Post by contributor on Oct 25, 2016 10:55:00 GMT -5
fallen, you saw my screen shot already. This is how it happened.
I've only done the Elevator Complex a few times. I think this was my 4th time through and every other time I've done the scout blitz to knock it out in a few turns. I'm playing with my Low and Slow group now though, and trying to take and hold territory and explore everything.
The dialogue at the beginning of Elevator Complex says something like we might need to take and hold each deck one by one. That seemed somewhat misleading, as it made me assume that there must be a TP on the 2 deck. Without a TP there, there is no way to hold that deck and the first deck and make an attempt at the third with only 6 soldiers, at least not on Nightmare.
So I got into my situation in the screenshot by taking the TP on the first deck and then sending most of my knights down to the second deck. After pretty much scouting the whole level out and discovering that there was no TP they were all overheated and many of them were down in the 20s for HP. I slowly worked them back up to deck 1 where they cooled down and healed. That took forever, even when I eventually added the +100 supply booster. After they were healed I sent them down to Deck 3 and captured the TP there and pulled out three more knights. The whole time though, Deck 2 was getting swamped with xeno. So I put every possible buff/ordnance on my scout and sent him in. The whole thing took 127 turns.
So my suggestion is to:
1: Add a TP to the second deck so that it can indeed be held.
OR
2: Change the initial dialogue to remove the reference to taking each deck in turn and maybe indicate that there is only one more TP on the third level. "Captain, schematics show TPs on the first and third decks. We could take them in order to bring in more knights and hold the decks against the xeno."
It is possible that there is a TP in the second deck, tucked into one of the corners I didn't totally uncover. In that case, just ignore this whole thing.
I've only done the Elevator Complex a few times. I think this was my 4th time through and every other time I've done the scout blitz to knock it out in a few turns. I'm playing with my Low and Slow group now though, and trying to take and hold territory and explore everything.
The dialogue at the beginning of Elevator Complex says something like we might need to take and hold each deck one by one. That seemed somewhat misleading, as it made me assume that there must be a TP on the 2 deck. Without a TP there, there is no way to hold that deck and the first deck and make an attempt at the third with only 6 soldiers, at least not on Nightmare.
So I got into my situation in the screenshot by taking the TP on the first deck and then sending most of my knights down to the second deck. After pretty much scouting the whole level out and discovering that there was no TP they were all overheated and many of them were down in the 20s for HP. I slowly worked them back up to deck 1 where they cooled down and healed. That took forever, even when I eventually added the +100 supply booster. After they were healed I sent them down to Deck 3 and captured the TP there and pulled out three more knights. The whole time though, Deck 2 was getting swamped with xeno. So I put every possible buff/ordnance on my scout and sent him in. The whole thing took 127 turns.
So my suggestion is to:
1: Add a TP to the second deck so that it can indeed be held.
OR
2: Change the initial dialogue to remove the reference to taking each deck in turn and maybe indicate that there is only one more TP on the third level. "Captain, schematics show TPs on the first and third decks. We could take them in order to bring in more knights and hold the decks against the xeno."
It is possible that there is a TP in the second deck, tucked into one of the corners I didn't totally uncover. In that case, just ignore this whole thing.