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(13) Guardians of steel - Starship Troopers
Posted: Sun Jun 19, 2022 6:39 am
by TracksterTV
Re: (13) Guardians of steel - Starship Troopers
Posted: Mon Jun 20, 2022 5:04 pm
by zgrssd
Yes, this Hive layout is completely and utterly insane. I have no idea what they were smoking during design or playtesting, but this mission has to be changed ASAP.
With both Hives, I have to cover 1 main entrance and the 3 holes. That is 4 Exits!
Which I can not do because they are physically to far apart. Like, not even a Rocket trooper can cover 3 entries - without standing directly in front of Nr. 4 and thus dying in 0.1 Seconds if anything spawns.
Right now my choices are:
- bring loads of engineers, meaning that I have no have the firepower to even clean 3 entries.
- bring more marauders, meaning I do not have enough rocket troopers and they just die to Scorpions
- bring a more rocket troopers - meaning I do not have enough marauders to keep them or the engineers alive
- I can't bring a radio operator for in-place replacements, because that would be 1 rocket trooper less
Is the joke of the mission that Marauders are utterly useless for the 2nd half, and I need to do that with Radio-Engineer Swarm + Rockets?
Because that is something that might make some sense.
Re: (13) Guardians of steel - Starship Troopers
Posted: Mon Jun 20, 2022 5:50 pm
by zgrssd
Now I did manage to get past this damn BS mission:
I have done every mission before (and will try every mission after) on Hard. x0.75 Damage.
This mission - and thus far only this mission - I had to set difficulty down to easiest. x2 Damage.
And I still barely had enough firepower to clean all 4 entries in time before 1-2 of them repopulated!
Those are simply too many entry points over too large a distance. It just does not work mathematically on higher difficulties.
Re: (13) Guardians of steel - Starship Troopers
Posted: Sat Jun 25, 2022 3:17 pm
by Wolfenguard
then much more fun with 1 of the later missions
