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Post by slayernz on Feb 27, 2013 19:41:00 GMT -5
So I was playing TA for a few minutes (read "about an hour") the other night (read "this morning") while I had some spare time (read "avoiding work"). Anyhoo, when I played Vestmarch Burns Isolation, I noticed a lot of dialogs appear saying that I needed to protect my Hydra. However, I didn't have a Hydra squad member and so the messaging was inconsistent.
This made me think ... It would be great if for particular levels, you were required to take a certain type of unit (eg Hydra, Neptune, Scout, Berserker) on a level. Death of that unit means automatic failure (similar to death of captain).
Also - wouldn't it be great if you could deselect the captain. Sure, he's an important guy, but even Jack O'Neill skipped a few missions from time to time. Carter took up the reins in that situation).
Maybe there could be a campaign where the captain is incapacitated, and the remaining members of the squad have to do a few levels to rescue him/her. Hmm... I think I can see the beginning of a new campaign premise ...
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bobsoup
Exemplar
[ Elite Supporter ]
Posts: 453
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Post by bobsoup on Feb 28, 2013 8:27:49 GMT -5
You were protecting your hydra... ... by keeping him away from the battle.
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Post by slayernz on Feb 28, 2013 17:39:16 GMT -5
I'm protecting my hydra from himself. He gets in the way, his fire is not effective unless he's actually targeting something, and if anything is 3 squares or closer when he fires, he ends up roasting himself. I've got him in Cryo until I can figure out what to do with him.
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Post by Lt. Hathaway on Feb 28, 2013 18:00:12 GMT -5
I recommend cross training to Neptune systems. This is done by first deleting the offending Hydras, recruiting new Neptune troopers, and naming them the same as the deleted Hydras. 1, 2, 3!
(PS., I think compulsory troopers are a terrible idea. I'm against any changes that give the player fewer choices. Levels which are vastly easier with one particular weapon would be cool. )
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Post by slayernz on Feb 28, 2013 18:12:30 GMT -5
I have 3x Neptune specialists, each wielding the biggest version of Neptune cannon available. They are averaging 20+ kills per mission. Always deployed in the "hold/defend this spot" mission.
I have 3x scouts for all other missions. They are armed with Long Devastators. The potential for 8 square movement + 4 square range is awesome.
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Post by Lt. Hathaway on Feb 28, 2013 19:46:34 GMT -5
I used to run all scout squads, never tried three Neptunes. I usually run two normal troopers and a Neptune,and that's the team I used for my first run through Narvidian Dawn. I think regular troopers are highly underrated, btw. A regular trooper with sufficient ammunition is comparable to a Neptune in most missions ; there aren't usually actual swarms of Xenos. They're a lot faster than Neptunes. I switched from scouts because I became convinced they hit more often than scouts (with equal stats,) and getmore shots in crunch time reserve fighting.
When is three Neptunes even advantageous?
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Post by slayernz on Feb 28, 2013 19:57:49 GMT -5
All my Neptunes have 5 AP, and my captain is a scout. I have another captain who is a Naval Veteran, but unless there is a sustained firefight, using a Scout captain means being able to get from A to B faster. If I am using my squad of Neptunes, I like the fact my Scout captain can boost their speed by two AP if needed.
The Vestmarch Siege - West campaign, especially "Securing the Gates" saps ammo like crazy, so having Neptunes over soldiers is invaluable.
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