|
Post by hissrad on Jun 13, 2016 13:09:21 GMT -5
Don't know if its my favorite since I haven't beat the game yet but the FTL beacon was cool. Got kind of tense trying to hold back the Xenos and dealing with the beacon/cultists.
Other then that I'd say the Rychart Parade Patrol.
|
|
|
Post by En1gma on Jul 26, 2016 11:06:11 GMT -5
Yeah... Hive Ship: Outer Hull is the most ridiculous map I've played yet...
I lost my Paladin, and the Battleforce was so spread out over the map it's a miracle that I even made it. My captain was completely surrounded, trapped by a flame Narv and was shut down for three turns in a row. He was completely helpless and finished the map at 12 life. 4 Narvs closed in for melee, and two firing at range.
My scout had taken cover at the entrance to the final 2 nodes, and by some stroke of luck was able to avoid another shutdown for the two turns he needed to punch them and make it south. 22 health remaining.
My soldier, shutdown, ended the map at <50 HP.
My veteran Hydra, <20 HP, completely out of Napalm. Shutdown. My other Hydra has been posted far away from combat and almost forgotten in the melee. When I realized that I still had a node to hit he began his march, and was able to make it the turn before my captain would have died.
Unbelievable amount of luck to beat this...
|
|
|
Post by En1gma on Jul 26, 2016 11:07:06 GMT -5
I actually hit the menu to restart the level, and I'm so glad I didn't.
|
|
|
Post by fallen on Jul 26, 2016 11:23:31 GMT -5
Yeah... Hive Ship: Outer Hull is the most ridiculous map I've played yet... I lost my Paladin, and the Battleforce was so spread out over the map it's a miracle that I even made it. My captain was completely surrounded, trapped by a flame Narv and was shut down for three turns in a row. He was completely helpless and finished the map at 12 life. 4 Narvs closed in for melee, and two firing at range. My scout had taken cover at the entrance to the final 2 nodes, and by some stroke of luck was able to avoid another shutdown for the two turns he needed to punch them and make it south. 22 health remaining. My soldier, shutdown, ended the map at <50 HP. My veteran Hydra, <20 HP, completely out of Napalm. Shutdown. My other Hydra has been posted far away from combat and almost forgotten in the melee. When I realized that I still had a node to hit he began his march, and was able to make it the turn before my captain would have died. Unbelievable amount of luck to beat this... Great work! Absolutely one of the hardest levels in the game and tests a squad to the max. Your battleforce made the Templar Lineage proud - taking casualties and pushing thruogh!
|
|
|
Post by En1gma on Jul 26, 2016 13:33:08 GMT -5
I can't state how valuable the Hydra have been for my Battleforce... Especially against the Narvs, where they just have insane base HP and are almost impossible for a single Templar to take down in one turn.
Promethium deals so much damage at these levels that it makes the Narvs way easier to to deal with, and keeps overall damage output high, where without it I feel like it would drop significantly.
|
|
|
Post by Cory Trese on Jul 27, 2016 9:40:10 GMT -5
If you're not using fire damage, I think the other best option with Narvs is respec'ing to a heavy debuff squad, using Soldiers and Neptunes for damage, and Captain/Scout/Neptune/Berserker to debuff.
|
|
|
Post by En1gma on Aug 12, 2016 21:31:13 GMT -5
New favorite level. Fine it's not a level, but I'll come right out and say it: the first time you customize your crew and set the look for the entire game to come. I know there are always more faces/colors to be had, but I spent like half an hour just looking at all the different combinations until I finally got a whole new look that I love.
Major props to the Trese Brothers, for making a game where even the character creation becomes one of my very favorite parts of the game!
|
|
|
Post by En1gma on Aug 12, 2016 21:41:03 GMT -5
And sorry about the avatar... Lol it looked better when it was half my computer screen, now it just makes me look like a creep... I'll work on that one tomorrow
|
|
|
Post by fallen on Aug 12, 2016 22:05:51 GMT -5
And sorry about the avatar... Lol it looked better when it was half my computer screen, now it just makes me look like a creep... I'll work on that one tomorrow Looking veerrrry sleepy
|
|
|
Post by ntsheep on Aug 12, 2016 22:46:12 GMT -5
And sorry about the avatar... Lol it looked better when it was half my computer screen, now it just makes me look like a creep... I'll work on that one tomorrow Have a present from #3
|
|
|
Post by redartrats on Oct 5, 2016 12:20:11 GMT -5
Great to hear! It's a heck of a fight down to the last in that level, and also a fun level where almost your entire BF can get onto the field, all forced into action on different parts of the map. Luckily for me they decided to keep hammering the same two TPs for some reason. It was still pretty close, have a Pally, Engi, Soldier and Neptune at each TP and they were just barely fighting them back. I kept the rest at other TPs just in case they attacked another but luckily for me they did not. After a few tries of Deck 7: Alta Sector, I found that a pretty effective strategy is to congregate squad members a medium distance from spawn points to draw enemy attention away from the tact points and lure them into narrow corridors where soldiers' Overwatch keeps them at bay while scouts' Crippling Fire slows them down to manageable levels. Maybe a turret or two to distract them if they start attacking a tact point too much. At the start of the level, any squad member whose tact point isn't under attack will just abandon the tact point and move towards the center of the level, the idea being to form groups that apparently seem as threats to the AI, thereby drawing their attention away from the tact points. Any tact point that comes under heavy attack will get the 10HP upgrade; that usually is enough to make enemy units give up after a few turns and start moving towards the squad instead of continuing to damage the tact point. Squad members near tact points under attack will retreat slowly to lure enemy units away (soldiers are best for this job since they can use Overwatch to keep themselves from getting killed while doing this).
|
|
|
Post by fallen on Oct 5, 2016 14:25:23 GMT -5
redartrats - thanks for the feedback. We'll work on the enemy set in that level to make sure that there are more "TP-seeking" enemies on hand.
|
|
|
Post by redartrats on Oct 6, 2016 13:13:39 GMT -5
Haha, did I just make myself responsible for nerfing this level for everyone else?
|
|
|
Post by redartrats on Oct 9, 2016 17:34:54 GMT -5
Anyway, back to the original topic: my favorite level is Starport Breach. I totally loved the way it opens with a doomed human defense against the xeno. It's a refreshing change from the usual deployment gambit, and a very effective way to hit home just how deadly the xeno really are and just how vulnerable and helpless humans are without the leviathan suits. It's also an interesting challenge of how to make use of the soldiers' limited firepower without getting them killed. Lots of fun.
|
|
|
Post by fallen on Oct 9, 2016 19:04:34 GMT -5
Anyway, back to the original topic: my favorite level is Starport Breach. I totally loved the way it opens with a doomed human defense against the xeno. It's a refreshing change from the usual deployment gambit, and a very effective way to hit home just how deadly the xeno really are and just how vulnerable and helpless humans are without the leviathan suits. It's also an interesting challenge of how to make use of the soldiers' limited firepower without getting them killed. Lots of fun. redartrats - glad to hear it. I'm glad it struck home in all those ways, that's exactly what we were shooting to do!
|
|