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Post by CdrPlatypus on May 27, 2015 18:45:27 GMT -5
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Post by contributor on May 28, 2015 1:41:47 GMT -5
1 engineer. I just kept him moving pretty much every turn and had a few bits of luck too. The key for me was running the capn and engineer directly east first. There are less xenos there so if your soldier can handle the ones coming from west and protect the TP then you should be good to go. Get a another soldier immediately to help hold the TP instead of upgrading it. Keep the capn and engineer going to the east center node and then back to the center. You should be able to get a scout or another soldier soon and then bring him and 1 soldier up to meet the capn and engineer in the middle. Once you get a 6th soldier or scout abandon the TP and move everybody up to do the final push, the cap will probably be pretty low on HP by now.
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Post by khearn on May 28, 2015 10:06:19 GMT -5
That's pretty much what I've done. I agree about not upgrading the TP. Spending 400 SP for a 10 SP gain will take 40 turns to pay off. It should either cost less or increase the SP/turn more. Or maybe later on ther will be missions that are long enough to make it worth it as is. Missions that take well over 40 turns would be nice.
I immediately deployed a scout and sent him with my engineer and Cpt east. The scout can run full speed then do the long range sensor thing twice, which gave me pretty good visibility. I've found that one soldier can mostly keep the TP defended. With my main body off to the east, almost all the bugs come into the TP from the west, along the northern wall. So just putting the overwatch there works pretty well. But always take a look around, just in case one is coming from somewhere else, of course. Ocaisionally one will show up from the east or north, but it's rare enough to be survivable. When I got enough SP to deploy another troop, I got a soldier who spent a couple of turns at the TP (which was getting a bit hairy at that point), then went up the middle to support the final push. I had very little xeno activity near the NW switch, and none at the final node, so the soldier could probably have stayed at the TP.
The next time I do it I may try completely abandoning the TP. I did that the last time I did the Counter Attack mission, and once my troops were clear, the bugs never bothered the TP. That seems like a bug and I hope the Brothers will fix it. But even if the xenos take the TP, I'm pretty sure I can do the mission with just 4 troops all together. I don't think holding the TP is actually a requirement.
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Post by slayernz on May 28, 2015 19:02:22 GMT -5
khearn good point. Having something pay off in 40x turns is a bit excessive in terms of ROI. What is the target number of turns for the level? I can't imagine any level with target turns exceeding 40 (for now). Of course ... "640kb is enough for everyone"
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Post by fallen on May 28, 2015 19:31:44 GMT -5
Thanks for the feedback. Notably all Tact Point upgrades have seen a balancing and movement in the RQ tree since Phase 1.
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Post by jknut on May 28, 2015 21:13:05 GMT -5
18 turns on the grid for me on my 2nd play through. Normal difficulty (I'm probably the only one playing on Normal...)- run away from TP as soon as possible so Xenos come after me and not the TP.
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Post by johndramey on May 28, 2015 21:56:28 GMT -5
Yeah, I've noticed that the xeno tend to ignore tact points if you don't actually station a Templar near one. Would it be possible to have the xeno "see" the tact point as a potentially higher priority target on the higher difficulty levels, fallen? So that, for instance, if a xeno is located equidistant from your main body of Templars and your tact point, the xeno will close on the tact point? As it is it seems relatively trivial to hold a tact point with very little. I think it would be more challenging if starting from, say, hard, the xenos made big pushes against your tact points. *edit* ignore this post, I see that this issue has already been addressed in another thread. Sorry about that!
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Post by johndramey on May 28, 2015 22:10:45 GMT -5
Don't ignore this post, though! I noticed this when coming back to the middle northern point after running into the NE point not getting power bug: There was power at the point, and I was able to redirect it easily enough. Looks like there is a faulty dialogue trigger in that point.
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Post by fallen on May 28, 2015 23:29:47 GMT -5
Yes ... once you flow the power to NE, it's pretty amazingly broken All fixed for next.
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Post by slayernz on May 29, 2015 18:32:19 GMT -5
Found another bug with the nodes Starting at level 3. 1. Activate First node. Directed east. 2. Moved east (south east node). Activate node north direction. 3. Moved north to node east 2 (east south east) 4. Activate node, directed north 5. Move north and engineer gets to node east 3 (east north east). Relay south of node blows up. 6. Turn on east 3 directed north. WORKS FINE! Moved to north east node and turned on. Victory.
Node east 3 had no power but still worked
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Post by fallen on May 31, 2015 17:07:16 GMT -5
slayernz - thanks for reporting this one! Hope we can get it figured out for next.
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