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But I can't say that it was absolutely useless, because when he finished with my regular base (for some reason one of my tower and pair of mines survived this mess) he focused on walls that I have built to the middle of the map, and that gave me enough time to finish him off.
Anyway I threw away an idea of trying to catch and hold eastern resources and focused on constant pressure on northwest base with massive bunch of Apollos with electro+Apollos with AntiAir+Athenas with electro and Phoboses I was given at start+hired agents. Slowly, sector by sector, I used to kill tons of enemy's tanks, and with electros it was a pleasure.
While I moved towards to NW-base I quickly researched and produced few Crions before missles started to destroying me and I just have reached my target and slowly get rid of NorthWest base, while Apollos and Medic agent had Crions' back (and front too, lol).
Then I left one AntiAir unit to kill all the harvesters and constantly incoming Colony Centers, which led enemy to out of resources. But of course before he ran out of resources he sent to me from second base a bunch of chemical tanks, which I got killed with Athenas (fast engine makes them really quick and mobile) and Medic agent (utilizing air trash with psy-guns they sent to me).
After all of that mess it was only matter of time of killing almost helpless NorthEast base — bunch of tanks crawling between two bases wasn't a big issue with proper micromanagement of small squad of units which survived first part of the mission.
Anyway thank you for your guide, which made me believe that this mission is quite possible to pass.
P.S. performed on hard difficulty, all the time of course I had to abuse save/reload...
1. You do not need a huge base.
The goal of the mission is to free a group of prisoners and then get all of your heros and prisoners to an extraction location. The prison camp is marked on your map from the start of the mission and the extraction point is conveniently near the prison camp. This is all that is required to clear the mission. This can be achieved with a very small strike team with very specialized units, thus there is no need for a large base to be built to sustain a long drawn out fight.
2. Artillery is useless.
Unfortunately the LC's artillery unit the Crion is not usable in harder difficulties. Because this unit has to be airborne to move it gets shot down by the massive amount of anti aircraft Amursk's the enemy pumps out. They annihilate any flying units and makes it near impossible to get artillery near any significant structures.
3. The enemy units can be easily distracted.
There are 2 bases other than the prison camp (one red to the west and one light green to the east) that will continuously pump out waves of units. Under normal circumstances these waves will eventually gather together in enough numbers (and with enough long range artillery) to overrun your base. However, if units or heros were to intercept incoming waves, the enemy wave will happily chase after them instead of continue to your base.
With these 3 findings I found a streamlined and cheesy solution. The plan involves building a minimal base at the mission starting location, a secondary buffer outpost to the east entrance, and creating a single streamlined assault force that will beeline to the prison camp. There is no need to fight the endless hoards that the other 2 bases will produce.
Main base
Your starting set up should involve dropping 4 mining stations on the crystal and 2 on the water. For your main base you will need 4 towers total. Everything should be as far back away from the ridge and entrances as possible. 1 will be a production tower and have 4 to 5 production modules. The other 3 will have solar panels and storage units. On the first tower be sure to grab a research module on the top. Only 1 research module is needed. The reason you want to keep away from the ridge is to force artillery units to have to come across to your side of the ridge to get in range.
Defenses
The enemy loves to send flying Amursk's your way so make sure to drop 2 to 3 AA walls on both sides of your base to defend against them. The ai will actually stop sending in air raids once you establish them and instead keep their units on the outskirts of your base just out of range. Additionally dropping a twin tower and electric wall combo on each side along with your contract hero is enough to deal with early waves. Do not spend too much on excess defenses. This strategy will be very crystal hungry and so the less you spend on unneeded defense structures, the more can be spent on the offensive gameplan.
Secondary Buffer Outpost
As soon as your defenses are in place at your main base you can begin researching the only tech you need, the Charon. While this is researching Ariah can be taken east toward the bottom right hand corner of the map. There one of the optional LC prisoners is being held. You can easily clear the units and tower with the acid gun. The pilot you free is useless, however the crystal deposit next to this spot is huge. Drop down 2 more mining stations, 2-3 AA walls, and a twin tower/electric wall combo. This will act as a buffer from waves coming from the east along this path to your main base. This is only to buy time for you to build your assault force.
The Assault Force
You are going to make 3 squadrons of units. In my run I used the following and had no problems completing the mission with 0 additional reinforcements.
10 Charons outfitted with 3 sets of psi rayguns and 1 electric cannon, chemical armor, speed engine, and shield generators.(Killers)
These units are your Killers. They will be your frontline that eviscerates enemy forces.
7 Charons outfitted with 3 sets of ultrasonic wave cannons, 1 electric cannon, chemical armor, speed engine, and shield generators.(Wreckers)
These units will be the main way you breach the enemy prison camp. Since artillery is not an option, ultrasonic wave cannons are the next best option and do a great job when you have 21 of them all focused on a single structure hence the nickname Wrecker.
8 Apollos outfitted with anti aircraft missiles, chemical armor, speed engine, and shield generator.(AA)
These units are key in defending your other 2 squads of Charons from all the Amursk's patrolling the skies. They cut through enemy aircraft very quickly, however they MUST be protected from enemy ground troops.
Once built, these 3 squads can be sent out of your main base along the eastern path toward your buffer base. It is then a short trek north towards the main prison camp. Move the killers first in front to intercept enemy ground troops. Move AA squad in after to kill any enemy aircraft. Move wreckers last and have Ariah somewhere in the middle just so she does not take too much damage and randomly die. Rinse and repeat this process as you march your units right up to the prison camp's walls.
What you will notice is that the killers are very adapt at neutralizing enemy vehicles. The electric cannons quickly drain their shields and then the psi ray cannons quickly cause the drivers to go insane. All incoming troops that are not killed will quickly no longer attack you and instead drive around aimlessly. It so happens that the ai registers these units as enemies. So no the enemy units no long send waves in organized structures. Instead they break up and chase these rouge units. This has a snowball effect. The farther north you push, the less effective reinforcements you encounter as the eastern base is unable to send units directly anywhere. All waves headed toward your assault force or base will be distracted by the remnants of the last wave.
Breaching the Prison
This part is really easy. Once you reach the walls of the prison camp, send your wreckers up in front and target the turret defenses one by one. They turrets fall very quickly with all the damage hitting it from the 21 ultrasonic cannons. Once the bulk of the turrets have been destroyed, Ariah can help out in clearing structures with her acid cannon. In a bit the whole camp will be leveled and you walk Ariah into the area marked on the map. This triggers a dialog with Major Falkner and Liu Han. They join your party and a new location is marked on your map.
Escape the Planet
Now all that's left is marching your forces and party of heros around the corner to the evacuation point. The enemy was still very disorganized from the random rouge units that there was little resistance on the path around to the evacuation site. Once you get Ariah, Falkner, and Liu Han to the marked location the mission will be completed.
Defending your Base
The neat thing about this strategy is that your base serves as a distraction once it has produced your assault force. You should not need any reinforcements. The more enemies that are charging toward your base versus intercepting your assault force the better. Eventually your base will be overrun with artillery units if you do not focus on producing some combat units to defend it. I found it not necessary and reached the evacuation point as my base was being destroyed. The strategy is very all in, but it allows you to get a good sized army advancing deep into enemy territory before the enemy waves can build up.
Let me know if this worked for you as it did for me.
Note...
I read in other posts the pros of using the Deimos unit instead of the Charon. While it is true that the Deimos has a large HP pool, it also has one less weapon slot. This really matters when trying to quickly mind drain the enemy vehicles. The killers having a third psi ray gun per unit is huge in cutting through enemy shields and quickly draining the mind stat from drivers. I did not lose many units from my strike force. I did not feel like extra hp on the units was better than the extra weapon. It is highly possible that this strategy does work with Deimos units as well, but may take longer to disable units and cause your advance toward the prison to be slower.