blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Dec 12, 2011 22:51:19 GMT -5
With the new update, defense CP is a little different but not really any better. the update says "rule change: 1 defense cp" and the help still says you can save 2cp for defense. So what is the rule? I always thought the intention was that you could save 1 or 2cp and after each of the aliens moves, you got a chance to use your cp to move/fight defensively. The saved cp shouldn't dissappear unless you use it, or until the aliens are done moving (which can be up to 7 moves in one turn) That sounds good to me. Is that the idea? I think what the rule meant was: 1) You can have max 2CP at the end of your turn. 2) 1 CP would be expended to increase your defense during this period. 3) If an enemy comes into range, you may forfeit that defensive bonus in favor of defensive fire. Anyways, since my Captain has Q3+T11, he should have 14/3+3=7++ CP. However, since CP is capped at 6, I figured that I might as well forego the Cap'n Armor in favor of Leviathan Armor (-1 CP but provides 2 Plating). Theoretically, after the penalty (7++ CP - 1 CP Penalty), my Captain should still have 6 CP. Didn't happen and I'm left with 5 CP instead.
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Post by Cory Trese on Dec 12, 2011 23:12:55 GMT -5
Maybe it is the order of the limits and armor being applied that isn't clear.
Let me investigate
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Dec 13, 2011 0:01:38 GMT -5
@cory-No problem, I can wait. ;D So, it is still possible to hit 6 CP with a Leviathan Armor?
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Post by nails on Dec 13, 2011 9:22:35 GMT -5
One of the descriptions on the new campaign says the base is located in the planet of a moon. Guessing it should be the other way around.
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Post by nails on Dec 13, 2011 9:25:55 GMT -5
Wish On "kill X number of bugs" missions, that the bugs weren't always so aggressive. If they would wait us out every once in a while, I wouldn't always be able to just pick a single lane corridor and make a wall. Forcing the templars to come out in the open may change game play a little for those types of missions.
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Post by slayernz on Dec 13, 2011 16:31:39 GMT -5
Yeah .. the bug AI needs to understand that if a number of brethren have died in one particular area, they either need to hunt for another way in ... or lure you out into their area.
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Dec 14, 2011 4:21:34 GMT -5
Arrrghh... can't help myself... WISH LIST OF EQUIPMENT!!!Yeah, you people just know it's gonna come out from me sooner or later... Specialist Equipment (Exo Scout Only)1) Illusory Projection Matrix Description: After much studies done on different types of xenoforms, both dead and alive, our Scholars have found a way to mask all kinds of possible sensory signals which they could pick up on our Templar Exo Scouts. Due to its portability, there are only a limited amount of energy on the IPM to create this perceived invisibility on xenoforms. Effect: Upon use, all xenoforms will ignore the Exo Scout for that turn. Usable 3X per map.2) Energon Caltrop Description: From our many reports received from our Templar Captains upon their successful campaigns against the xenoforms, it has been noted that they are mindless creatures hellbent on reaching their quarry without regards to their own safety. Our Scholars have designed the Energon Caltrops for the Exo Scouts to sprinkle behind their tracks. Upon contact, the Caltrops would stun the xenoforms from taking immediate actions for a short period of time, thus buying time for the Scout to return safely for debriefing. Effect: When used on a grid, any xenoform which occupies the space, after the Templar had left, would lose 1 turn. Usable 5X per map.3) Decoy Psychic Beacon Description: Our Scholars have found out that, due to their simple-mindedness, a strong sine wave signal- coupled with another 2 short-wavelength signals- is enough to drive any xenoform insane with rage. The DPB is available for ranked Exo Scouts for their missions to divert attention from themselves while they accomplish their primary objectives. Effect: When used on a grid, xenoforms would be attracted to that grid and attack the DPB till it is destroyed. Usable 1X per map.Specialist Equipment (Veteran Soldier Only)1) Ammo Belt Description: Due to the large amount of xenoform infestation, the Scholars have identified the pressing need to ensure that our Templar Soldiers would have sufficient firepower to finish their missions successfully. Thus, customised Ammo Belts were made for each ranking Veteran Soldiers that could hold more ammunition for their long campaigns. Effects: Reloads 1/2 amount of ammo in weapon for self only. Usable 1X per map.2) Phoenix Claymore Description: Scholars have isolated the unique lifeform signature emanated by the xenoforms and used it to create a trigger on a specially crafted landmine which would enwrap any target producing said signature in a flameproof sludge bubble and then igniting a 24,000 Degrees Kelvin explosion within the cocoon. Effects: Immediately destroys xenoform on rigged grid. Usable 1X per map.3) Force Shield Description: By foregoing the advantage of using a 2-handed weapon or dual wielding 2 light weapons, the Veteran Soldier may equip himself with this recently researched defensive equipment. Effects: +1 Plating.Specialist Equipment (Fire Commander Only)1) High-Velocity Rounds Description: Only with the expertise in firearms, can one fully utilise the raw power of this specialised ammunition. Thus, only ranked Fire Commanders are sanctioned by the Council of High Templars with the necessary permits for issuance of HV rounds. Effects: Doubles damage of next ranged attack. Usable 1X per map.2) Personal Sentry Unit Description: PSUs are now available for issue to ranking Fire Commanders. Scholars have finalised their analysis done on this system with captured xenoforms. Achieving a stunning success rate of 100%, the PSU activates upon detection of xenoforms in proximity, firing mercilessly at them till the xenoform's life signs cease to register on the PSU's sensors. Effects: Fires 1 round per turn at any xenoform, chosen at random, within 2 grids, using Heavy Leviathan rounds. Can be destroyed. Usable 1X per map.3) Tracer Rounds Description: By lodging this round into target, subsequent shots fired will automatically be attracted to that fired ammo. Effects: +1 to hit & +10% Critical on same target. Usable 3X per map.Oh, and um... SOMEONE owes you some royalty, Cory... ;D
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Dec 14, 2011 21:48:16 GMT -5
More stuff! ;D
Specialist Equipment (Templar Chaplain) 1) Holy Artifact Description: With the aid of this item, the Chaplain may boost the morale of all surrounding Templar units for a short while. Effects: +1 Defense and Attack for 1 turn on all friendly units within 1 grid from Chaplain. Usable 3X per map.
2) Divine Altar Description: This equipment radiates a short pulse of energy that encourages rapid healing and instantaneous regeneration. However, the range is very short and requires the Templar to be in a near-meditative state to work. Effects: Recovers 1 HP/Turn for all Templar units, whom had not moved and taken no actions, within 1 grid from the Altar. Can be destroyed. Usable 1X per map.
3) Blessed Sacrament Description: When used by the Chaplain on one of his team members, the Templar whom had received the Sacrament becomes a zealous killing machine for a short period of time. Effects: +3 to hit & +50% Critical. AI-Controlled. Lasts for 3 turns. Usable 1X per map.
Specialist Equipment (Naval Officer) 1) Dimensional Rift Equipment Box Description: As specialists in logistic operations, the Naval Officers are trained on how to operate the DREB, allowing them to reach in and pull out 1 item they own. Effects: Allows access to any 1 item in your Inventory. Usable 1X per map.
2) Gunsmith Pod Description: Once stationed on the ground, the Pod is able to manufacture ammo shells. Effects: Provides 1 ammo when Templar uses the pod for 1 CP. Can be destroyed. Usable 1X per map.
3) Scavenger Droid Description: Every time an item has been destroyed or used, the Droid will collect the parts and try its best to salvage them. Sometimes, the finished product looks as good as new. Effects: 20% Chance to Replenish Items when expended. Usable 5X per map.
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Post by Rico's Roughnecks on Dec 15, 2011 6:36:19 GMT -5
Any plans for more movement options? Simple to begin with like stepping sideways (2cp) or exchanging places with another templar. Given the narrow hallways that would be very useful but should take like 4cp for the big suits to suck in their guts and sidle past each other. I guess either one isn't so simple cause you'd need to put them under the options menu or develop that on screen d-pad
I also think you should get a to-hit bonus for pressing the screen extra firmly, cause I already do that in tight situations like it'll help
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Post by slayernz on Dec 15, 2011 16:45:13 GMT -5
If you push your finger down really really firmly you could crush the hull of the ship you are exploring, so it's important to get the balance right. For me, being able to fire on the diagonal is more important than having more movement options right now. Have you had an alien that was 2 squares north but one square east of your position. The only way to hit it is to either: turn right --> step forward --> turn left -- > fire (4 CP) OR move forward --> move forward --> turn right --> fire (4 CP) Logically you should be able to shoot the alien without the weird dance steps. Attached is a very crude diagram of a potential firing arc that shows melee range, general weapons range, and the current long-range weapons. It also shows the areas of extra vulnerability from alien attacks. Attachments:
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Post by nails on Dec 15, 2011 22:18:45 GMT -5
Like that a lot
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Dec 16, 2011 0:59:33 GMT -5
@slayer-Ugly colors aside, I had to squint my poor useless eyes to see what it was. But hey, saved it, zoomed-in and... it makes sense!
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Feb 4, 2012 6:33:31 GMT -5
Maybe it is the order of the limits and armor being applied that isn't clear. Let me investigate @cory- Not trying to blow my horn about my invincible Lone Captain... although he does not need any armor (Quickness 4, Evasion 20), the Leviathan Armor is still penalizing that -1 CP to my Cap if he decides to wear it; reducing his CP to 5 in stead of remaining at 6 (since he has Tactics 15).
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Slide87
Templar
[ * ]
A.S. Roma Lover
Posts: 1,275
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Post by Slide87 on Feb 4, 2012 7:02:24 GMT -5
Ahahahah,but he isn't a captain,he's a sort of shadow xD
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Feb 5, 2012 0:31:27 GMT -5
Yeah, if my phone processor was fast enough, I'd have released a screenshot tutorial on how to create Lone Captains that can complete ANY quest. Anyway, the short of it, try it out on Moons of Nachot-Ugo first. You can even have a Cap with only 4 CPs. Just turn right at the 1st junction into a tunnel. You will see a small alcove to the north. Hide in there and wait for your quarry to come.
At low levels, ensure that you always have at least 2 CPs after each turn if you can see an Alien, that you cannot reach and kill, prior to ending your turn when the map is fully zoomed in. You can kill 25 aliens without dropping a single bead of blood.
When your level is high enough and can harness 6 CPs, time for the Gauntlet. As an Exo Scout, you will have 7 CPs for movement alone. This map can clock you XP a lot faster than Moons. Basically, just race to the finish line before the Xenos catch you.
When you have 4 Quickness (which is Max...) and Evasion of 20, you are near invincible. The strongest alien would need to roll a critical to hit you.
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