Tuesday, May 20, 2008

Armour deflection guide in Talsia

Ok here's why you should use armour rather than shield deflection on delta and maybe early alpha:
Pros of armour def
- lower bm, so easier enemies
-gives a lot of speed as well, so your bots can evade more and even your crus can outspeed things that normally a bul would be slower than
-there are a lot more enemies that can break through shield def than those that can break through high armour deflection
-its cheaper
-less energy use on seers, which means you save on reactor upgrades (VERY important)

Now you're convinced, this is what you should have for armour def.

4 (cy)seer/s, 1 reap, 1 crus, another crus/bul, (cy)sent

Minimum requirements: seers should be no lower than AI 12. reap at least AI 13, crus and cy at least AI 10, doesn't matter for sent in delta but its best to get it as high as possible in sulph b4 leaving

Adequate: AI 15 seers, cy + crus @ AI 10, reap @ AI 15, sent @ AI 14/15

Recommended: cyseer + crus @ AI 14, at least 2 seers @ AI 17, at least another @ AI 16, bul @ AI 15, reap @ AI 16

What the uplinked stats of your squad should be to survive: 60% is minimum armour deflection, 80% is adequate, 100% recommended, 34% energy saving is recommended. For accuracy, get the exact or just above exact amount off accuracy needed for all your weapons to be 100% accurate. Firerate, well if you do minimum 60% or adequate 80% armour def, then you should have 50% firerate +. Thats enough for under 2mil bm. For those who get recommended 100% armour def and cyseer, then 100% fr is also attainable.

Mods to use on the seers (minimum and adequate versions): Really simple this part - use 2 tc7 and a flux on 1 seer, (if you're doing minimum then put them on cyseer, or if you dont use one, then use 3 tc7 spread on 3 seers). For the rest of the mods, just use mech obvs :) After that go to Personal Squad Viewer and check your bots stats. If you find the seers are selfdraining quite heavily (over 25 per turn) or you dont have enough accuracy, then swap some mech obvs.

Before doing this, upgrade all the seers' mod tech to 40, and spend the rest on uplink but only if you can reach one of these numbers: 50%, 60%, 67%, 70%, 75%, 80%. Not something in between, don't waste upgrades when not needed.Do NOT upgrade reactor at this point. It won't stop you from getting drained by things that you dont kill or drain straight off, but unless you spend a lot of upgrades getting to 30 or higher reactor level...you'll still be drained. Plus, your seers getting drained doesn't matter so much as long as you have a reap. By the time they drain you they should be neutralised really. Anyways. If you use cyseer, then just upgrade uplink to anything up to 80%, and save the rest for when you get plasma.

Mods for players doing recommended 100%: for the 2 AI 17 seers, upgrade mods to 40%, uplink to 70% (3 mech obvs each). For the AI 16/17 seer with 2 tc7 and flux, upgrade to 67/68% uplink and 30/40 mod doesnt matter. For AI 13+ cyseer, upgrade mod tech to 67, uplink to 84%, or as high as you can. Put on 1 weapons amplifier and 3 mech obvs. This gives you over 100% armour deflection, over 100% firerate, 33/34% energy saving, will bring you crus to over 70 speed (it'll outspeed EVERYTHING in delta, which means no more dying to lieuts and shocks in freighter mission/ruins. It'll also outspeed crash troopers in alpha) and give you 40% accuracy, which is exactly what you should need.

For AI 16+ reap, upgrade weaps to 226, mod to 10, reactor to 20, payload to 325. Use 1 immob 1 magnatron, subnuke and tsub.

For bul, upgrade weaps to 319, reactor to 56, mod to 15, payload to 640. Use shield neut, hrx, phalanx, railgun, 2 mag accs (with 103% fr or higher from seers and these 2 mag accs, it means your railgun will fire on the last 2 turns out of every 3, very useful for tanks), and mag reactor.

For crus, up weaps to 298, mods to 15, reactor to 56 (30 if you cant manage 56), use hrx, comwave, anomaly, and bionuke/mag reactor.

For sent, just use a motion and an ion reactor. Don't need to use upgrades until you get plasma, in which case see the Mini-guide for bot upgrades on this board.

Btw for the minimum and adequate versions of bot upgrades, just use downgraded versions of recommended, i.e. use immob + pulse on reap, heavy shield displacer 2 hr100 shatter on bul, etc etc.

If you need specific advice on anything just ask :) And don't hesitate to msg/pm nice players for help :P

Units to watch out for (kill/drain asap):

Siege blaster, battering squad, ram squad-they can take out a bot of yours in 1 hit (only the low hp ones tho, such as reap/seer) by themselves, these will fire on 2nd turn. However, if there is a lieutenant/corporal/sergeant in their squad then they will fire 1st turn. Usually, they will also have a heavy shield projector sometimes...this means you might not be able to kill them 1st turn (if you are doing recommended version, then a bul will kill a siege blaster 1st turn if theres only 1 shielder). So drain them with your reap...this is what radius drain is for.

Grenadiers/Sappers: these have weapons called satchel charges. These weapons deal a lot of armour damage, but luckily, only fire every 0.2 turns I think. With a lieutenant, they will fire every 0.35 turns, so not too dangerous but still watch and make sure you target these in time.
Lieutenant: Now these dont deal much damage of their own...but they give considerable firerate, deflection and crit to other enemies, so if theres nothing more important than heavy infantry, target the lieut.

Sabretooth/Jaguar/Panther: The turret equivalent of siege blasters etc. same principle applies with the mod-uplinkers (lieuts/corps/sarges) and (command tower), they will fire 2nd turn normally but 1st turn with a command tower. These however are harder to drain and kill. Your best bet is to put the reap with immob and mag on the sabretooth, and crus with hrx on any other like it. (If you just click continue, your bots will most likely attack disruptor rocket launchers which only do shield damage).

Light tanks: These can deal 300 armour per hit. With recommended, you wont get touched. But for anything lower, you'll take some damage if they aren't drained or killed, so watch out.
(Main) battle tanks: these can deal 500 armour damage on 2nd turn, which is quite a lot.They are also harder to kill and their armour weap doesn't require energy, so draining is of no use. Kill it with hrx asap.

C6II Enertron: these drain your bots, and if you aren't careful, you might end up with both bul and crus drained, leaving you very vulnerable. Kill them with bul/crus asap unless there are battle tanks.
Cruiser tanks: these can do 800 armour or so on 2nd turn...but they are easy to drain )only 1000 reactor). Not much of a problem.
Assault tanks: these deal same as cruiser on 2nd turn, but their reactor is much higher (10k) so you are better off killing these.

Additional tips: Don't hire mercs you dont need them (the ones you can get for cash are good though)
-don't put any shields on any of your bots, less bm
-keep in mind you have radius drain and damage with reap and crus and bul...2 hits from an hrx on crus will kill most tanks so always target the unit that will provide most kills of the most danger
-invest in some repair kits (go to services, accolade exchanger, equipment) they are only 1 acc each, and can be very very useful at times.

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