Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
mar.sch 2023 年 6 月 9 日 上午 1:19
Update 26 (+27) feedback
New run. TFTV v1.0.4.1, Anu unbuffed squad, Hero difficulty, Make Pandorans Stronger checked.
(Updated to v1.0.4.2 in mid February.)

# General comments
It was a quite interesting run. Usually I win the game mid February but this time I played long enough to get everything.
I thoroughly tested soldier build ideas (more below).
I learned a couple new things:
Killing the Behemoth in TFTV gives a significant inter-faction attitude bonus. Faction wars were completely avoided. Nice! Havens becoming infested is still thing. Nice. I can still collect the two missing goodies. Delirium is cured once but not gone. I did an experimental treatment after killing the Behemoth but accumulated enough Delirium again to warrant a second treatment round before the final mission. At ODI level 12 there was a new VO despite a long pause (and no VO at all).

Cool new loading screens. Are they your original work or previously unused assets?

# Bugs and oddities
Anu Priest class was shared on day 14. But I still have to do the research myself (in contrast to Synedrion starts where I got the Infiltrator class on day 7 for free).
Wrong description for Electric Kick “Perform a melee kick, and daze target if shock value is greater than target’s Hit Points“: Sonic damage type works against WP.
Parapsychosis is usable on Explosive Eggs. Not sure if this intended. This one Explosive Egg took care of two Arthrons :-)
A Cyclops tried a Psychic Scream against a Spider Drone.
Infested havens: no more faction (Synedrion) haven defenders under Mind Control? IIRC they are still mentioned in the Hint before the mission and in “Awakening“: … The couple of soldiers who where lucky to get mindfragged during the initial attack …
[Unconfirmed. I planned to restart the mission from a tactical tmp save but forgot and later did override the save.]: a Priest mind controlled an Arthron Scourge Alpha (reducing WP to 10/15). He entered a Scarab. A Acheron hit the Scarab with a Mist blast. On my turn the Priest had then WP 0/15 (and lost the mind control) but the Berserker/Infiltrator (also in the Scarab) had still 12/12.
Biochemist: Acid grenade applies +5 extra acid (=0.25*20) but grenades aren’t direct damage.
There were no Archons on the final mission.

# New base defense
2 defenses (Update 26) and 2 defenses (Update 27).
I did the first 2 immediately (18h left) because I had troops sitting in airplanes at the bases (troops in the base aren’t deployable. Intended?).
1st one: I activated all 3 consoles for the 1st wave because I misunderstood the Hint. The explosions/fire disabled 2 body parts. I like the chaotic nature. I hope the fuel tanks will never explode immediately.
2nd one: I used one console to neutralize the 2nd wave.
3rd one: 12h left. Different setup compared to 18h left. 1 Hatching Sentinel.
4th one: 12h left. 1 Mist Sentinel. Destroyed a console (Thor AML).
Difficulty rating: easy, at least with experienced troops and 12-18h left. I’m curious to know what I would have to face if there are only a couple hours left.

# Soldier builds
Berserker/Infiltrator:
Very strong. Up to 8 AP with Exertion and Neural Feedback. The goal is to daze enemies. Built for speed and/or armor not stealth. All extra weapon proficiencies should be useful. Both of mine soldiers had Heavy Weapon Proficiency.
The loadout was: 1 Laser Pistol, Marduk’s Fist (later replaced by PX Shock Lance), heavy weapon (mostly NJ MG).
One had Stomper Legs (2 AP AOE daze attack against HP, can clean tiles (fire, goo)) the other had Shadow Legs (1 AP daze attack against WP, IMHO more useful).
If there is a free slot I recommend Vengeance Torso (+20% dmg if there are enemies within 10 tiles).
One acquired “Feral“ through the first experimental treatment. The fumble chance felt like more than 10% because it not only applies to attacks. But it was manageable.
Priest/Infiltrator:
Front line usage. Excellent at creating distractions or neutralizing enemies (Mind Control, Induce Panic, Deploy Decoy, Parapsychosis), pest control (Mind Crush vs small critters or heavily injured enemies), scouting (Mind Sense), defensive support (Psychic Ward, Jamming Field). Screaming Head is a strong option (+8 WP, Psychic Scream, Mind Control Immunity).
One of my Priest/Infiltrators had a Screaming Head, but later I mutated a Perceptor Head and Venom Torso because he had Tunnel Rat (resulting in 75% stealth).
The other one had also a Screaming Head. But I gave him a Preceptor Head and Vengeance Torso because he was a Tunnel Rat, too. Later the stealth was ruined by “Faster Synapsis“ so I mutated the head back to Screaming Head.
Venom Torso builds:
Main weapon: Shoot Spike (55 dmg + 50 poison, range 22, AP 1. In TFTV the arm has unlimited ammo but in tactical there is still an ammo indicator (Vanilla leftover?)). Against autopsied enemies Shoot Spike should penetrate 60 armor. Other usable weapons: handguns (paralysis, acid, shred), one-handed melee weapons (shock, bleed, virus, vampiric), thrown grenades (poison, sonic, EMP, shred, virophage, fire, acid and shock), Spider Drone Pistol, Turrets, EDIT: Missile Launchers, Mech Arms are meant for the above Priest/Infiltrator build.
In Vanilla I had much fun with a Berserker/Infiltrator with Thief perk, Echo Head augmentation and Venom Torso mutation.
In TFTV these classes are interesting for Venom Torso builds: Priest (because Biochemist), Berserker (Handgun and Melee Weapon Proficiency, up to 6 attacks using Exertion), Sniper (Handgun Proficiency, Gunslinger, Armor Break), Technician (because Amplify - I only realized now that “… +50% to special damage …“ is for offense), Infiltrator (with Tunnel Rat 90% stealth is possible).
Usage: spamming poison at mid to short range. A Priest/Technician should be able to apply up to (50+12+25)*4=348 poison per turn, a Berserker/Technician up to (50+25)*6=450 poison per turn. Stealthed scout - even possible with a Berserker or Priest with existing head mutation (max 85% stealth after Project Osiris). Shooting poison from flanking positions, possibly triggering Neural Feedback.
I tested a Priest/infiltrator (75% stealth) and a Priest/Berserker. I am very satisfied.

# My 9 best soldiers in this run
2 Berserker/Infiltrator
2 Priest/Infiltrator (1 with Venom torso)
1 Priest/Berserker (with Venom torso)
1 Sniper/Technician
1 Technician/Sniper
1 Heavy/Infiltrator
1 Heavy/Assault
最后由 mar.sch 编辑于; 2023 年 6 月 9 日 上午 1:29
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mar.sch 2023 年 6 月 15 日 上午 8:17 
(lessons from my Antarctica run)

引用自 mar.sch
# New base defense
(troops in the base aren’t deployable. Intended?).
Troops in the base will be deployable IF there is at least one soldier in an airplane. Otherwise the deploy button is greyed out.

引用自 mar.sch
# New base defense
Difficulty rating: easy, at least with experienced troops and 12-18h left. I’m curious to know what I would have to face if there are only a couple hours left.
A serious challenge with 4h left.
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