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Post by ntsheep on Jun 1, 2016 13:37:02 GMT -5
While you do tend to get more RP than XP resulting in you being able to unlock things that you can't use yet, I think the balance is that there are so many combos of gear and talents to play around with it makes the game fun to play over again. Not just a Replay, but starting a whole new game and trying out different paths. By playing through the tutorial, you can unlock Hydras, Paladins, Neptunes, or even Berserkers to start using for the main game. The only real limit in this game is your imagination.
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Post by pendell on Jun 1, 2016 13:56:47 GMT -5
Fallen; I would say very tightly focused. I think part of it may be because I deliberately minimized the number of specialists in the hope of improving those few I kept. Consequently, aside from the standard classes (Soldier, Scout, Captain, Engineer) I have Paladins (for healing) and Hydras (because I have to have them to complete certain secondary missions). Beyond that, no other specialists.
I also tend to focus very narrowly on one or two talents because I've found a single talent at high levels is better than multiple talents at low levels. Consequently my Captain has a high slash value because that is what he uses for counter-attack as well as basic attack. I rely heavily on auto-block and counter -attack, so I maximize those values.
For soldiers, Any point spent elsewhere is not spent on overwatch, their most critical skill, or on basic burst.
For Hydras, I've found that Hellstorm 10 and minimal everything else beats Hellstorm 5, and Hellstorm also doesn't need to be resupplied.
The only really diverse characters I have are the Engineer and Paladin.
By the way, how do you resupply the Shieldbearer talent? I couldn't find the option.
Respectfully,
Brian P.
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Post by fallen on Jun 1, 2016 13:59:40 GMT -5
By the way, how do you resupply the Shieldbearer talent? I couldn't find the option. Will investigate, may not be an option.
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Post by ntsheep on Jun 1, 2016 17:49:35 GMT -5
Rather than start a new thread, figured I post here. I just got done playing the Stratos Command Center level, didn't do it the first play through, and I really don't like it I'm sorry to say. On my 1st try at the level, I couldn't capture the last TP until turn 15 and then when I ended the turn, my engineer got killed. No way to win at this point. The captain should at least be able to use the command center. The other thing is even if the engineer survived, it's over 25 spaces to get from the bottom TP to the command console. Even with MP boosting talents and gear you're looking at a minimum of about three turns just to get up there. I beat it on my second try but in 17 turns and several knight about to be killed had I not been able to beat it. This a Normal difficulty game and I'm afraid at higher ones, this level could cause a lot of negative feedback. For a few tweaks I would recommend, 1: 500 SP to start off with. This would allow a lot of choices after getting the first TP. Another knight, a medkit, etc. 2: Allow Captain to also be able to access the command console. If your engineer dies this level is basically over for you. You'll either have to abort or spend a whole lot of extra turns building SP to get another and then there's pretty much no way of beating the turn goal. 3: Replace a few xenos with harmless sheep. Sheep in the middle of nowhere would make anyone laugh thereby increasing morale which would help the poor knights face the nightmares of the xeno overwhelming them. As Meatloaf would say, two out of three of these ain't bad
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Post by pendell on Jun 1, 2016 18:24:11 GMT -5
I fully support the idea of Terrox sheep -- but they shouldn't be harmless. No, they should be insane alien sheep!
My recommendation is that they have a charge attack. If they come within X squares (to be determined by testing), they can instantly close to melee range For Massive Damage. This should be considerably more damage than they would inflict in normal melee (because there's less run up).
This presents the Templar with the choices of either 1) Staying the HECK away from this crazed, dangerous , bloodthirsty alien sheep or 2) Close rapidly to melee range before it can charge!
ETA: Another interesting concept would be things on the map that you can interact with in some ways besides killing them. Otherwise our motto could be: Star Traders Universe! To explore strange new worlds. To seek out new life and new civilizations. AND CLEANSE THEM WITH FIRE!
Tongue-in-cheek,
Brian P.
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Post by fallen on Jun 1, 2016 18:29:43 GMT -5
ntsheep - thanks for the feedback, definitely a tough level. There are tons of levels in the game where the death of an Engineer ends the level. As the level and objectives are explicit that an Engineer is needed at the command center, I don't plan to change that either. I took your advice to raise the starting SP to 550.
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Post by ntsheep on Jun 1, 2016 18:47:07 GMT -5
pendell if you read my fan fiction story about ntsheep, you find out that he's already not quite human.
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Post by Vae Victus on Jun 1, 2016 22:55:09 GMT -5
Thank you, that was also well explained in game, so good job there as well ! Thing is -- I dunno about other people, but from a strictly mechanics perspective the RP isn't very attractive. My characters already have 1800 RP which they can't spend, on account of not leveling at the same speed as they gain RP. They gain RP every mission, but my Captain only levelled up once at the end of the campaign. I've been pretty much stuck with the same talents and equipment I had at the start of the scenario. Respectfully, Brian P. Maybe I do not understand... Isn't the RP for the requisition tree, whereas the XP is for the Templars? I went with the RP so I could unlock more items.
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Post by fallen on Jun 1, 2016 23:08:24 GMT -5
Vae Victus - you are dead correct. Depending on how focused your unlocking has been, you might reach that point in the game without any more "need" for RP tho.
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Post by Vae Victus on Jun 2, 2016 0:24:35 GMT -5
Vae Victus - you are dead correct. Depending on how focused your unlocking has been, you might reach that point in the game without any more "need" for RP tho. Ah, I see- they were specializing into only one or two tree categories in an extremely efficient manner. On a related point- although I was a bit inefficient in my tree unlocking and would probably be closer to a "casual" gamer than most here (I did manage to max out the Engineer Tree though), I managed to beat the levels with less difficulty and in far less turns than is mentioned by some people in this thread who (no doubt) are much more specialized and experienced players than me, so I do not think the levels are necessarily too hard. I played on Normal and with Engineer max unlocked but only ran with 1 engineer on most levels--I think I had 2 Engineers on 2 levels and did not lose either. The most difficult Stratos mission, I think, was the one where we are separated and being assaulted by Narvidians while the clock runs out--I replayed it a few times to beat it with no deaths except of "one time only" Templars. The key seemed to be that certain TPs were swarmed more often than others.
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Post by Vae Victus on Jun 2, 2016 0:28:11 GMT -5
Interesting thoughts. Well laid out. I've been playing these missions the past few days now getting ready to update the game guide. Found a big bug for that 3 deck level, before the TB's fix it, would you like me to tell you how to beat it in just two turns I think I may have run into that exploit. there was one level where I just walked to an elevator and won the level. I am not sure I could reproduce though. Although the story made it seem like that was not intended, it was hard to tell, so I did not report it as a bug. It was: Stratos: Elevator Complex- beat in 3 Turns.
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Post by fallen on Jun 2, 2016 6:29:17 GMT -5
Vae Victus - yes, that is the exact bug that ntsheep has helped us reproduce, and will be fixed in the next update. That level is a lot harder if you have to play it all the way through
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Post by pendell on Jun 2, 2016 8:08:43 GMT -5
It may be "overly focused", in fact. Thing is, I tend to want to break out all my Templars on every level and I can have a max of 12. So I have 1 Captain, 3 soldiers, 2 Paladins, 2 engineers, 2 scouts, and 2 hydras. That's the maximum number of Templars I can have, so no room to bring in a Neptune or Berserker if I want them all active in a level. That's the other reason I focus so much. I have a small number of specialists deep into their respective talent trees, so deep they can't use half of the stuff they've unlocked . It's postgame. You *expect* it to be harder than the main game, and for the most part it is. Some of them are quite difficult but not unsolvable. Anyone who can complete mission 2 with the sentry guns without casualties, however, I want to hear from. Which mission is this? Are you sure it's in the Stratos expansion? I never encountered any Narvidians there. That sounds more like the third mission in the final campaign of the main game, where you are spread out all over deck 12 of the RIGHTEOUS FALLEN to fight a delaying action against a Narvidian boarding party. Respectfully, Brian P.
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Post by ntsheep on Jun 2, 2016 9:50:18 GMT -5
pendell do you mean mission 2 of Stratos, the Defense Relay, I've played it where no one died. The first time I didn't know the layout of the level, so it was trial and error, but once I saw enough of the map, I worked out a route and bingo. Everyone through, no deaths.
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Post by pendell on Jun 2, 2016 10:53:48 GMT -5
pendell do you mean mission 2 of Stratos, the Defense Relay, I've played it where no one died. The first time I didn't know the layout of the level, so it was trial and error, but once I saw enough of the map, I worked out a route and bingo. Everyone through, no deaths. I don't have it open, but it's the one with a network of 8 defense turrets, of which 6 have switches that can turn them off. That sounds a lot like what you're describing. I was feeling my way around the map and had a fair amount of trouble. Possibly some more mapping is in order - it may be that my original plan is correct, and there's a way to just run through the level with the original 4 Templars. Certainly that would be optimal. I get the impression that time is not just a turn goal here; if you wait around, you'll be swamped. Respectfully, Brian P.
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