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报告翻译问题








If originally it was 1, it should be zero.
oops, thx, will try to fix for next release
EDIT: did this happen when you had the VO hostile defenders or before that?
EDIT2: nevermind, found and fixed.
so, what's your overall impression so far? How do you feel about the new infiltrators? Did you have the latest base defense missions?
The to be defended Cyclops has Scarab’s “Reinforced Caterpillar Tracks“. This has to be activated manually (the above Cyclops’s AI may not know how to use it). The description should be changed.
I was quite sure I had seen higher rewards in the past but after removing the VO and intercepting more flyers I think I’m wrong.
According to my diary which is in chronological order it was before the VO. The last action was a NJ Assault firing at the Arthron. I don’t think it was killed (I didn’t witness it because reduced perception VO, night mission and no Volunteered soldier = effective sight range ~10 tiles).
### New base defense
Played 6 in-game weeks but had no base defense mission. (Am I too efficient? OK, I was lucky in detecting many Pandoran Colonies.)
### New Infiltrators
Of the new perks I like Neural Feedback most.
Jamming Field seems to apply to an Arthron’s Spitter Head (while a ranged weapon it’s not a firearm).
Anecdote about Jamming Field: During the first Lair a Siren mind controlled my Infiltrator. I wanted to use a Neural Pistol to temporally neutralize him but after 3 jammed and 1 missed shots I changed plans and moved back nearby soldiers (had to use one Onslaught to move the shooting Assault out of the Siren’s strike range). The Infiltrator then missed his shots and the Siren mind controlled a second soldier but had to give me LOS. Nice try. On my turn I killed the Siren.
Parapsychosis: A bit situational because if there are no enemies nearby the wild one will happily go after the Infiltrator (or other nearby soldiers).
Vanish: I haven’t used it in this run. I prefer to use tactics which are usable in most situations. I already wrote in the other discussion about possible use cases: Vanish+move/jet jump to a position near shooting enemies+(present these enemies a target they like to shoot at)+Return Fire. Vanish+move+Overwatch. Another theory (Infiltrator/Priest): move+Psychic Scream/Induce Panic/Mind Control and/or Parapsychosis, potential use of dazing grenades to trigger Neural Feedback+Vanish.
Infiltrators are super strong early game (Synedrion starting squad) and mid game. Later they start to struggle with more and more armor. They either need a strong personal 4th row perk (my starting Infiltrator had Melee Weapon Proficiency which is not ideal) or need to be dual classed. My favorite is +Heavy because with Grenade or Missile Launchers the chance to trigger Neural Feedback with Surprise Attack is quite high.
### Soldiers, Vehicles and Aircrafts in this run:
(TFTV does a damn good job at making all single class soldiers viable. Dual classing is just cherry on the top.)
# A-team in Helios
PX Assault (46 missions, 69 total kills) *1
PX Sniper (43 missions, 42 total kills) *2
Syn Infiltrator (44 missions, 51 total kills) *3
Anu Assault (40 missions, 49 total kills) *4
NJ Heavy (34 missions, 26 total kills) *5
# B-team in Helios
Armadillo
NJ Sniper/Technician (27 missions, 29 total kills), ex A-team *6
PX Sniper (8 missions, 4 total kills), lvl. 6, ex naked solo explorer
# C-team in Manticore
Scarab
NJ Heavy/Infiltrator (26 missions, 23 total kills), Tunnel Rat *7
NJ Heavy (20 missions, 26 total kills) *8
Independent Assault (19 missions, 21 total kills) *9
# D-team in Helios
Scarab
Independent Sniper (4 missions, 4 total kills)
Independent Assault (4 missions, 4 total kills)
# at training base in East Africa
Manticore (2 seats)
Anu Assault (4 missions, 5 total kills)
Anu Berserker(4 missions, 4 total kills)
7 lvl. 5 Mutoids (0 missions)
6 lvl. 7 soldiers (0 missions)
# at base in South America
Scarab
# armed aircrafts
Manticore (Aurora, starting weapons and module)
Manticore (2 Syn Laser Guns and NJ Armor Plates)
# Memorial
2 PX recruits, naked solo explorers
### most used skills and favorite equipment // stats before modifiers and unused personal SP (unused PX SP: 196)
*1 47x Quick Aim, 23x Aimed Burst, 14x Kill’n’Run / 169x PX AR, 11x Neurazer, 11x NJ SR // 20-8-20, 163
*2 13x Marked for Death, 6x Gunslinger, 3x Armor Break / 132x PX SR, 57x NJ AR, 14x PX Handgun // 24*-7-20, 103, *because Survivor and Privileged
*3 6x Deploy Decoy, 3x Parapsychosis, 2x Recover? / 251x Crossbow, 31x Spider Drone Pistol, 9x Medkit // 20-8-20, 168
*4 34x Quick Aim, 16x Aimed Burst, 13x Onslaught / 120x NR AR, 29x Neural Pistol, 24x Anu Shotgun // 20-11-20, 152
*5 32x Jet Jump, 31x Boom Blast, 7x Recover / 68x PX Grenade Launcher, 27x NJ MG, 27x PX Light SR // 24*-11-20, 127, *because Survivor
*6 9x Technician Repair, 6x Electric Reinforcement, 5x Technician Heal? / 62x NR SR, 33x Syn AR, 14x Mech Arms // 20-11-20, 24
*7 26x Boom Blast, 11x Jet Jump, 5x Recover / 62x PX Grenade Launcher, 49x NJ MG, 8x Neurazer // 20-11-20, 40
*8 22x Jet Jump, 6x Boom Blast, 1x Recover / 90x NJ PDW, 40x NJ Missile Launcher, 4x Medkit // 20-10-20, 72
*9 26x Quick Aim, 14x Aimed Burst, 7x Recover / 71x NJ AR, 13x Neurazer, 4x Medkit // 20-11-20, 48
### Game pace
Because I try to do the majority of important missions in January February is sitting idle in geo strategic locations and waiting for the Pandorans (haven attacks, Pandoran flyers, evolution!!!). In this run I probably can do the NJ ending before seeing a regular Scylla.
Short diary, continued:
# 5th week
Building 2 Research Labs.
Recruited lvl. 2 NJ Technician (Tunnel Rat and Volunteered, sent to training base).
Haven defense (NJ vs Pandorans): 6 weapons, 2 armors.
The Behemoth has emerged.
Pandoran Lair destroyed. VO “Human perception lowered to 20 from 30.“ removed.
Haven defense (NJ vs Pandorans): 4 weapons, 1 armor.
New mist zone in South America.
Dual classed C-team Heavy to Infiltrator because Tunnel Rat.
Ancient Ruin.
Ancient Ruin.
Intercepted Charun.
VO: New Pandoran Colonies are built 100% faster.
Ancient Ruin.
Ancient Ruin.
Intercepted Berith.
Ancient Ruin.
Intercepted Charun.
Haven defense (NJ vs Pandorans): 5 weapons.
Ancient Ruin.
Haven defense (Synedrion vs The Forsaken): 3 weapons, 2 armors.
Haven defense (NJ vs Pandorans): 3 weapons.
Intercepted Charun.
Scavenging site: 11/11 Resource Packs, 2 weapons, 1 armor.
Haven defense (Anu vs Pandorans): 6 weapons.
Intercepted Charun.
Grand Theft Auto.
# 6th week
Enriched scavenging sites are revealed.
Intercepted Charun.
Intercepted Charun.
Pandoran Lair destroyed. VO “All diplomatic penalties and rewards halved.“ removed.
Pandoran Lair destroyed. VO “Haven defenders always hostile, but crates available for looting.“ removed.
Havens can become infested.
VO: More mist in missions, can deploy one more operative on standard missions.
Charun intercepted.
The Second Initiation. Anu: Supportive.
The Behemoth went underwater.
Charun intercepted.
Haven defense (Anu vs Pandorans).
Pandoran Lair destroyed. VO “New Pandoran Colonies are built 100% faster.“ removed
Reactivated Cyclops.
Building Mutation Lab.
Synedrion haven (in Australia) was destroyed by Pandorans. D-team was only 3 hours away. Would have done it if I had access to Quick Response Modules earlier.
Defended Cyclops.
Completed Command Fortress research. Delayed that as much as possible.
I’m out of research projects. Diplomatic progress with Anu is only at 44% and with Synedrion at 34% (because VO). (Pandoran Citadel is currently locked.)
NJ has built the Command Fortress. Currently two Synedrion havens are under attack (by The Pure and Pandorans). Instead of defending (and thus probably getting Synedrion to Allied status) I can just proceed to the NJ ending. No Scylla seen, yet. 11.02.2047 05:00.
### not experienced content
# playing with LOTA weapons
Well, I can build 4/6 weapons but haven’t. I might do it for the final mission, though.
# new base defense
# infested havens
# Revenants
# faction wars (thank god!!!)
Although it will start very soon because of the Command Fortress.
# playing with Mutoids
OK, I could if I wanted.
I looked into it and indeed, Cyclops was having trouble with the caterpillar ability and targeting. I'm in the process of revamping them and the story mission, not sure how far along I will be for the next release, but the movement issues *should* be resolved. It will also have a couple of new tricks :)
yeah, the bug was unrelated to the VO. Fixed and will be in next release.
Me too :) I put a screamer head on a Mutoid and it was good fun. Except the time I forgot that Forsaken with heavy heads are immune to daze, lol
Will ask the team.
I agree. Belial and Madskumky did a damn good job with BetterClasses, and also with the infiltrator rework. Sneak Attack was so... mediocre :)
Yes, that's the case, Jamming Field is affecting Spitting
# Bug
Jamming Field applies during enemy turn although I evacuated my Infiltrator on my turn.
# Faction War balance
Late game NJ is OP. NJ repelled all haven attacks by Synedrion (7x) and Anu (1x) and succeeded in all own haven attacks (8x vs Synedrion).
# New Scylla
Haven defense vs Scylla Nocturna
# Turn 1
Scarab: Scorpio VII
Heavy: Thor AML
Heavy: Rebuke
(Scylla went after a wild Triton.)
# Turn 2
Scarab: Scorpio VII
Heavy: Gauss MG (+20% dmg from Battle Focus)
Heavy: Light SR
Assault/Priest: Iconoclast + quick aimed Gauss AR
Heavy: 2x Gauss PDW
(NJ Heavy (haven defender) and wild Venomous Myrmidon attacked Scylla)
(Scylla injured Heavy)
# Turn 3
Scarab: Scorpio VII -> Scylla: 1504/3950 HP, status: 38 acid (Mindfragger was killed), 104 poison (wild Venomous Myrmidon was killed), 480 bleed (all legs are disabled)
Heavy: Gauss MG (+20% dmg from Battle Focus)
Assault/Priest: Mind Crush + 2x quick aimed Iconoclast
Heavy: 2x Gauss PDW
(Scylla is dead)
# Soldier builds
Tested the Infiltrator/Priest idea in the above haven defense: useful. Although he nearly died because I omitted the +Vanish finish and a Venomous Myrmidon was nearby.
Idea for my next run: Berserker/Infiltrator. Able to get 8 AP with Exertion and Neural Feedback. Built for speed and/or armor, not stealth. With Adrenaline Rush and Marduk’s Fist or PX Shock Lance he can move (or dash)+melee strike four times. It’s not about killing but dazing. Gun Kata might be added and Parapsychosis might replace 1 AP action.
# LOTA and KAOS weapons
I usually loot enough standard weapons to not have to build them myself and standard weapons are strong enough most of the time. Therefore I don’t buy KAOS weapons early game. In my findings I have to pay less for replacement ammo over the lifespan of the KAOS weapons than paying upfront for the weapons.
I bought KAOS AR and SG for the final mission, though. They won’t malfunction because they are new and less backpack slots are needed for ammo.
LOTA and KAOS SR are less appealing because I have NJ’s Piercing SR and Virophage SR.
IMHO the most useful LOTA weapons are Crystal Crossbow and Rebuke. Both melee weapons are strong but the team need to be built for melee tactics. I’m missing the research for the Shard Gun, again. On paper it looks nice but comes so ultra late game.
# Questions
If I bring 2 Infiltrators will Jamming Field be checked twice on the same enemy? (Probably not.)
Can Jamming Field interrupt Return Fire or Overwatch? (Probably not.)
Are two (or more) wild enemies on the same team or will they fight each other?
Nope, it's called Wild faction, wild enemies should not fight each others