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Post by CdrPlatypus on Dec 2, 2015 8:47:13 GMT -5
I've used this strategy for awhile, but it feels too cheap to be the intended win condition of this lvl.
Win triggers on any unit stepping into the south east orange zone whereas the objective description says to escort the science officer TO the airlock.
With a deep op scout + rally 2 or rally + press It is possible to sprint to secondary then sneak into airlock and beat the lvl in 6 turns without having to actually escort the scientists, which I have done before and is a lot harder.
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Post by Cory Trese on Dec 2, 2015 10:04:30 GMT -5
Thanks! We will fix.
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Post by fallen on Dec 2, 2015 10:33:57 GMT -5
En1gma - which version of the Atmo Re-entry level?
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Post by En1gma on Dec 2, 2015 10:36:00 GMT -5
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Post by ntsheep on Dec 2, 2015 11:14:06 GMT -5
I see gundamgoth's point but never really thought of it as an exploit. Even on Normal the first time through, A Scout stands a high chance of getting killed if he runs alone and that did happen to me several times before I even knew that just getting someone there was enough to win. The first few times I played the level, I did bring everyone to an extraction zone. Can't even remember how I found out just to sprint a Scout there. Not saying it should be kept the way it is now. The change makes sense as far as the story goes. Just wanted to throw in my two cents before I go change a section in the game guide
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Post by Cory Trese on Dec 2, 2015 11:16:18 GMT -5
I think it should change. The story and objectives indicate it is a full squad extraction.
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Post by ntsheep on Dec 2, 2015 11:32:57 GMT -5
I agree Cory Trese, just got done redoing the guide here and on Steam
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Post by algesan on Dec 2, 2015 11:50:35 GMT -5
I think it should change. The story and objectives indicate it is a full squad extraction. Check balance issues, it might make it a much longer fight and there are plenty of other scenarios where a win is on this kind of trigger. Tutorial 1 for starters where I've several times had the Major protecting Dalan desperately doing nothing to shed heat before he blows. While the Captain with low hits and high heat lunges through xenos to slap the door control. There are others. I do agree holing up at the first TP and sneaking to the trigger might be too much, but I do something similar with a rearguard shepherding the civilians on while my advance guard cuts its way to the orange, which tend to be when the civvies are about halfway there. Maybe the shuttle has a dozen more Templars to surge out and finish the escort as soon as the door opens.
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Post by Cory Trese on Dec 2, 2015 11:56:29 GMT -5
I've never played that level by rushing. The balance is solid.
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Post by xdesperado on Dec 2, 2015 12:12:11 GMT -5
Even using Rally 2 and Pressing Need on the Civilians, keeping them all alive is a major task while your escorting them to the extraction point. There's been a couple times where the level ending with any single unit hitting the Orange ended the level is only thing that kept civilians and/or Templars from dieing for me. I've never tried to hole up in one location and send my Scout dashing but think first playthrough on normal was only time I got a civilian to Orange as I had thought that was objective.
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Post by Cory Trese on Dec 2, 2015 12:28:21 GMT -5
Even using Rally 2 and Pressing Need on the Civilians, keeping them all alive is a major task while your escorting them to the extraction point. There's been a couple times where the level ending with any single unit hitting the Orange ended the level is only thing that kept civilians and/or Templars from dieing for me. I've never tried to hole up in one location and send my Scout dashing but think first playthrough on normal was only time I got a civilian to Orange as I had thought that was objective. You only need to get the Science Officer, the rest of the civilians can perish and you still win.
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Post by ntsheep on Dec 2, 2015 12:38:32 GMT -5
Even using Rally 2 and Pressing Need on the Civilians, keeping them all alive is a major task while your escorting them to the extraction point. There's been a couple times where the level ending with any single unit hitting the Orange ended the level is only thing that kept civilians and/or Templars from dieing for me. I've never tried to hole up in one location and send my Scout dashing but think first playthrough on normal was only time I got a civilian to Orange as I had thought that was objective. You only need to get the Science Officer, the rest of the civilians can perish and you still win. The first time it was crew expendable. The next time they sent in Marines, they were expendable too.
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Post by CdrPlatypus on Dec 2, 2015 13:01:02 GMT -5
ntsheep I did it with a purpose built lvl 8 scout on Ironman. Overdrive 5, Null Shield 1, all attribute points in willpower and fort. I've also done it the "right way" on Ironman with no civilian losses. Hard and slow, but doable. So well balanced.
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Post by fallen on Dec 2, 2015 13:44:56 GMT -5
I have also beaten the level multiple times on different difficulties without using the exploit, as I was not aware of it.
Will fix the level to play as intended.
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