|
Post by Vae Victus on May 3, 2016 23:11:54 GMT -5
A Scouts Playthrough
Has it be done?
I am playing through the tutorial on a re-start of the game on Hard I am considering focusing on Scouts... with the bare minimum of a melee Captain, 1 Soldier, 1 Engineer, and 1 Hydra (because I believe Hydras are a requirement for 1 level and important to have for a secondary objective on another level).
I am considering testing this out... fair warning though that I may deviate since I have never used a Neptune or a Berserk and would like to try them out--may swap a soldier for one of them.
|
|
|
Post by fallen on May 4, 2016 0:12:10 GMT -5
Both Cory and I have played through in a pretty similar fashion, ... scout-heavy teams. I'd be interested to hear other's experiences with the build. It seems like one of the more popular focuses.
|
|
|
Post by Belisarios on May 4, 2016 7:13:56 GMT -5
I have done it like Zerker/Scout combo... It is really powerful.
|
|
|
Post by fallen on May 4, 2016 21:41:33 GMT -5
Vae Victus - over on Steam, Angry Trex responded: "In early playthroughs on Normal, at least when I did them, scouts were massively powerful. You could deply them fast and their huge range and mobility pretty much made them untouchable unless something popped on top of you. They were also really really really powerful against some of the stationary boss fights who could not retaliate against the sniper rifle range. Although I did not use completely scouts, I did use mostly scouts for a while. A full scout playthrough on a reasonable difficulty should be a walk in the park. They only really lose power when: A) Stuff in subsequent playthroughs can kill them in a single turn B) Neptune gets high level suppression, everything dies, the end. Game difficulty though may change this experience." steamcommunity.com/app/370020/discussions/0/364040797992504798/?tscn=1462411150
|
|
|
Post by Vae Victus on May 5, 2016 21:21:13 GMT -5
Lots of good advice; thank you!
|
|
|
Post by Vae Victus on May 5, 2016 23:30:15 GMT -5
Made a few mistakes with not putting enough RP into the Scout's tree... but at last I managed to get through Ferari Lance: Boarding March. After that mission, I invested in some more Scout RP *finally* unlocking the +1MP Pilot Kit.
1 Captain, 1 Paladin and 3 Scouts... none with stealth high enough to actually not be seen by enemies. 5 of 6 bonus objectives achieved.
|
|
|
Post by Cory Trese on May 6, 2016 9:21:39 GMT -5
I like a Scout heavy squad myself -- I use a trio ... one with each Talent at 10, together they destroy.
|
|
|
Post by Vae Victus on May 28, 2016 23:30:12 GMT -5
I have progressed a bit farther with the Scouts playthrough, investing a bit in Berserks and using them instead of Soldiers as crowd control. Now, my Templars are level 8 to 11.
Most scouts are 8 or 9, so I think that losing 2 who I had leveled up early in the missions may have hurt a bit. The scouts that are in existence now are:
Invictus - Stealth and Speed Clive - Penetrating and Speed Xarn - Crippling Damage Specialist with a Relic weapon
|
|
|
Post by fallen on May 29, 2016 15:08:51 GMT -5
|
|
|
Post by ntsheep on May 29, 2016 15:42:07 GMT -5
Torp! Torp! Torp! Take your time off!!!!
|
|
|
Post by mal on Jun 1, 2016 3:36:54 GMT -5
One scout build I have been working on is a pure melee scout build with lots of evasion/MP and focus on the 1 AP grapple/gauntlet attacks. It works okay at Hard difficulty and below, but seems to kinda run into a lot of problems evading at higher difficulties, especially with counter-attacks. (Due to the lower level cap). I am thinking it might be more possible with two paladins backing up 3 scouts or so.
|
|
|
Post by fallen on Jun 1, 2016 8:50:43 GMT -5
One scout build I have been working on is a pure melee scout build with lots of evasion/MP and focus on the 1 AP grapple/gauntlet attacks. It works okay at Hard difficulty and below, but seems to kinda run into a lot of problems evading at higher difficulties, especially with counter-attacks. (Due to the lower level cap). I am thinking it might be more possible with two paladins backing up 3 scouts or so. Wow, that is an intense gamble ... with low armor, I can see that a counterattack or two would be enough to end a run
|
|
|
Post by mal on Jun 1, 2016 13:34:26 GMT -5
One scout build I have been working on is a pure melee scout build with lots of evasion/MP and focus on the 1 AP grapple/gauntlet attacks. It works okay at Hard difficulty and below, but seems to kinda run into a lot of problems evading at higher difficulties, especially with counter-attacks. (Due to the lower level cap). I am thinking it might be more possible with two paladins backing up 3 scouts or so. Wow, that is an intense gamble ... with low armor, I can see that a counterattack or two would be enough to end a run Yeah, it is not a great build of the ages, hahah. The reason I had started it was because I loved the scout class so much, especially using the Aegis gauntlet for its high block.
|
|