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Post by ntsheep on Nov 13, 2015 20:51:17 GMT -5
Scout with Overdrive that gives +5 MP, Blitz Kit for +2 MP, and Rallying Charge +2 MP. This is what you need to get it in 3 turns.
Also make sure you don't use Overdrive until after you've moved. So use RC first, then move, then use OD.
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Post by fallen on Nov 13, 2015 21:07:37 GMT -5
ntsheep - lol, you've got it down to a science
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Post by contributor on Nov 14, 2015 3:10:53 GMT -5
Alright, Extermination by Fire is done and despite some massive fat-finger snafus we didn't lose anybody. I think I came in a turn over what I could have done it in though.
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Post by contributor on Nov 16, 2015 7:40:45 GMT -5
I'm really curious to know how jknut and @kanly beat Extermination Protocol, the Litch level, in 12 and 14 turns. I'm guess you're going after multiple foci at a time. I think that might be one of those things that's not really possible/wise on Ironman.
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Post by jknut on Nov 16, 2015 7:54:48 GMT -5
I'm really curious to know how jknut and @kanly beat Extermination Protocol, the Litch level, in 12 and 14 turns. I'm guess you're going after multiple foci at a time. I think that might be one of those things that's not really possible/wise on Ironman. I'm playing on hard. I will always try to do sub-squad to get multiple things done in parallel.
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Post by contributor on Nov 16, 2015 17:10:17 GMT -5
The new heat mechanics just bit me hard on the Detonation Site level. I finished in 18 turns but probably could have done it in 15 or 16, under the old rules. The Captain ran into a real mess trying to get to the objective behind the doors. Fortunately he just made it back into the safe zone with Engineer and turrets before I had to park him. I knew heat would be an issue so my engineer had Heat Sink, but he was overheated too and couldn't cast it. I might have been able to do a little better, but with going for Ironman glory there no do-overs.
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Post by NoQuitt on Nov 16, 2015 17:41:27 GMT -5
Yeah the new heat mechanic is a pretty big nerf to Scouts and Captains and new turn totals are definitely going to be slower on any map where you have to cover a lot of distance. I really like it though because I'm being put in so many more interesting and tense situations.
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Post by fallen on Nov 16, 2015 18:40:52 GMT -5
Yeah the new heat mechanic is a pretty big nerf to Scouts and Captains and new turn totals are definitely going to be slower on any map where you have to cover a lot of distance. I really like it though because I'm being put in so many more interesting and tense situations. Perfect We pushed it all the way up to 256% after lots of tuning runs and decided that was the sweet spot for tension! Glad you like it!
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Post by xdesperado on Nov 16, 2015 19:21:01 GMT -5
Yeah the new heat mechanic is a pretty big nerf to Scouts and Captains and new turn totals are definitely going to be slower on any map where you have to cover a lot of distance. I really like it though because I'm being put in so many more interesting and tense situations. Perfect We pushed it all the way up to 256% after lots of tuning runs and decided that was the sweet spot for tension! Glad you like it! Face it you chose 256 because your computer geeks
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Post by fallen on Nov 16, 2015 19:28:28 GMT -5
LOL It's a very auspicious number.
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Post by contributor on Nov 17, 2015 1:13:54 GMT -5
Yeah, I think that overall the new heat thing is an improvement. As much as I hate not blowing all of the turn counts away it makes sense and adds more depth the game. The old heat dynamic needed a big suspension of disbelief. Overheating causes damage, but it doesn't really matter how overheated you are, it all causes about the same amount of damage?
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Post by fallen on Nov 17, 2015 1:28:23 GMT -5
Over 100% causes D12, Over 200% causes D16. We added these rules to the library last release
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Post by contributor on Nov 17, 2015 1:59:42 GMT -5
Sorry I rarely go back and read the library when it get's updated. I know the game is still new, but with the alpha I've been playing it for a long time already. Still the increase in damage caused by increased heat is small (I didn't notice it in game), relative to the imagined effect. If 100% heat starts to damage the pilot you would think that he/she wouldn't be able to handle twice that. Another option to shut-down would have been D24 damage at 200% and D48 damage at 256%. Maybe shutdown is better though.
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Post by Cory Trese on Nov 17, 2015 11:06:23 GMT -5
We definitely explored the damage-only scenario and played with it coded that way for a while.
We also coded a version that did damage based on difficulty.
Both of them were ultimately deemed to be inferior to the shutdown mode for gameplay and balance.
We've been watching the metrics, scores and team builds progress and took some direction from that.
Shutdown does limit Scouts and high MP builds -- it can also impact the Neptune and Hydra somewhat.
Difficulty already has a huge impact on heat dissipation rate, so tying damage to difficulty had a exponential impact and caused the game to fall out of balance dramatically.
From a game play standpoint, we now have a tiered system of Talent use -- low heat, over heated and none.
This is the progression of the mech's heat -- it's systems and capabilities. 256% heat isn't the pilot's upper limit, it's the Leviathan.
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Post by fallen on Nov 17, 2015 12:24:27 GMT -5
Sorry I rarely go back and read the library when it get's updated. I know the game is still new, but with the alpha I've been playing it for a long time already. Still the increase in damage caused by increased heat is small (I didn't notice it in game), relative to the imagined effect. If 100% heat starts to damage the pilot you would think that he/she wouldn't be able to handle twice that. Another option to shut-down would have been D24 damage at 200% and D48 damage at 256%. Maybe shutdown is better though. Just pointing out library updates, not rule changes. I think we're very happy with where are now with Heat rules.
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