Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Oct 24, 2013 17:29:09 GMT -5
I don't have any specific amount to recommend, but I'd see the most use for him when the squad is ready to take on the harder campaigns. I guess that makes it 4-6 campaigns worth of prestige.
That should also be enough to teach players how to not get hit. If you give them the chaplain too early, it'll become a crutch and when they hit the hard campaigns they'll say "my chaplain is useless now, he doesn't have enough heals for this!"
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Sept 27, 2013 3:01:07 GMT -5
Moons has a few hard levels, I got completely stuck on Brutal "Gatecrasher" with my fresh-out-of-tutorial squad. It has way more spawns per turn than say Stardock Raid or Tour of Duty and tough ones at that. I kept running out of ammo before making it out of the large open area.
I find that before you get 6 AP, your squad is too crippled to effectively do missions that require a lot of movement, which is 90% of them. It's one of the very few design choices in TA that just don't work for me, so I repeat the Moons level until I have 6 AP and then I go play campaigns.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Sept 26, 2013 10:50:55 GMT -5
The first level of the Moons of Uchot-something is most veterans' favorite training level because it allows you to stay in one place and defend until your reach 25 kills. This works well when your Templars are still working with less than 6 AP. You can do this mission and abort the campaign after winning, then start it again. It gets you normal XP but almost no honor, so only do it until you have 6 base AP on all your troops and feel confident you can handle more missions.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Sept 8, 2013 1:16:38 GMT -5
At the bottom of the campaign list after Narvidian Echo I see whole bunch of campaigns with a number instead of a name.
Example:
20. 2131165435 Extreme Difficulty - 0 levels Your veteran squad has defeated this campaign
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Sept 7, 2013 10:32:24 GMT -5
fallen: If the Chaplain is a melee unit, he actually wouldn't combine that well with Neptunes and Berserkers, since you can't take any advantage of phalanx fire. Of course, two berserkers and a chaplain sound very tempting, but I tried the roaming melee death squad already. It's fun for a while but not nearly as effective as a mixed squad. You end up with half of the team locked in behind their fellow templars, so it's very tempting to split up a melee squad, which leaves them vulnerable and out of range of the chaplain. Edit: After thinking about it, berserkers do need healing the most and well, Neptunes need all the help they can get, so I see why you're afraid people will only take specialists. The most direct fix could be to have the Chaplain passively boost soldiers (and scouts), some kind of morale boost that makes them fight harder.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Sept 7, 2013 5:01:48 GMT -5
I've got 1411 prestige on the squad screen itself, but in the list of squads it says 1461.
Check the TA page on Facebook to see pics of the new chaplain Templar! They've been teasing us for months (years?) with it, but it seems almost ready now, so I was hoping chaplains would be in this release.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Sept 7, 2013 2:16:58 GMT -5
1) In the squad and recruitment screen the prestige requirement for recruiting a Templar doesn't fit completely behind each button, only the top half of the text is visible on my Galaxy S3 (1280 * 720).
2) On the "Your squads" screen, the prestige earned for a squad is 50 points higher than shown in the squad and recruitment screen. This is in the Elite version. It seems the 50 bonus gets added twice?
Also, the Chaplain is missing from the recruitment screen :-(
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Sept 7, 2013 1:01:14 GMT -5
johndramey: This wasn't anything close to a normal mission. I abused the Airlock Access mission because it has spawn points very close together and only a short run to the exit. It was mostly getting into position and then repeating a whack-turn-move-move-turn-whack routine for 250+ turns. It was extremely boring and I wouldn't recommend it to anyone. I just wanted to see if it could be done. Now I know that there is no turn limit (at least not at 100 or 256 or so) and that spawns don't get stronger as the turns pass (something I suspected given how often one of my Templars gets one-shot just before the end of a mission). In fact, Heracles is now the victim of his own success. He may have 50 prestige but he still has his starting stats (+1 XP), making him quite weak in normal missions. There's really no reason to take him on missions anymore, given that my other berserker is much more experienced. Here is surveillance footage from the slaughterhouse: Thanks to the 7 AP and attacks costing 0 AP some or most of the time, Heracles was able to kill the first xeno then move to the other spawn (position 2, cost 4 AP) and kill that too. The captain only had to finish off the 2nd xeno maybe once in 40 turns. I didn't finish a turn with any xeno living, so the turns went very quickly. In the other room, I had two other Templars work on their prestige at a much slower rate.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Sept 6, 2013 11:47:25 GMT -5
fallen, it's true! Berserkers are totally overpowered, those newly spawned xenos didn't stand a chance! Did you know they start with 7 AP* and do up to 7 damage* with their starting stats? * Devastator Axe, Berserker Powerarmor and Drakos Shield sold separately.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Sept 6, 2013 7:12:14 GMT -5
slayernz: I match your Eric the Mad and raise you a Heracles, King of Whack-a-Mole, OCD sufferer and Son of Shalun after his first battle!
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Sept 5, 2013 2:11:03 GMT -5
Ok, that's just ridiculous!
Ridiculously awesome, I mean. At that rate, the next version of TA might not have any xenos left.
Also, I'm pretty sure you left Pyro with 199 on purpose. You're not letting him realize his true potential!
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Sept 1, 2013 3:37:54 GMT -5
Templars get 1 Prestige per 10 kills and 1 per 2 missions.
The whole squad gets 20 per campaign completed, but that does not count for Templars' individual Prestige.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Sept 1, 2013 2:17:02 GMT -5
Thanks for the reply, fallen (and slayernz and johndramey too, of course) In another thread about Berserkers, Cory posted that both Wards and Atreus stack. I figured maybe Berserkers start with a sight range of 3 so that they don't go over 5 range when equipped with 2 Atreus-enabled pieces of gear. But as you said, atm they're at 3 range regardless of Atreus. Maybe there are other advantages to Atreus that still make it worth having?
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Aug 31, 2013 8:24:17 GMT -5
Here is another try to show what seems wrong to me: Both the scout (orange) and the berserker (green) have Atreus. Both have moved forward 4 squares. Yet the scout has a much bigger sight range than the berserker, shown by the diamonds. In fact, every other type of templar has more sight range *without* Atreus than a berserker *with*. Maybe Atreus has some hidden function on top of extending the sight range, but it doesn't seem to do anything for Berserkers. I guess nobody else is really interested in figuring out how the fog of war works, so I'll leave it at this. (grumpy comments don't help) What I meant to say is: I'm surprised everyone is just going by "Sight is very limited, so whatever you see must just be that."
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Aug 31, 2013 1:48:09 GMT -5
Quite the opposite, my scout + hydra squad is usually blazing along at 5 squares per turn, so I'm quite familiar with the mobile sight range. I guess everyone else rarely moves more than 2-3 squares so they don't notice this. When I swapped a scout for a berserker, I noticed a huge difference.
Where the scout can see 5 squares ahead the berserker can only see 3. That's with both of them having the Atreus system. Without Atreus, the scout can see 4 ahead and the berserker still 3.
I hope Cory can explain how it's supposed to work so I know what to compare my observations to. The help file is rather limited in that regard.
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