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Nest of Horrors

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  • Nest of Horrors


    The mission was simple: get in, scan the nest and extract all squad members, preferably alive. What those eggheads back at the base didn't say is that the second our mercs would reach the mission goal, all of the discovered map would explode with a hellish combination of screeches, fangs and poison. They didn't say it was a nest of...



    Appearing early in the game, Raptors join our previous horrors in the type of enemies that evolves as the story moves forward. Your first encounter with them will feature a 600 health deep, 500 damage strong and 30% critical species, which later grows to be a gigantic (literally) pain in the lower armor, poisoning your mercs for several turns.



    While these nasty and completely original monsters are at the most dangerous in groups, they can also be very clever on their own.

    Fortunately, we just received top-quality directives on how to fight.

    Rule №1: Defend your rear



    Running missions you will often have a risk of going through a point on the map that spawns a raptor, then two, then a dozen, surrounding your squad in one turn. And if your scouts and heavy troopers can handle melee, you are advised to gather snipers near them for defense.

    Rule №2: Recruit more Rangers



    Useful in every battle, Rangers are very effective at dealing with groups of enemies, and when your enemies don't have a lot of health, a pair of well-trained snipers can clear the whole map withing a single turn:



    Double Tap

    Attacks a second target within LoS at -25% damage



    Line 'Em Up (passive)

    +1 target for Double Tap skill



    Firing Squad (passive)

    Killing uncovered enemies costs 0 AP (up to 3 times)

    Multiple shots per action and free kills will ensure that your Rangers are an everlasting hurricane of bullets, vengeance, and occasional reload.


    Learn by fighting

    Take these advises for a spin and share with other Commanders how to battle horrors!

    Good luck.
    - HQ out.

  • #2
    That's not all you have to do, if you want to stay alive you better keep a good amount of defenders or grenadiers since they really like to travel in packs. Grenades, explosive shot are the best thing on your list of how to kill them if they get too close. Snipers should carry powerful side arms if they even want a chance of survival since the armour they are wearing is equivalent to a tank top. Alphas are also a major danger, they can stun you and killing them is top priority. Also you need to differentiate them by the colour of their scales.

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    • #3
      "Your first encounter with them will feature a 600 health deep, 500 damage strong and 30% critical species, which later grows to be a gigantic (literally) pain in the lower armor, poisoning your mercs for several turns."

      Most importantly, Raptors stun, not poison.

      The sentence should read "Your first encounter with them will feature a 600 health strong, 500 damage dangerous and 30% lethal species, which later grows to be a gigantic (literally) pain in the lower armor, stunning several mercs for every turn."

      Using "lethal" instead of "critical" because a critical hit should be lethal, or it is not actually a critical hit as such...

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      • #4
        We both are correct Star lets leave it at that

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        • #5
          You may both be correct but for very different reasons.

          Yours is a strategy guide help for the beginners, but starqnaked is a correction in the write up (grammar and ability they have) spiders poison, raptors stun, spike wings weakens your armour.

          If you go on a mission and expect to be poisoned but are stunned instead you may be ill-equipped to deal with it.

          So I guess it's just getting the right info in the right places to help the newer players.

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          • #6
            True in all ways, pls don't tell me your an exodus soldier I really don't want to shoot anyone after yesterday's accident at my house. God curse whoever threw that damn brick at my head......

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