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Post by En1gma on Mar 15, 2016 13:50:49 GMT -5
Seriously though... I got completely bogged down on this map, and found this hoping to have a back door to get away from the 7000 Xeno swarming me, only to reach a complete dead end. All this time wasted, and I know it's nobody else's fault but my own, but come on, maybe take the door out of this room or give us a chance to move on past this. I have zero hope of success now, so yaaaaay restarts (and thank God I'm not playing Ironman ) Rant over.
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Post by En1gma on Mar 15, 2016 13:51:33 GMT -5
This is on Prime: Drop Zone
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Post by fallen on Mar 15, 2016 13:59:35 GMT -5
Improved for next.
Thanks for trying to keep it constructive. It has a massive unseen impact on our day and our productivity.
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Post by En1gma on Mar 15, 2016 14:05:05 GMT -5
Sorry Andrew-- no offense meant!
Thanks for considering tweaking the map a bit, and I'll try to word my next request better-- it's hard to denote tone of voice through text, and I forget that sometimes.
(Smite-worthy? Sorry again everyone...)
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Post by fallen on Mar 15, 2016 14:12:24 GMT -5
Sorry Andrew-- no offense meant! Thanks for considering tweaking the map a bit, and I'll try to word my next request better-- it's hard to denote tone of voice through text, and I forget that sometimes. (Smite-worthy? Sorry again everyone...) Lol, not smite worthy for sure. You will now be able to climb the back side of the hill if you wish.
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Post by Cory Trese on Mar 16, 2016 23:50:10 GMT -5
I love that level, tweaked or otherwise
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Post by johndramey on Mar 17, 2016 0:33:00 GMT -5
I'm currently running my Brutal playing-for-fun squad through that level. It's such a huge level that it's a lot of fun. I definitely ran into a road block when my captain and engineer, sent out to capture one of the tact points, ran into somewhere around 50,000 xeno and had to fall back. Good thing my berserker, soldier, and scout were only two turns away, as if they hadn't been able to reinforce I would have lost for sure!
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Post by fallen on Mar 17, 2016 9:05:45 GMT -5
I'm currently running my Brutal playing-for-fun squad through that level. It's such a huge level that it's a lot of fun. I definitely ran into a road block when my captain and engineer, sent out to capture one of the tact points, ran into somewhere around 50,000 xeno and had to fall back. Good thing my berserker, soldier, and scout were only two turns away, as if they hadn't been able to reinforce I would have lost for sure! Love to hear that story. Awesome when a squad truly has to fall back to a defensive position and wait for reinforcements! That was likely a counter-attack that the AI was massing for a while
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Post by Cory Trese on Mar 17, 2016 9:10:06 GMT -5
Yeah that map gives the AI dangerous amounts of time to mass and plan. That's probably why I like it so much
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Post by mushroom on Mar 17, 2016 20:10:31 GMT -5
That one's gotten me before. That's a hard level, and on big maps like that I've learned not to get too curious...
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Post by En1gma on Mar 17, 2016 20:23:42 GMT -5
It's a tough one, for sure... Lost one of my engineers and had to restart because everyone was so spread out and overwhelmed.
Taking a break from this campaign for a bit so I can think about how to beat it...
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Post by johndramey on Mar 20, 2016 21:58:19 GMT -5
It's a tough one, for sure... Lost one of my engineers and had to restart because everyone was so spread out and overwhelmed. Taking a break from this campaign for a bit so I can think about how to beat it... While there are multiple ways to tackle all the levels, I usually consider the three tact points as a triangle with points A, B, and C, where; point A is the first tact point in the building, point B is the eastern tact point on the hill, Point C is the northern tact point on the hill, and the building is between B and C. I'll then usually grab the tact points in the order of A -> B -> C. While I'm grabbing tact point B, I'll leave a templar or two near the barbed wire leading out of the trench to staunch the flow of xeno out of the trench (from A). You do have to be aware that xeno will most likely be spawning at C and running toward you, but if you have two Templars there you can usually hold out for the 3-4 turns it'll take you to take B. After that, pull everyone back to the barbed wire, maybe take a turn or two to cool off, then book it toward C.
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Post by fallen on Mar 20, 2016 22:28:25 GMT -5
It's a tough one, for sure... Lost one of my engineers and had to restart because everyone was so spread out and overwhelmed. Taking a break from this campaign for a bit so I can think about how to beat it... While there are multiple ways to tackle all the levels, I usually consider the three tact points as a triangle with points A, B, and C, where; point A is the first tact point in the building, point B is the eastern tact point on the hill, Point C is the northern tact point on the hill, and the building is between B and C. I'll then usually grab the tact points in the order of A -> B -> C. While I'm grabbing tact point B, I'll leave a templar or two near the barbed wire leading out of the trench to staunch the flow of xeno out of the trench (from A). You do have to be aware that xeno will most likely be spawning at C and running toward you, but if you have two Templars there you can usually hold out for the 3-4 turns it'll take you to take B. After that, pull everyone back to the barbed wire, maybe take a turn or two to cool off, then book it toward C. Great strategy post. Leaving a strong enough guard at A is going to be critical to this plan, but it means your strike team has to move fast!
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Post by Cory Trese on Mar 20, 2016 22:29:41 GMT -5
I tend to use a few Turret resupply and avoid leaving anything more than a scout + turrets at A ... but that takes more time to build up than a pair of Soldiers, since resupply is more expensive.
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Post by xdesperado on Mar 20, 2016 22:42:10 GMT -5
I tend to use a few Turret resupply and avoid leaving anything more than a scout + turrets at A ... but that takes more time to build up than a pair of Soldiers, since resupply is more expensive. Hydra+Scout Drop Napalm Charge and the Scout hits anything in range with Crippling Fire and Piercing Shot. By time rest of squad has second Tac point they've got BBQ Xeno lunch ready and haven't built up excess heat, so can move fast to join rest of Squad who's likely having heat issues by that point.
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