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Though I balanced the final encounter with needing 4 so it's just to make life easier if someone explores
btw to find cache #5 I had to load the scenario in the editor: That's an evil hideaway, especially since one cannot return there.
I just found the janitor and cache #4, still scouring around for #5.
Clicking it really does change the turret type.
The turrets unlock based on the war support you have (caches found in the map) so to get 5 turrets, you need to find all 5 caches
The additional marines cause some blocking issues in the storage area though, but that is OK. Being ultra-careful and with only mild savegame scumming I could get through the storage area with zero losses. Going in a bit more gung-ho lead to me losing half the squad upon reaching the security room, but savegame scumming was not used at all.
Seems much better now, thank you for the fix!
Minor bug: The unlockable turrets at the end do not all work and the four (I think) ones to the left that do work have a strange button about changing the description to AA or such. I should have taken a screenshot...
Let me know if this helps
A possible band-aid fix would be dropping two squads of marines in there.
No stunlocking of bugs + slow movement speed = no use in running. I do not understand how this is supposed to work at all. Extreme savegame scumming can reduce losses when one knows exactly where the bug is and it happens to die a splitsecond faster when it has a small issue going around the corner but I doubt that this is how it is supposed to be played.
Also as you can see in Milo's video, sometimes running is the best option :D
He kites through the vents but it can simply be done by being cautious and facetanking the tiger to out-dps it
Even if i play with careful i will always die in the vents because i dont have enought members in the squad maybe that is why it feels not tested
i tried different routes and it always the same outcome
i hope this helps you