gear to the care of the Templar Order will result in some honor gain, though no more than half the original cost.
Vae Victis!
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 30, 2013 0:51:07 GMT -5
Berserker shields already seem to be weapons with defensive bonuses.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 29, 2013 9:44:59 GMT -5
Once my Templar captain gains a decent measure of honor, it should be easier for experienced templars to be assigned to the battleforce.
In game terms, I'd like to recruit soldiers and specialists with higher stats for a higher honor cost. Mostly because training newbies in easy levels is boring gameplay, but makes the most sense when they will be a liability in the difficult campaigns that the rest of the team is itching for.
It could be simply double honor for ~10 xp worth of stats or it could be dynamic, something like half of the captain's successful mission count for a scaling price.
As an alternative, let me train Templars for honor (making them unavailable for a mission).
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 29, 2013 9:32:28 GMT -5
I wouldn't confine this idea to brutal only.
Right now I find that in any difficulty I set up my favorite team as early as I can afford the specialist (right after plasma rifles) and after that the rest of my "Templar Battleforce" effectively gets extended shore leave for the duration of the game. If one of the star players bites the dust I restart the level, since the cost to train up a replacement is too steep for my taste. That makes the choices very black and white.
Being forced to swap out wounded templars would encourage spreading the xp around a bit more and perhaps experimenting with different setups. I'd tweak the system by having the unused templars recover more hp (in the medbay), so you have to choose whether to run with a wounded templar for 2-3 missions or skip one and have him back at full strength after.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 27, 2013 12:10:34 GMT -5
Now how you should reword the descriptions of the Combat Upgrades depends on how you want to arm the crews. May I humbly suggest "nine-barreled hand cannons"? That's how I'd want to arm my crews. More seriously, I suppose pistols would make the most sense for a boarding party, while muskets would be more defensive, firing from your own ship at the enemy to stop their boarders or force them into cover. They each deserve their own upgrade I think, but grappling hooks seems to go with pistols.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 27, 2013 7:46:04 GMT -5
The new Templar Knights look great! Love the new look and the blood on my berserkers' axes!
The animations are well done and the attack animations are definitely more attack-like than before, but the walking kinda puts me off. Too human, I guess.
From the Leviathan suit's description I imagined them having a gyro-stabilized torso on top of robot legs, keeping the "pilot" and the weapons stable and pointing at the target, gliding forward more than stepping. The new animation looks like the Leviathan really has to throw its bulk around just to get forward. I guess the marines in them have been selected for resistance to motion sickness. :-)
What's your idea of how they move?
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 26, 2013 13:45:49 GMT -5
Well, the game does focus on the berserker, since he'll be the only one with AP left. Still, better if it Just Works(tm). :-)
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 26, 2013 9:08:50 GMT -5
When a berserker gets hit, he gains an AP, which allows him to take another turn even if he didn't have any left. However, the AP bar isn't updated until after all attacks. This sometimes leads to a slightly confusing situation where the berserker shows as having 0 AP but still can attack.
It's only a minor minor issue, the xenos still end up dead, but it seems simple to add an update bar call, so I thought I'd make a post anyway.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 26, 2013 1:00:20 GMT -5
I just managed to melee through the Exterminate mission at the end of the tutorial on normal. It's doable if you don't split the squad, but two bad rolls in a row and a marine gets eaten. I tried on hard, but in three tries, I didn't get halfway before losing a member. I did learn better tactics since then, but the higher difficulties must be suicide.
On the other hand, the tutorial at least has some easy xp and free gear that you can sell for honor, making for a solid start. Whichever campaign goes first, it really needs to account for the terrible stats your starting marines have.
I'll test out Infernus Rescue with a fresh battleforce, see if rookie berserkers perform better.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 25, 2013 12:10:08 GMT -5
Ripley: Lieutenant, what do those pulse rifles fire?
Gorman: 10 millimeter explosive tip caseless. Standard light armor piercing round, why?
Ripley: Well, look where your team is. They're right under the primary heat exchangers.
Gorman: So?
Ripley: So, if they fire their weapons in there, won't they rupture the cooling system?
Gorman: So? So what?
Burke: ...So you're talkin' about a thermonuclear explosion and "Adiós, muchachos."
Gorman: Oh, great. Wonderful. Shit!
Gorman: Apone! Look... we can't have any firing in there. I, uh... I want you to collect magazines from everybody.
Hudson: Is he fuckin' crazy?
Frost: What the hell are we supposed to use man? Harsh language?
Here's my idea for a new challenge: - make a tutorial squad - unequip and sell all rifles - punch the xenos to death!
During the whole challenge, not one shot can be fired. You can of course buy melee weapons, armor and wargear as well as hire berserkers. I haven't seen many campaigns yet, so I could some advice on which ones would be suitable. Also, the items to be scored are still unclear. I'm thinking number of tries on each mission (the lower the better obviously) and a bonus if you get a whole campaign in one try.
I've been trying it myself and had a hard time just getting through the Extermination level at the end of the tutorial, so I think it'd be a good way to get those starting xp that help your marines survive. On the other hand, I'm tempted to make the start with a templar battleforce so people can use Berserkers from the start...
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 25, 2013 6:51:27 GMT -5
Some campaigns got locked behind others in the previous update. Siege of Roavin and Dagger class are now behind the Secrets campaign.
Update 1.7.5 ate them >:-)
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 22, 2013 9:08:19 GMT -5
That's kinda weird.
If I capture a ship from the enemy, I have to sail to one of *their* ports to get permission to rename the ship I just took from them?
With a letter of Marque or enough ranks in a nation's navy you should be able to change the flag and name of any ship you captured.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 22, 2013 9:04:48 GMT -5
Just bought the elite version and for some reason, only one of my two games (captains) shows up when I select "Copy from Free". The first one is a Nathaniel Sveet story character and shows up just fine in Elite. The second is a female sandbox character and doesn't show up. I've tried opening and closing both games and quitting them both using the exit button in the UI, but no luck.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 22, 2013 7:41:54 GMT -5
I just noticed that my new ship is flying a different flag than the last one. I guess that even though I'm an officer for Ruesland, I can't put that flag on my ship without registering it somewhere?
Maybe I have to visit a port of that nation, but I doubt they'll let me in :-(
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