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Post by En1gma on May 26, 2015 19:57:08 GMT -5
I have died 5 times in a row on Challenging trying to beat the last mission. It's a complete sh*t show. I do well, clear the Tact Point, call in my veteran soldier to guard the South with the first soldier. They do fine, holding the line, though OW is acting weird- they frequently shoot enemies outside the 9-box while ignoring those inside it.
It's the Story knight and the captain that can't deal. Captain has everything into HP and dodge, with one into Warrior for combat. Even fully buffed the two can't deal with the incoming damage. They die by round twenty, twenty five tops. I don't know how to make it through this.
I foresaw issues with my normal run through and set him up with a shield, which did great to help his defense- until this final level that is.
Any help here? Am I just doing it wrong? Will pushing south help- I wouldn't think so because of the choke point being perfect for Overwatch.
I'm officially stuck.
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Post by Brutus Aurelius on May 26, 2015 20:38:04 GMT -5
I was able to make it going South on my second try. On my first, I went North, then the Xeno snuck past my soldiers and destroyed the Tact Point. Same turn, the Engineer gets mashed. So I lost there
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Post by fallen on May 26, 2015 22:40:22 GMT -5
Thanks for the feedback!
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Post by Cory Trese on May 26, 2015 23:40:43 GMT -5
Spend more points on Warrior? Very interesting feedback.
Always is a journey to find the right balance of difficulty for these games.
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Post by CdrPlatypus on May 26, 2015 23:49:40 GMT -5
En1gma Hmm I kept the pistol I try to kill at range when I can it prevents melee xeno from getting the opportunity to counter attack
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Post by bobc on May 27, 2015 2:12:02 GMT -5
Agree totally here. I've had Xeno counterattack twice after one swipe from the Captain which can be quite painfull! I usually try for ranged attacks, or have one of the other Templar shoot up the Xeno before moving into melee range to increase the chance of one-swipe-kills.
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Post by bobc on May 27, 2015 14:51:41 GMT -5
Just noticed that the counterattacking Xeno does not always counterattack the attacking Templar. If there is another Templar beside the attacker the dastardly Xeno will often split its counterattacks between both Templar. (Bit of an eyewatering moment for my engineer lol)
Does the chance of counterattack and number of counterattacks vary with the Xeno type?
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Post by khearn on May 27, 2015 15:21:48 GMT -5
I've learned the hard way to only let my soldiers grapple the skitterers. Every time they try to grapple a hunter they miss and get counterattacked. But for a skitterer, I'll move up and punch it before firing, just for a chance to ge the buff.
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Post by En1gma on May 27, 2015 15:43:27 GMT -5
Beat it in 22 rounds, lost the original Tact Point, and was at <30 HP with the Captain. Once I get playing for real, I honestly think I'll groom the Engineers for Melee. Grapple 2 was INVALUABLE on the way to the Tact Point, as he was able to use a TON of AP and do accurate damage by using the gauntlets. It also allows them to spend 3 out of their 6 AP killing mobs who get too close for comfort, saving 3 for their Capture. Grapple is also important because it provides a great buff that stacks well with the other defensive buffs. Speaking of the buff: fallen Cory Trese, Grapple 2 is not granting its buff when it connects with an enemy.
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Post by En1gma on May 27, 2015 15:47:48 GMT -5
Also. I don't think I'll use the Shield much... I made the switch back to the Plasma Pistol and I gotta say the flexibility returned is AMAZING. I learned my lesson there, for sure. IMO the Shield needs to be noticeably better than when not using one. If a player is giving up that much flexibility, then I would really like the shield to have a higher Auto-Block to start, or something. Just one player's opinion, but there it is
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Post by Cory Trese on May 27, 2015 18:33:50 GMT -5
Also. I don't think I'll use the Shield much... I made the switch back to the Plasma Pistol and I gotta say the flexibility returned is AMAZING. I learned my lesson there, for sure. IMO the Shield needs to be noticeably better than when not using one. If a player is giving up that much flexibility, then I would really like the shield to have a higher Auto-Block to start, or something. Just one player's opinion, but there it is Shield with Captain is useful throughout on the highest difficulties, but doesn't really shine until you have Strike 8 and Bladeweave 7. The auto-block against counter attacks is so critical. However, the pistol is amazing. The Captain is a secondary carrier of the Shield -- it is optional for him or her, really. The Shield, and it's features, are more tuned for the Paladin and Berserk.
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Post by johndramey on May 28, 2015 22:17:29 GMT -5
Interesting to see so many people having difficulty with melee counterattacks, I've been using my captain (and one of my soldiers) as melee combatants and it has been working very well for me. I find that I hardly ever miss and, when I do, the xeno rarely gets a counterattack. I do dump my points almost exclusively into strength and warrior though with only an occasional point making it into fortitude.
Regarding counterattacks, though, I've noticed that sometimes a xeno gets multiple counterattacks on a missed melee strike. Is that intended? It really bummed me out when I lost 50% of my captain's life to an unlucky Hunter double counterattack.
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Post by Cory Trese on May 28, 2015 22:21:56 GMT -5
Interesting to see so many people having difficulty with melee counterattacks, I've been using my captain (and one of my soldiers) as melee combatants and it has been working very well for me. I find that I hardly ever miss and, when I do, the xeno rarely gets a counterattack. I do dump my points almost exclusively into strength and warrior though with only an occasional point making it into fortitude. Regarding counterattacks, though, I've noticed that sometimes a xeno gets multiple counterattacks on a missed melee strike. Is that intended? It really bummed me out when I lost 50% of my captain's life to an unlucky Hunter double counterattack. That is intentional. Auto-block will end their counter attack chain completely. Think of it as two chances to hit them back? The melee Captain is like Vraes -- he needs to be focused. The more versatile builds will rely less on pure Warrior/Strength.
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Post by CdrPlatypus on May 28, 2015 22:47:42 GMT -5
Wehn lvling up I have given everyone fortitude, capt knight, and engineer warrior as well. so far
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Post by Cory Trese on May 28, 2015 22:59:00 GMT -5
The Boost in option will give you 4 levels immediately, so Phase 2 will open up lots more options for experimenting quickly.
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