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Post by jknut on Dec 28, 2015 8:38:13 GMT -5
I started an Ironman squad with the intent of not using bullets (no Overwatch!, sentry as bait only (cannot fire), no pistols/sniper/rifles/flamethrower).
I'm not sure how far I'll make it... Any tips or recommendations?
Grenades will be allowed. I had considered not allowing any ranged attack, but I think it will be impossible.
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Post by alvazir on Dec 28, 2015 9:34:27 GMT -5
I started an Ironman squad with the intent of not using bullets (no Overwatch!, no sentry, no pistols/sniper/rifles). I'm not sure how far I'll make it... Any tips or recommendations? Grenades and Hydra flame will be allowed. I had considered not allowing any ranged attack, but I think it will be impossible. Sounds really appealing. Makes me want to join the challenge :-D Sure thing disallowing grenades seems a bit too hardcore, but to my taste flamethrower should be forbidden as well ^_^ My few cents: 1. Paladin is going to be even more valuable than usually. 2. Berserker (or 2) fits great into this squad obviously. Especially with recent updates buff (small self-heal). 3. Scouts would probably be completely useless as well as Neptunes. 4. Engineers are great with fists as long as they are not in front. 5. Dalan remains useful with RC as usually. Second soldier is probably worse than (2nd) berserker, unless you decide to focus on autoblock early on. So that i'd make something like that: 1. Captain 2. Paladin 3. Dalan (RC - this buff becomes almost essential for melee squad) 4. Engineer (2nd for some missions) 5. Berserker (or 2) - main attack force, aoe + grenades + survivability. Actually my first Ironman playthrough was close to this one (berserker, no turrets etc, but used plasmas on soldiers). At the end berserker, captain, paladin and Dalan(2 auto-block relics) were almost unstoppable and unkillable - 70-75% autoblock with focus 16, 200+ hp etc.
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Post by jknut on Dec 28, 2015 9:45:02 GMT -5
Good advice. Flamethrower now disallowed. I just started my second level (skipped tutorial).
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Post by alvazir on Dec 28, 2015 10:06:12 GMT -5
If you rely on auto-block(AB, the best defense) - look for AB-boosting items in the (early)mid-game when you have spare RPs. Palace blade (+22%AB) for dedicated melee's, Rellier's gauntlet and Dragoon Leviathan for soldier, Warded Armor, Defender's shield etc. Then start exchanging fortitude to focus when your AB gets close to cap (59%).
HP-boosting items are good as well, especially early in the game when you can not get high AB. Thunder Shield and Fortified Backbone are good examples.
Dalan cries like a baby and starts drinking every time Templar dies. Drunk Dalan is pathetic, that's why i'm so inclined with defense and damage mitigation.
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Post by jknut on Dec 28, 2015 14:03:29 GMT -5
Decided to go back and do tutorial. Perhaps, I can build the Paladin a little earlier.
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Post by algesan on Dec 28, 2015 15:04:21 GMT -5
A punching deep ops Scout might be useful in spots. Given the limits on Ironman SP, I don't think I'd try it as Hardcore. Depending on the gear available, a superheavy slow Neptune or Hydra might be fun.
Also, Hydra flame allowed for burning objectives IMO.
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Post by alvazir on Dec 28, 2015 15:27:07 GMT -5
A punching deep ops Scout might be useful in spots. Given the limits on Ironman SP, I don't think I'd try it as Hardcore. Depending on the gear available, a superheavy slow Neptune or Hydra might be fun. Also, Hydra flame allowed for burning objectives IMO. Good spotligts on superheavy Neptune and Hydra there. Scouts IMO are to fragile to be extensively used. Using "bullets" for objectives otherwise unachievable is a sure thing. Decided to go back and do tutorial. Perhaps, I can build the Paladin a little earlier. You can recruit paladin before mission 4, though he's not needed there. You can not recruit paladin at mission 5 - so recruiting paladin in tutorial is useless IMO. Have just completed tutorial. Expected it to be survival horror with "no bullet" rules, especially missions 3 and 4. To my surprise it was not that bad, although almost lost the scout. Took berserker before mission 4 - performs good as usually. The most significant difference between "regular" gameplay and these rules so far is in soldier's development and behaviour. Levelling Grapple and Warrior and not using Overwatch seems counter-intuitive. I should admit though that efficiency of "pure"-melee soldier is not that bad. If only he could counter-attack :-D
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Post by algesan on Dec 29, 2015 23:57:07 GMT -5
You know it's all fun and games until you close the quarantine airlock door on Dalan...
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Post by fallen on Dec 30, 2015 0:28:02 GMT -5
You know it's all fun and games until you close the quarantine airlock door on Dalan... Lol
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Post by alvazir on Dec 31, 2015 4:41:46 GMT -5
So far it goes surprisingly smooth. The hardest mission was Ferarai Boarding March, where both Dalan and Captain were almost dead.
Just finished Extermination Protocol on in-game turn 6(7). Dalan is the beast! It was priceless to watch him killing 2 hunters and Lich with his gauntlet during last turn :-)
Little observation: Berserker remains unused to this moment(except for tutorial 4) due to SP cost. It's strange for a "no-bullet" squad. Hope i'll be able to use him in following missions.
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Post by algesan on Dec 31, 2015 12:54:39 GMT -5
Berserkers are fairly deadly but fragile early on. I'm trying to carefully develop one, but it looks like it may interfere with my Paladin levelling, so I may have to abandon the idea.
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Post by jknut on Jan 1, 2016 13:23:56 GMT -5
I decided to skip the tutorial and have finished 7 levels so far. So far, it seems easier than I expected. Fortunately, heat is not a concern so far.
I've sacrificed the 20% turn bonus in order to bring out two extra templars on Power Grid (still got the 10% bonus). If I'm close at the end, I'll wait a turn or two to bring out another Templar, especially important to level Berserker.
I'm putting points into Fortitude/Warrior except for Medic on Paladin and some points into Tactics.
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Post by jknut on Jan 1, 2016 22:02:37 GMT -5
On Atmo Reentry (scientist escort), I brought in Paladin and Berserker. Without the Soldier's Rallying Charge, all the scientist made it but just under the turn goal.
I thought it would be better for the Berserker to level than the Soldier.
Also, the Engineer dropped some turrets as bait; but given the self-inflicted "no bullet" rule, the turrets didn't fire a shot.
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Post by algesan on Jan 2, 2016 9:22:23 GMT -5
Also, the Engineer dropped some turrets as bait; but given the self-inflicted "no bullet" rule, the turrets didn't fire a shot. Doh, that is an excellent idea. Did you try to hold the TP or March across the deck for the first FL mission?
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Post by jknut on Jan 2, 2016 9:52:14 GMT -5
Also, the Engineer dropped some turrets as bait; but given the self-inflicted "no bullet" rule, the turrets didn't fire a shot. Doh, that is an excellent idea. Did you try to hold the TP or March across the deck for the first FL mission? I did FP Boarding where everyone is scattered and you have to hold for 12 turns. I got all the secondaries, captured the bottom TP, then the top/right TP. Everyone waited it out by the top/right TP with two Templars blocking the way in.
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