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Post by fallen on Nov 16, 2015 13:29:54 GMT -5
Lol ... using our own tactics against us!
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Post by wascalwywabbit on Nov 16, 2015 13:56:09 GMT -5
Lol ... using our own tactics against us! You trained your padawan ntsheep well, master jedi.
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Post by algesan on Nov 17, 2015 23:57:05 GMT -5
I've noted that the Deck 14:Power Relay level tends to be the make or break level for the tutorial. Either you get a seriously hard fought run ending with low hitpoints & high heat or....the zerg hordes of higher level xenos (mainly from the upper right spawns) descend upon you doing 60+ points of damage each virtually every time, gleefully exploding Templars on the run...and you will be running to try to avoid being surrounded and swarmed.
Nothing new here, it was the same in TA early levels where a random high level xeno could pop and ruin your day, so it doesn't need a fix.
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Post by fallen on Nov 18, 2015 0:02:25 GMT -5
algesan - you could try approaching it with a more measured pace. Travel in packs. Summon more soldiers from the TP. Rely on OW. Then again ... this is Ironman Shalun favors the brave!
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Post by ntsheep on Nov 18, 2015 0:27:57 GMT -5
algesan, I'll be updating the guide soon. One the first turn your Engineer can get the TP. At turn 2 you'll be able to pull out another Soldier or Scout if you want. Where they appear, they be within three spaces of the relay above. Move them up to the lower right side of it and activate it. You can then bring them back towards the Engineer as he moves to the right side relay. By turn 4, you should be able to regroup the Scout, Engineer, and whoever you got out to tackle the ride side of the map. Your Captain and Soldier should have little trouble working the left side. If you get lucky with the relays, not a single one will break. The upper right side one is definitely the hardest to get because so many xeno spawn on that side but it is doable.
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Post by CdrPlatypus on Nov 18, 2015 1:26:50 GMT -5
On ironman I find it best not to try for the 5 turn solution for deck 14. I sedan cpt on his own to right, scout and soilder together left, engineer caps and then pullout another soilder re group with cpt.
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Post by algesan on Nov 18, 2015 22:11:49 GMT -5
algesan, I'll be updating the guide soon. One the first turn your Engineer can get the TP. At turn 2 you'll be able to pull out another Soldier or Scout if you want. Where they appear, they be within three spaces of the relay above. Move them up to the lower right side of it and activate it. You can then bring them back towards the Engineer as he moves to the right side relay. By turn 4, you should be able to regroup the Scout, Engineer, and whoever you got out to tackle the ride side of the map. Your Captain and Soldier should have little trouble working the left side. If you get lucky with the relays, not a single one will break. The upper right side one is definitely the hardest to get because so many xeno spawn on that side but it is doable. Yep, that is the way I do it. This is a random thing that seems to hit about half the time. On a "normal" run, it is a wild fight with skitters and the bigger ones mixed that takes coordination to deal with using the Scout and Engineer with the summoned Soldier coming up in support. During the swarm, IIRC, it is about 2-3 per Templar for a few turns, mainly from the steps and spawn to the left of the steps. The "lethal" run yields almost all bigger xenos at a rate of 3+ per Templar with a number coming from the spawn between the two lower relays on the right. I've also seen increased spawns from the left which pins down the summoned Soldier defending the TP and even draws the CPT and Soldier into the center sometimes to save the TP. IMO, it is an artifact of the random spawn rolls combined with Ironman difficulty plus low level Templars. Not something fixable or needing a fix.
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Post by neveryours on Nov 19, 2015 19:09:43 GMT -5
Aleays have another new name for your captain ready. I'm on my third, having gotten my squads into situations where the map is half filled with xenos, the mechs are overheated and we're all hunkered down into the Templar Alamo.
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Post by neveryours on Nov 19, 2015 19:18:14 GMT -5
With the new shutdown rules, I've prioritised engineers over paladins. Release heat keeps those overwatches pumping xeno bile and those mechs moving.
I find paladins slow down the squad although their buffs are good. Then you have the problem of a paladin slowly braised in his own holy sauce.
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Post by algesan on Nov 25, 2015 0:52:32 GMT -5
I'd already gone to HS Engineers over Turret ones before the implementation of the new heat rules.
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Post by Cory Trese on Nov 25, 2015 10:36:47 GMT -5
I'd already gone to HS Engineers over Turret ones before the implementation of the new heat rules. You can do both with 1 Engineer.
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Post by fallen on Nov 25, 2015 11:44:00 GMT -5
In fact, I believe the skills a very complimentary.
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Post by algesan on Nov 25, 2015 13:27:51 GMT -5
I'd already gone to HS Engineers over Turret ones before the implementation of the new heat rules. You can do both with 1 Engineer. Correct, instead of maxing out Turret, then HS, I'm reversing it.
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Post by neveryours on Nov 29, 2015 22:23:10 GMT -5
Despite the distractions of a real life, I have just completed Ironman. Whee.
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Post by fallen on Nov 30, 2015 11:44:52 GMT -5
Despite the distractions of a real life, I have just completed Ironman. Whee. Congrats and +1! Huge accomplishment
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