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Post by Cory Trese on Jun 8, 2015 7:51:03 GMT -5
That's just the robot suit. Remember, the pilot is sitting behind the tombstone -- the big yellow chest piece is essentially the pilot's seat.
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Post by fallen on Jun 8, 2015 9:11:29 GMT -5
I will get and post the schematic showing how the human pilot sits inside the Templar. There, you can see that the human arms are bent and reach only into the shoulder joints.
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Post by Brutus Aurelius on Jun 8, 2015 9:13:25 GMT -5
That makes sense. I just am wondering, how would a Pilot Suit then give +MP, such as the Swift Kit suit? Is it a design that allows more fine control of the Leviathan Armor?
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Post by fallen on Jun 8, 2015 9:22:59 GMT -5
Yes, gear like Pilot Suits and Expert Proc give additional articulation and fine-grained control over the hulking Leviathan, sometimes improving the actual Leviathan's internals as much as the pilot interface.
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Post by ntsheep on Jun 11, 2015 20:59:40 GMT -5
Ok so I just got done playing a boosted squad through the first part of the Desert Nexus on Ironman Nightmare level. I've been trying to do this for several days and had to restart many times but wanted to share a few thoughts about the game. The level I mention below are the ones after the first two one turns levels. Levels 1 is fairly straight forward but was a challenge. If you don't build your squad right in terms of Talents and Skills and then use them correctly, you'll be in trouble quick. Level 2 was fairly ok, but felt like the only thing to do was run away. It seems like the only real reason to get the TP is just to get out two more Knights and run North while the Xenos destroy it. This does make getting the bonus easy though. Level 3 is where things got very tricky. The Xenos over run you quickly making defending the TP's hard. TP upgrades aren't worth using it seems and just cost too much to try and wait to get them. You could upgrade the first one, but then have to wait for extra Knights which you will need to beat the level right now. Lost the second TP so quick I couldn't get all my Knights out. One Scout got left behind so he didn't get any XP. Level 4 was a return to simple times it seemed. Was able to do it with one try using all the Talents my four starters had and getting two more Knights. A Scout with Overdrive is a must for this level if you want a chance at getting the bonus. Sentry Guns and a Hydra help too. Level 5 was a very close battle. On the turn I got the Engineer and captured the first TP, the next turn I was over run and lost it. I lost it again about 3 turns later while going South for the next one to open up the doors and plant the charges. My Engineer and Scout almost baked to death, thank God for high Willpower for the Engineer. Over all it was fun and lived up to what I expect for the high difficulties of a TB game. You better make sure you know what your doing and then some. My over all tactic to winning the levels seem to be just too much "run away" and there wasn't even a single flying cow coming at me. I'm going back to playing some of the lower difficulties to see how much of a difference there is. Until then my fellow Templars, have and blast a few Xenos for me. I'm off to kill a few hundred just for fun.
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Post by fallen on Jun 11, 2015 21:40:50 GMT -5
ntsheep - thanks for the great brain dump of feedback! Really valuable for us to hear, as always.
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Post by ntsheep on Jun 12, 2015 16:49:21 GMT -5
Ok, just finished a run through on normal with a boosted squad. There was a difference in the number of Xenos in all levels. Which made sense. Level 1 this time time did seem a little to easy maybe. This one could be one that needs a tweek to the number of turns as I finished it in ten of 30. Level 2 made me start to think about not going for the bonus but instead going for the other TP's since it would mean being able to bring out some more Knights. I plan to try this later. Level 3 was easier too, at one point I had three TP's was able to get an extra Knight, but the TP's they were quickly destroyed when I had to leave them. Levels 4 was ok, only had to restart once due to the Xenos going after after my Scout. No matter where he was on the map, a Xeno would spawn next to him and attack. Level 5 had some of the same problems. First TP got over run the next turn again. Restarted when a Knight died. Next try was able to keep the First and second long enough to get some more help out and win. Still don't see how TP upgrades are going to help since they cost a lot, but my next try at normal I'm going for upgrades first and waiting for Knights to see just how much of a change in the game play it makes. Still loves this game no matter what
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Post by fallen on Jun 12, 2015 17:49:31 GMT -5
ntsheep - we are in agreement that the balancing on upgrades is bad. ALso, some of them are not working as intended. We're working on that for the next phase.
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Post by ntsheep on Jun 12, 2015 17:56:18 GMT -5
ntsheep - we are in agreement that the balancing on upgrades is bad. ALso, some of them are not working as intended. We're working on that for the next phase. The fact that you can beat the levels without them I find a fun challenge. Since this is a work in progress, I'm not too worried about it at the moment. Just wanted to give some feedback. I'm still enjoying this game. It's going to be a hit, I know it deep down in my sheepy little heart
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Post by ntsheep on Jun 12, 2015 18:51:20 GMT -5
Just did the first level on Normal boosted, first upgrade I got was Flame Defense. Still not working right. Second one I got was the +20 SP per turn upgrade. Worked like a charm. Still manage to beat the level in 25 turns and got all Knights out for XP. If SP was carried over to the next level, I can see how the + 20 would be of benefit. Taking a dinner break then I'm off to test my level 2 ideas. Will report back later. Wish me luck
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Post by ntsheep on Jun 13, 2015 0:09:53 GMT -5
Just finished level 2. Went after all the TP's and took 20 turns doing it. Upgraded one TP with +20 SP. Lost the far Southern one and sent my poor super heated Engineer back to reclaim it. I'm amazed he didn't die from the heat. Pulled out a Hydra, Neptune, and a Paladin. They ended up being level 3 while all the others were level 5. I think in this case, not going for the lower turn count is more beneficial. These 3 new Knights could come in very handy if I can get them out in level 3, but it may mean not beating the turn count. I'm starting to see how slow and steady may pay off more in the long run. As slayernz mentioned in another thread, an XP bonus for number of Xeno's killed may good for those that like to take their time. Will test out level 3 tomorrow and report back. Good night, so long, and thanks for all the fish.
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Post by ntsheep on Jun 13, 2015 15:44:43 GMT -5
Finished level 3 finally after about five tries on Normal. Did it in 21 turns, so close! For the first TP I gave it a +5 HP upgrade and pulled out a Neptune soldier. Went left and captured the TP there and held until I got all my squad out then went for the center TP. Tried at other times going with the +20 SP upgrade but it didn't seem to give me as much of an edge as the HP one. I had about 500 SP left, and on level 1 and 2, it was 410 and 129. If a change in price of upgrades wouldn't be feasible, then perhaps being able to keep SP going into the next level would be a good trade off.
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Post by ntsheep on Jun 13, 2015 17:59:02 GMT -5
Level 4 I just saw no point in doing any upgrades. Not when your starting SP is over 800 and it only cost me 375 a piece to deploy a Scout. Beat it in 7 turns and had around 450 SP left.
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