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Post by pepoluan on Jul 10, 2013 9:38:14 GMT -5
Just a simplistic tip from me: If you have enough AP and Ath (and okay Stealth), and you're not interested in the loots of an encounter, use it to leverage your traveling! When you're in an encounter, (1) there will be no other encounters (doh), and (2) there will be no environment events (such as dome falling apart, or pollution blasts). So, especially when the encounter happened just after I entered a zone, I just "run" toward the next zone, not bothering to engage the enemies. When I've reached the edge of the map, the next turn I hit "escape". Ta-da! No more enemies, I'm safe from unavoidable incidents (dome falling apart is one of the most frustrating one), and I might even get an XP for my troubles
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Post by fallen on Jul 10, 2013 12:42:50 GMT -5
pepoluan - interesting tip! Are you a solo Knight? Runners? Do you know that your Heat will build up the longer you are in a combat?
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Post by pepoluan on Jul 10, 2013 14:00:08 GMT -5
pepoluan - interesting tip! Are you a solo Knight? Runners? Do you know that your Heat will build up the longer you are in a combat? Yup, I'm a Solo Knight. I just realized that 'coasting' won't be successful if I'm dragging several newbie runners. As to build up of heat... I didn't realize that before... thanks for telling!
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Post by johndramey on Jul 10, 2013 17:52:31 GMT -5
pepoluan - good tip, I found that out for myself last month during the CK challenge. It was very helpful, but as fallen said can really jump your heat sky-high. Not necessarily a bad thing if you want lots of combat though
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Post by Alex Fury on Sept 23, 2013 16:21:02 GMT -5
I have been known to use this trick too. While it can build up heat, there's a few things. 1) The one trying to escape (if you have a group of runners) is the only one who needs to be far away. IE: I just did this, I have 2 runners and my main. with ath 4 (not super high, but decent early on), and 3-5 rounds of running (2's until AP divisible by 3. IE 11 ap 2, 3, 3, 3) will let you get a HUGE lead. Once I've got the distance with my main. I escape and EVERYONE is good. (I suppose technically they're mainly after the Knight) 2) Following above, many of the 'baddies' will tend to stay with one, maybe two of your guys (if a team). so if you can go 2 different directions, you might be able to maximize distance quickly. 3) Hunds/drones that move like mad. Get some distance then take them down. This way you don't have a ton of everything mobbing you at once. Hunds MIGHT keep up with you, and only will early on generally as they can move like 5-6 spots and usually move at least twice. Drones vary. BUT. If you have the lead save for the hunds. Pause and kill them, then escape.. and you're good. 4) If you have newbie runners you don't care about.. throw them to the wolves to get away. fallen: Thank you
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Post by fallen on Sept 24, 2013 10:01:24 GMT -5
Alex Fury - great list of advice on handling combat. It shows off how important raising Athletics to get the movement capabilities is!
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shards
Curator
highly infectious
Posts: 37
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Post by shards on Sept 25, 2013 12:52:01 GMT -5
bahaha at fallen's first response
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Post by psilous13 on Oct 2, 2013 12:34:46 GMT -5
Just a simplistic tip from me: If you have enough AP and Ath (and okay Stealth), and you're not interested in the loots of an encounter, use it to leverage your traveling! When you're in an encounter, (1) there will be no other encounters (doh), and (2) there will be no environment events (such as dome falling apart, or pollution blasts). So, especially when the encounter happened just after I entered a zone, I just "run" toward the next zone, not bothering to engage the enemies. When I've reached the edge of the map, the next turn I hit "escape". Ta-da! No more enemies, I'm safe from unavoidable incidents (dome falling apart is one of the most frustrating one), and I might even get an XP for my troubles Great tip, been doing this to get me where I was going, or close to it
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