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Post by anvil on Jul 10, 2015 10:00:34 GMT -5
Note 4 5.0.1 hard
I've got this pretty well how to get my team to the second TP in record time and with few casualties. But I've yet to finish the map in the alotted time or under. My engineer is level 4 engineering skills.
The problem appears to be the total time securing the two TP's. For the most part one or the other will start at 90% and decrease in 10% increments. This is usually the bottom TP. My average "turns remaining" are 3-6.
I've done 8 replays and have yet to even finish on time.
My finish time has been between one over(17) to 20. I have spent 6 or 7 turned at the second TP waiting to clear it ,,,with nothing else to do.
Perhaps I'm getting bad die rolls.
There also seems to be much variation on how you activate the elevator that brings in the engineer. I've had 3 in the red activate, three adjoining the red, but not in the red and it has.not activated, I've had 2 in and one on the stairs avtivate, and two in and one two spaces up from the stairs not activate. I've had one in, one by the stairs and one more forward and sometimes activates, sometimes not.
What combinations does it take to activate, or is it just random?
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Post by Kanly on Jul 10, 2015 10:42:49 GMT -5
How is your engineer specced? I usually go for capture 5 asap with 1 point in turrets when they become available. I also max engineer asap.
Dice roll aside, if you want to beat the goal my best advice is to invest in +mp gear and talents. Just 1 point in pressing need, warriors wrath, and rallying charge are invaluable as is overdrive for scouts. If you get in position earlier you can spend more time on target. The boosted reactor gives +mp to your engineer as well.
As far as the stairs go, I've seen them be a bit inconsistent as well. Sometimes they have to all be on red, sometimes one can be off.
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Post by fallen on Jul 10, 2015 10:53:16 GMT -5
Note 4 There also seems to be much variation on how you activate the elevator that brings in the engineer. I've had 3 in the red activate, three adjoining the red, but not in the red and it has.not activated, I've had 2 in and one on the stairs avtivate, and two in and one two spaces up from the stairs not activate. I've had one in, one by the stairs and one more forward and sometimes activates, sometimes not. What combinations does it take to activate, or is it just random? It is a proximity trigger. Everyone needs to be "close enough" when someone moves inside the orange squares.
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Post by anvil on Jul 10, 2015 10:55:25 GMT -5
I should have added that. His capture is 4.
it took me a few replays to figure out the speed need as well as removing critters from choke points to give ehe engineer the best run for his money. Unless I'm missing something, the engineer can only get 1 speed buff, so his max speed is max 7.
what is "boosted reactor"?
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Post by Kanly on Jul 10, 2015 11:02:27 GMT -5
The boosted reactor is a piece of wargear you can get in the hydra tree at the top of the close in fire branch that gives +1mp and +10 max heat.
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Post by anvil on Jul 11, 2015 0:13:08 GMT -5
Thanks on boosted reactor.
fallen, basically what you are saying is its totally random?
I've had it activate with the two scouts in the red and the captain south of the stairs. I've had it not activate with the scouts in the red and the captain one or two squares south of the red.
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Post by fallen on Jul 11, 2015 11:10:24 GMT -5
anvil - nope, not random at all. All squad members need to be near, within a proximity of the trigger. Every time a Templar moves within the trigger, it checks to see if other Templars are near enough.
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Post by anvil on Jul 11, 2015 12:37:23 GMT -5
If my descriptions of where my three were located when triggering the elevator in multiple games, there is a lot of variation. Some contradictory to each other.
just checking.
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Post by fallen on Jul 11, 2015 13:08:42 GMT -5
anvil - sorry, I'm not sure. You just have to be close enough. All Templars. Any configuration of placement, as long as they are all within proximity.
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