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Post by pendell on Jan 16, 2016 1:25:44 GMT -5
pendell - can you edit that into the first post? That would help is "stay altogether" instead of getting spread out among other people's replies. Not right this second , but I will do so. That is, I'll put in the guts but leave the flavor text out, to prevent the thread from being too long. That is, unless I run into a maximum character count on the post, which some forums have. ETA: Done. Respectfully, Brian P.
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Post by fallen on Jan 16, 2016 12:35:38 GMT -5
You can also use the bold tagging to help differentiate sections.
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Post by pendell on Jan 18, 2016 13:51:58 GMT -5
That is a thing I could do, yes. Time and materials, or cost plus? Just kidding. I'm just pointing out that this is FREE labor you're getting. Tongue-in-cheek, Brian P.
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Post by Cory Trese on Jan 18, 2016 13:53:21 GMT -5
I can do some layout work on it, if you're ok with that.
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Post by pendell on Jan 18, 2016 15:46:41 GMT -5
Cory,
Be my guest!
In the meantime, here's the next installment. I'll also fold it into the original post and update with bold, as fallen asked.
Also, if someone can tell me where to find the assault overflow kit on the research tree , I'd be grateful and would like to make that update. I've looked all over the place for it! One reason I wrote this in the first place.
Tactical Points, Ordnance, and Resupply
1.0 What is a Tactical Point ?
A Tactical Point is the primary mechanism by which Templar Command introduces new personnel and equipment into a battlefield. Tactical Points may be unoccupied, Templar-Occupied, or Enemy-Occupied.
A base tactical point has 5 hit points, produces 60 supply points per turn, and has no defenses.
If the Templars control a single tactical point on the map, they can exchange supply points for one of four options:
1) Veterans (Templar soldiers used in previous battles and improved at HQ). 2) Recruits (Brand new Templar soldiers auto-generated on the spot). 3) Ordnance (one use items with a variety of effects; Ordnance can be a : a medical item, a resupply item, or a buff item). 4) Tactical Point Improvements (these improve tactical point operations and attributes).
A tactical point may be transferred to Templar control using the Engineer's Capture talent; ordinary attacks have no effect whatsoever. Depending on the level of the capture talent, a degree of progress will be made to freeing an enemy tactical point from enemy control; when the HP of the tactical point is reduced to zero, it will revert to unoccupied state. Once unoccupied , a single Engineer Capture at any level will transfer it to Templar control.
Enemies can also capture Templar or unoccupied tactical points. Any enemy unit can inflict 1 HP worth of damage to a tactical point, in addition to any attacks against Templar troops or sentry turrets, if it is 2 squares of the tactical point or closer. A Templar- controlled Tactical point will revert to unoccupied when its hit points are reduced to zero. Any enemy can then transfer a tactical point to enemy control on the next turn, if within two squares.
Enemy-controlled tactical points generate supply points for the enemy and act as spawn points for enemy units; what's more, each tactical point has its own AI when under enemy control which will hunt Templars; consequently, enemy Tactical points are ALWAYS a priority target and should be at least reverted to unoccupied state if it can be done without compromising the mission objectives.
1.1) How are supply points acquired?
In addition to being given at the start of the battle, every unmodified Templar tactical point will generate 60 supply points per turn. These points may be upgraded to produce even more supply points; for details see the section on tactical point improvements.
1.2) What other effects do Tactical points have?
Every tactical point has the potential to raise the maximum number of Templars that may be deployed on a map. The first captured tactical point will raise the maximum number to 6; Every subsequent controlled tactical point will raise this cap by 3, to a map-defined maximum. The highest observed total is 12.
If a tactical point is lost and you have Templars in excess of the cap, you will be able to keep the troops you have, but not replace them if they are incapacitated.
1.3) What is the difference between recruits and veterans?
Veterans are units that have fought in previous battles and are slightly higher level than recruits, they have also had the benefits of any customization you may have chosen to do between battles.
Recruits typically cost less in terms of supply points , but they have stock talents and stock equipment which may not complement your playstyle.
Happily, recruits are generated at a percentage of the Captain's level; this percentage varies by difficulty level. For example, on Ironman mode, if the Captain is level 20, a new recruit will be 60% of that -- level 12. Thus, if casualties occur in the later game you will not be saddled with level 1s who are barely able to hold a rifle.
1.4) What tradeoffs and drawbacks exist ?
The greatest weak point of ordnance and tactical points in general is that it is very difficult to achieve a turn goal and make use of these things. If you have a goal of 15 turn units you simply don't have the time to stock up many items ; you must go with what you have.
Happily, in ALMOST all maps the turn goal can be ignored completely, if your playstyle is built around stockpiling.
Another issue is that the raised maximum number of templars isn't as wonderful as it sounds, because if you want to actually make use of that tac point for an extended period you must divert some of the new Templars to protecting the tac point. My experience on normal level is that it takes a minimum of 2 Templars to adequately defend a Tac point, so for ever captured tac point you can only add 1 new Templar to your offensive strike force.
2.0 Medical Ordnance
Medical Ordnance is a rare source of healing within the game and can be used once by any Templar. It is HIGHLY recommended that the player research "Melee Specialists 1" to acquire the "Minor Meditech" item, even if the player has no intention of fielding Paladins or Berserkers. This one item is the 20% of the effort that generates the 80% of the return; every player should have access to this one item even if they have no interest in the remainder of the melee research branch.
Note that ordnance can sometimes be found on the map, as a secondary objective.
Medical Ordnance Equipment
2.1) Minor meditech Cost: 400 SP Effect: Heals 40-60 HP Useable by: ALL Required: Melee Specialists 1 (Prerequisite to Paladins and Berserkers) COMMENTS: As discussed , this is extremely early in the research tree, is inexpensive to research, and inexpensive to deploy. It is HIGHLY RECOMMENDED to acquire this one healing item, even if the player has no other interest in melee combatants.
2.2) Meditech Cost: 600 SP Effect: heals 70-100 HP Useable by: ALL Required: Paladin/Healer 1
2.3) Major meditech Cost: 800 SP Effect: Heals 100-150 HP Useable by: ALL Required: Paladin / Healer 4
3.0) Buff Ordnance
Buffing ordnance improves the capabilities of one or more templars for a limited number of turns. As with medical ordnance, buff ordnance can sometimes be found on maps as a secondary objective.
Buff Ordnance Equipment
3.1) Reactor jolt Cost: 100 sp Effect: +2 MP for 4 turns. Useable by: ALL Required: Scout / Stealth Operative 4.
3.2) Null Cloak Cost: 100 SP Effect: +4 Stealth for 4 turns. Useable by: Scout. Required: Scout / Stealth Operative 4. Comment: Stealth is only used if Overdrive or Null Field, one of the two stealth-related buffs, is active. Consequently this item should only be used in conjunction with those talents.
3.3) Null shield Cost: 200 SP Effect: +8 scout for 4 turns. Useable by: Scout Required: Scout / deep operative 3 Comment: Stealth is only used if Overdrive or Null Field, one of the two stealth-related buffs, is active. Consequently this item should only be used in conjunction with those talents.
3.4) Prolonged deployment Cost: 50 SP Effect: Increases duration of current buff by 4 turns; current Templar only. Useable by: ALL. Required: Captain 3
3.5) Commanders deployment Cost: 300 sp Effect; Increase duration of current buff by 4 turns for ALL active templars. Useable by: ALL Required: Captain / Commander 3
3.6) Assault Overflow Kit Cost: N/A Effect: Increase critical hit rate by 10%, improve other attack, 4 turns. Useable by: ALL. Required: N/A Comment: This has been observed on maps but is unavailable through the tech tree. Reserve it for the heaviest fighting.
4.0 Resupply Ordnance
Resupply is used to recharge Templar talents; some of the more interesting Templar abilities have a finite number of uses. A Templar using a resupply ordinance will have their talent uses restored to their maximum. For instance, a commander who has 2 uses of the "Commander's Confidence" talent left will have this value re-set to 5 upon using a Leader's Resupply.
Interesting resupply ordinances include the turret perimeter resupply and the medic's resupply. Sentry turrets cannot be repaired when damaged and a single engineer can place a maximum of two turrets at a time, even though many maps allow up to 4. Use of the perimeter resupply will allow a single engineer to emplace the maximum number of turrets on a map and replace them when they are lost.
The medic's resupply is of paramount importance because healing is an extremely scarce resource in Templar Battleforce. The medic's resupply recharges the Paladin's healing talents, allowing for potentially unlimited healing.
A drawback of all resupply options is that they can only be used in close proximity to a tac point; in-game testing has revealed that they will work at a range of 3 squares or closer to a tac point.
The in-game implications are that a unit dependent on resupply will have to stay fairly close to a tactical point. Alternatively, if one's objective requires taking tactical points, the enterprising Templar could plan to stock up supply points, then capture the tactical point with Templars who are expected to be low on talent usage. At this point, resupply the Templars with the excess supply points.
Resupply Materials
4.1) Turret perimeter resupply Cost: 200 sp Effect: Resupplies sentry turret Useable by: Engineer Required: Engineer / Defensive Perimeter 2
4.2) Engineer's resupply Cost: 200 sp Effect: Resupply power field, fortify position Useable by: Engineer Required: Engineer / Provision Support 2
4.3) Deep operative resupply Cost: 250 sp Effect: Resupply overdrive, field of focus, null field Useable by: Scout Required: Scout 7
4.4) Grenadier's Resupply Cost: 250 sp Effect: Resupply Concuss-Grenades Useable by: Soldier Required: Soldier / Grenadier 2
4.5) Leader In The Ranks resupply Cost: 200 sp Effect: Resupply calling shots, defensive stand, rallying shot Useable by: Soldier Required: Soldier / Leader In The Ranks 2
4.6) Grenadiers resupply Cost: 250 sp Effect: Resupply frag grenades Useable by: Captain Required: Captain grenadier captain 2
4.7) Leader's resupply Cost: 200 sp Effect: Resupplies Commander's Confidence, Pressing Need, Warrior's Wrath Useable by: Captain Required: Captain 5
4.8) Promethium resupply Cost: 250 sp Effect: Resupplies napalm charge, napalm lance, heat waves Useable by: Hydra Required: Hydra Precision Flames 4
4.9) Cannonier's resupply Cost: 200 sp Effect: Full-vent; stabilize platform; Useable by: Neptune only Required: Neptune cannonier 2
4.10) Medic's resupply Cost: 400 sp Effect: Battlefield medic, battlefield enhancers ; Paladin only. Required: Paladin / Healer 3 Comment: This is the most efficient healing option; for the cost of a single minor meditech, which will heal one templar for a maximum of 60 HP, you gain the ability to potentially heal up to 5 times for 100+ hit points.The downside is that you must have a Paladin to make use of this option, and the Paladin must be close to a tactical point to use this item.
4.11) Berserker resupply Cost: 200 sp Effect: Resupply battle-lock, warding shield, indomitable offense. Useable by: Berserker Required: Berserker 5
4.12) Assault grenadier's resupply Cost: 250 SP Effeect: Resupply assault grenades Useable by: Berserker Required: Assault Grenadier 3
5.0 Tactical Point Upgrades
Tactical point upgrades improve a tactical point's attributes, either making them more productive or more defensible.
As stated before, a basic tactical point will produce 60 supply points per turn, has 5 hit points , and no defenses. All enemy attacks versus tactical points do one hit point of damage.
Note that tactical point upgrades do not stack; later upgrades replace earlier ones. For example, a Tactical point with a supply booster 1 upgrade will generate 80 supply points per turn. If that tactical point is subsequently upgraded with supply booster 3, it will now produce 160 supply points in the same time; the bonus from the current upgrade will be added to the tactical points' base production but the earlier upgrade will be lost.
There is a limit to the number of upgrades a tactical point can have; I believe the maximum number is 5. Further, some upgrades cost more upgrade points than others. For instance, I believe the supply booster 3 will use 3 upgrade points while the supply booster 1 will use only one; so you could have a high-level supply booster upgrade and a low-level reinforced structure but not a high-level supply booster, a fully reinforced structure, and the best defenses supply points can buy.
5.1) Supply booster 1 Cost: 200 sp Effect: Increases supply point generation by 20 Required: Captain operational command
5.2) Supply booster 2 Cost: 600 SP Effect: Increases supply point generation by 60. Required; Captain Born Leader
5.3) Supply booster 3 Cost: 1000 sp Effect: Increases Supply point generation by 100. Required: Captain 3
5.4) Reinforced structure 1 Cost: 50 supply points Effect: Increases the tactical points hit points by 5, to a maximum of 10. Required: Engineer 2
5.5) Reinforced structure 2 Cost: 100 sp Effect; Increases tactical point hit points by 10, to maximum of 15. Required: Heavy infantry 3 (This branch is common to the Hydra and Neptune)
5.6) Reinforced structure 3 Cost: 200 SP Effect: Increases tactical point HP by 15, to a maximum of 20. Required: Engineer 6
5.7) Turret defense 1 Cost: 100 SP Effect: Provides machine gun defenses to a tactical point. Required: Engineer / defensive perimeter 1 COMMENT: According to forum comments, these defenses automatically counter-attack any enemy who attacks the tactical point. Regrettably, as of 1.2.23, there is no visual or graphical display of this occurrence.
While the exact damage is unknown, it IS known that these defenses are not meant to replace Templar soldiers or sentry turrets. Anecdotal reports suggest that these defenses are sufficient to drive off an isolated skitter or human attacker, but cannot resist any kind of determined attack.
5.8) Turret defense 2 Cost: 150 SP Effect: Provides improved machine gun defenses to a tactical point. Required: Engineer / defensive perimeter 4 COMMENT: According to forum comments, these defenses automatically counter-attack any enemy who attacks the tactical point. Regrettably, as of 1.2.23, there is no visual or graphical display of this occurrence.
While the exact damage is unknown, it IS known that these defenses are not meant to replace Templar soldiers or sentry turrets. Anecdotal reports suggest that these defenses are sufficient to drive off an isolated skitter or human attacker, but cannot resist any kind of determined attack.
5.9) Flame Cannon Defense Cost: 200 SP Effect: Provides flame defense to a tactical point. Note that, unlike standard hydra weapons, these automated flame defenses do not set the target square on fire. Required: Hydra Specialist 3 COMMENT: According to forum comments, these defenses automatically counter-attack any enemy who attacks the tactical point, inflicting 4d6 (that is , 4-24) points of flame damage. Regrettably, as of 1.2.23, there is no visual or graphical display of this occurrence.
These defenses are not meant to replace Templar soldiers or sentry turrets. Anecdotal reports suggest that these defenses are sufficient to drive off an isolated skitter or human attacker, but cannot resist any kind of determined attack.
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Post by fallen on Jan 18, 2016 15:48:29 GMT -5
pendell - the Assault Overflow Kit cannot be attained by RQ, it is found only in levels.
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Post by pendell on Jan 18, 2016 15:54:47 GMT -5
Thanks! I'll update both entries on the first page and the last-but-one. I've also finished bolding the section headings as you asked.
Respectfully,
Brian P.
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Post by pendell on Jan 19, 2016 22:06:57 GMT -5
Final installment; this one for armor. Next update -- if I do it -- will focus on the units of non-Templar factions, but that will require another playthrough so it won't happen immediately, if it does. Same thread? Or should I start a new one?
Guide To Armor
1.0 Terms Used in this Guide
Armor: 1. A leviathan-class suit, which is a powered mechanized exoskeleton (or "mech") in excess of 2.5 meters in height and massing multiple metric tons. It serves both to carry heavy loads and weapons well in excess of those possible to a standard human (or "squishy") and is also much more resistant to damage. All Templars go into battle operating one of these massive suits. 2. The defense rating of a suit of armor. If an enemy hits a Templar, the suit will "soak" up to that amount of damage. Thus, if an enemy hits for 100 HP of damage and the armor soaks 36 points, the Templar will suffer 64 points of damage instead.
In addition, if the hit fails to penetrate the suit's deflection, additional damage will be "soaked" before the final damage is tallied. For more details see "deflection"
Auto-Block: A percentage chance that an attack will be wholly negated by blocking it; this action is performed automatically when the Templar is attacked. A successful auto-block has a chance of resulting in a counter-attack.
Counter-Attack: If an attack is Auto-Blocked, there is a chance that the attacked Templar will get a "free" hit on his attacker, expressed as a percentage. This attack costs no action points. In theory a very lucky Templar could be surrounded by eight enemies and kill them all on their turn by simply counter-attacking, without using a single movement or action point.
Deflection: The extent, measured in percentage, a suit is designed to be difficult to hit properly, turning killing blows into glancing blows instead. It is opposed by a weapon's penetration.
All weapons of all factions have a penetration rating; all armors have a deflection rating. If the weapon fails to penetrate the armor, the armor will soak up the full value of its armor attribute in damage in addition to standard soak. For example, if a 100 HP hit is scored on an armor with a rating of 50 but fails to penetrate, the 50 points of damage will be removed from the total. The armor now has a chance to perform standard soak, which may be between 0 and 50 (the armor's rating). If the armor now soaks up an additional 24 points of damage, the Templar will suffer a final hit of 100-74 = 26 hit points.
Because of this, armor with higher deflection may provide more protection than armor with a greater standard rating.
Bio-poison, fire, and radiation damage are not subject to deflection.
Evade: A bonus which gives the wearer a better chance to dodge enemy attacks altogether. Especially critical for scouts.
Fire Resist: If a suit is struck by a fire attack, this amount of fire damage will be immediately subtracted from the total. Since fire damage is not deflected, this may be of great importance against fire-wielding enemies.
Gear: The cost associated with operating one of these devices. The more complex and powerful a suit of armor is, the higher its associated gear cost. Each Templar has a maximum gear level which sums up to the total gearing of the weapon, the secondary weapon or shield, the armor, and two items of war gear.
Melee Accuracy: The ability of the Templar to strike an enemy with a melee weapon.
Radiation Resist: If a suit is struck by radiation, this amount of damage will be immediately subtracted from the total. Radiation is not subject to deflection. Further, Note that many late-game enemies rely on radiation-based weaponry, so on these levels armor with a radiation resistance capability may be more valuable than higher-quality armor that has no ability to resist this damage type.
Relic: A holdover from before the Exodus, Relics represent advanced technology from a bygone age. Only one Templar on the roster at a time may equip a relic.
2.0 Melee Armor
Melee armor is designed for toe-to-toe slugfests with melee enemies. As a result, this armor tends to have higher deflection than the norm (as deflection is of greatest value against standard melee attacks) and moreover often have a degree of evasion as well.
2.1) Charger Leviathan Gear: 2 Armor: 42 Deflection: 54% OTHER: Evade +2 Useable by: Berserk, Paladin Required: None (Starting Equipment for Berserk)
2.2) Defender's Leviathan Gear: 2 Armor: 32 Deflection: 78% OTHER: Evade +2 Useable by: Berserk, Paladin Required: None (Starting Equipment for Paladin)
2.3) Assault Leviathan Gear: 3 Armor: 36 Deflection: 84% OTHER: Evade +2 Useable by: Berserk, Paladin Required: Paladin 3
2.4) Warded Armor Gear: 7 Armor: 38 Deflection: 66% OTHER: Evade +4, +12% Auto-block, +16 Radiation Resist Useable by: Berserk, Paladin Required: Berserk / Shield Wall 2
2.5) Blackwing Assault Gear: 7 Armor: 50 Armor Deflection: 60% OTHER: Evade +3, +2 Melee Accuracy, +10% Counter-attack Useable by: Berserk, Paladin Required: Berserk / Onslaught 2
3.0 Heavy Armor Heavy Armor is an offshoot of the armor designed for the Neptune and Hydra, modified for use by ordinary soldiers. It normally has markedly higher armor and deflection than other suits of equivalent gear cost. This improvement, however, typically comes at a cost of reduced mobility.
3.1) Heavy Leviathan Gear: 3 Armor: 44 Deflection: 76% Other: -1 MP Useable by: Berserk, Captain, Soldier Required: Heavy Infantry 1 (path common to Neptune and Hydra) Comments: This suit has a movement cost. Use in conjunction with MP-boosting gear or equip a defensive Templar with it.
3.2) Slayer-Core RELIC Gear: 5 Armor: 66 Deflection: 76% Other: -2 MP Useable by: Berserk, Captain, Soldier Required; Heavy Armor Relic (Early on Heavy Infantry path, common to Hydra and Paladin) Comments: There is a high movement cost associated with this suit. Equip a defensive Templar with it.
3.3) Warpath Leviathan Gear: 5 Armor: 34 Deflection: 70% Other: +2 All Accuracy, +6 Damage Useable by: Berserk, Captain, Soldier Required: Heavy Infantry 3 (Common to both Neptune and Hydra)
3.4) Inferno Legion Gear: 7 Armor: 50 Deflection: 64% Other: +24 Fire Resist, +24 Radiation Resist Useable by: Berserk, Captain, Soldier Required; Heavy Infantry 4 (Common to both Neptune and Hydra)
3.5) Mag-Core Leviathan Gear: 7 Armor: 56 Deflection: 68% Useable by: Berserk, Captain, Soldier OTHER: -1 MP Required: Hydra / Hydra Specialist 3 COMMENTS: There is a movement penalty associated with this armor; use in conjuction with MP-boosting equipment or give to a defensive soldier.
4.0 Command Armor
Command Armor is primarily designed for use by Captains. Since Captains are expected to lead from the front and set an example, Captains therefore require a mix of high protection and mobility. Command armor is therefore medium armor modified to have slightly higher armor and deflection; no armor in this section comes with an MP cost, and the highest-level suits even have some evasion capability.
4.1) Leviathan Command Gear: 2 Armor: 36 Deflection: 76% Useable by: Captain, Paladin Required: None (Starting Equipment)
4.2) Legion Command Gear: 5 Armor: 38 Deflection: 78% OTHER: +12 Fire Resist, +16 Radiation Resist Useable by: Captain, Paladin Requirement: Captain 2
4.3) Commander's Leviathan Gear: 7 Armor: 48 Deflection: 84% Useable by: Captain, Paladin Requirement: Captain 5
4.4) Interlinked Command Gear: 9 Armor: 52 Deflection: 90% Useable by: Captain, Paladin Requirement: Captain / Blademaster 4
4.5) Void Legion RELIC Gear: 11 Armor: 58 Deflection: 98% OTHER: +2 Evade, +10% Counter-attack Useable by: Captain, Paladin Requirement: Captain / Commander 4 (there are two Commander 4s right next to each other on the path; this one is the second one at the end of the path)
5.0 Medium Armor
Medium armor is assigned to soldiers and engineers. It has reasonable defensive statistics but zero evasion. Very few of these suits have an associated movement penalty, so they are designed for people who must move quickly, who will both give and receive damage.
5.1) Infantry Leviathan Gear: 2 Armor: 38 Deflection: 72% Useable by: Engineer, Soldier Requirement: None (Starting Equipment)
5.2) Leviathan Armor Gear: 3 Armor: 34 Deflection: 68% Useable by: Engineer, Soldier Requirement: Captain / Battle Suit Adaptations (Early in path, before Soldier diverges)
5.3) Plated Leviathan Gear: 5 Armor: 32 Deflection: 86% Useable by: Engineer, Soldier Requirement: Soldier 3
5.4) Legion Leviathan Gear: 7 Armor: 44 Deflection: 72% Other: +16 Radiation Resist Useable by: Engineer, Soldier Requirement: Soldier 6
5.5) Dragoon Leviathan RELIC Gear: 7 Armor: 46 Deflection: 74% OTHER: +16% Auto-block, +16 Radiation Resist Useable by: Engineer, Soldier Requirement: Soldier / Infantry Armor Relic (early in soldier path, off of Soldier 4)
5.6) Density-Plated Leviathan Gear: 9 Armor: 50 Deflection: 80% OTHER: -2 MP Useable by: Engineer, Soldier Requirement: Soldier / Close-in Fighting 4 COMMENTS: This armor has a significant movement penalty; use it with defensive troops.
6.0 Scout Armor
Scout armor is noted for having high evasion and very low armor rating; the best scout suits have armor ratings on par with STARTING soldier armor. It follows that a survivable scout is one that keeps out of attack range of the enemy, employing stealth and high speed to avoid enemy encounters. Happily, the Overdrive buff provides both at once.
6.1) Leviathan Scout Gear: 2 Armor: 22 Deflection: 60% Useable by: Scout Requirement: None (Starting Equipment)
6.2) Leviathan Ranger Gear: 3 Armor: 26 Deflection: 64% OTHER: Evade +2 Useable by: Scout Requirement: Scout 2
6.3) Null Leviathan Gear: 5 Armor: 32 Deflection: 80% OTHER: Evade +3 Useable by: Scout Requirement: Scout / Sniper 3
6.4) Panther Deep Op Gear: 7 Armor: 24 Deflection: 58% OTHER: Evade +7, Radiation Resist +16 Useable by: Scout Requirement: Scout / Deep Operative 3
6.5) Ranger Assault Gear: 7 Armor: 28 Deflection: 40% OTHER: Evade +7, Radiation Resist +16 Useable by: Scout Requirement: Scout / Deep Operative 3
7.0 Hydra Specialist Armor
Hydra armor is of course intended for the Hydra specialist, and can only be worn by this Templar. It is heavy armor with exceptional protection against environmental hazards such as fire or radiation, and also provides protection against heat. Despite this, it's armor rating is unexceptional, topping out at a mere 46 points, for which the user must pay a -2 MP movement penalty. Consequently, this armor is NOT intended for frontline use but for secondary fire support, to whom the greatest danger is the Templar's own weapon.
7.1) Heat-Shielded Leviathan Gear: 2 Armor: 30 Deflection: 80% Useable by: Hydra OTHER: +16 Fire Resist, +8 Radiation Resist Required: None (Starting Armor)
7.2) Shadowflame Armor Gear: 3 Armor: 34 Deflection: 80% Useable by: Hydra OTHER: +10 Max Heat, +24 Fire Resist, +12 Radiation Resist Required: Hydra / Precision Fire 1
7.3) Vigilant Plating Gear: 5 Armor: 46 Deflection: 82% Useable by: Hydra OTHER: -2 MP Required: Hydra /Close In Fire 2 COMMENTS: There is a significant movement penalty associated with this armor; give to a defensive unit.
7.4) Heavy Void Armor Gear: 9 Armor: 42 Deflection: 72% Useable by: Hydra OTHER: +30 Max Heat, +24 Fire Resist, +12 radiation resist Required: Hydra / Heatmaster 4
8.0 Neptune Armor
Neptune armor can be worn only by the Neptune specialist; it typically has high armor and high deflection, but no environmental resistance to speak of. Also, those armors with the highest armor rating tend to come with movement penalties. Despite this, the more mobile suits are adequate in an offensive role.
8.1) Gunnery Armor Gear: 2 Armor: 36 Deflection: 78% Useable by: Neptune Required: None (Starting Armor)
8.2) Gunnery Armor Gear: 3 Armor: 44 Deflection: 78% Useable by: Neptune Required: Neptune Specialist 3
8.3) Artillery Armor Gear: 5 Armor: 38 Deflection: 92% Useable by: Neptune Required: Neptune / Concentrator 4
8.4) Summit Plate Gear: 9 Armor: 52 Deflection: 72% Other: +4% Auto-block Useable by: Neptune Required: Neptune / Defensive 2
8.5) Sentry Plate Gear: 9 Armor: 80 Deflection: 34% Other: -2 MP Useable by: Neptune Required: Neptune / Defensive 4 COMMENTS: There is a significant movement penalty associated with this armor; use it in a defensive role.
8.6) Obliterator Legion RELIC Gear: 9 Armor: 52 Deflection: 98% Other: +16 Max Heat Useable by: Neptune Required: Neptune / Heavy Armor Relic 2 (early in Neptune path) COMMENTS: Given the immense heat associated with the Neptune's talents, this armor is invaluable. Regrettably, as a relic, only one Templar can equip it.
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Post by fallen on Jan 19, 2016 22:39:43 GMT -5
pendell - as always, stellar work! +1
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Post by Cory Trese on Jan 22, 2016 19:19:29 GMT -5
Yeah, great addition. Also seems to be making its way to Steam guides.
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Post by fallen on Jan 22, 2016 20:38:41 GMT -5
The awesome Steamer @chouia has been moving more of the guide into tables on Steam ( steamcommunity.com/sharedfiles/filedetails/?id=600798677) and passed on a little feedback: "Just for information, there is few items missing (I just noticed some gauntlets and rifles), and small errors (always quickness for Scout rifles)."
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Post by pendell on Jan 24, 2016 10:27:50 GMT -5
I'll fix the scout rifles now; if he can tell me exactly what items I missed , and where to find them on the tree, I'll put them in.
ETA: Odd. The scout rifles all list quickness+gunnery as the relevant skills, so I don't see the error he's talking about.
The offer remains, though -- if he can tell me the missed items or other errors I'll correct them.
Respectfully,
Brian P.
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Post by fallen on Jan 24, 2016 11:24:18 GMT -5
ETA: Odd. The scout rifles all list quickness+gunnery as the relevant skills, so I don't see the error he's talking about. That's actually the issue -- Sniper Rifles are Strength + Gunnery, while Needle Rifles are Quickness+Gunnery.
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Post by pendell on Jan 24, 2016 14:57:53 GMT -5
Very well, I've corrected it. On the first page, scout rifles are now strength + gunnery except needle, which is now quickness + gunnery. I'll correct other errors as I am made aware of them . Respectfully, Brian P.
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Post by fallen on Jan 24, 2016 18:40:20 GMT -5
pendell - thank you for the excellent work! I see your karma is rising fast, many appreciative gamers!
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