Damn, you think you have things under control in Firefight then they send a wave of like 30 fucking Sentinels out and they got straight for the Kodiaks..
I'm still trying to figure out what a successful strategy is for FF solo. At first I thought the idea was that you just park your forces by the spawn zones to bottle them in while you have a few scouts collect resources, but after wave 10 they get decimated by whatever drops in.
This game is so buggy. Should have never been released in this state. I've gotten several crashes to the desktop mid mission, auto saves not working properly, and now I'm getting 5-10 second freezes mid match.
Naah, last summer after E3 we had 2 weeks of Domination and Deathmatch on Xbox. Though lot has changed in mechanics since then, the matches were no less stable then currently. In fact, I don't remember being kicked out of a match anytime during the betas.
Mine looks like this.
But just with losses.
Mine looks like this.
But just with losses.
I just started a hw2 mission where, as the intro cutscene is playing and I have no control, a unit gets destroyed by orbital bombardment and I get a msg popup saying I failed a secontrary objective for not losing any units to orbital strikes...
This fucking game man, lol
I just started a hw2 mission where, as the intro cutscene is playing and I have no control, a unit gets destroyed by orbital bombardment and I get a msg popup saying I failed a secontrary objective for not losing any units to orbital strikes...
This fucking game man, lol
Adapt!
Can some of you good players share some strategies and build orders? Would be nice to get some ideas.
It depends if 1v1, 2v2 or 3v3 and what your team is doing.
Rush/mid/late game?
Personally I like rushing as 90% of people do that anyway, so really you want supplies and find a unit to spam and probably combine it with another unit as backup.
Mid 1v1 is what I usually play. I tried a grizzly rush with Forge and managed to get a few of them out within 8 minutes or so.
What do you usually encounter?
Sentinel rush?
2 supplyMoreso asking for general advice really.
Just thought it would be cool to share build orders.
2 supply
2 marines
Grenade upgrade if countering too
1 supply
1 marine
1 supply
A lot of marines
general Sentinel counter
There's not a set build order really as you need to adapt to the enemy.
Early scouting can help.
Are they rushing? What are they building? What counters? What do you need in terms of resources to counter? Are you rushing? What are you playing and what bonus do you have?
Man, Mission 8 "Hold the Line" is such a difficulty jump for me on Heroic and Xbox One.
If you ever match up your units wrong with theirs, or let them get grouped up to get annihilated by the opponent commander power things, you're kinda just done. The absolutely constant stream of enemies does not allow for a rebuild like previous missions do.
Maybe I'm missing something, but it's getting a little frustrating, especially after everything before was so easy.
95 packs opened, two copies of every other legendary, level 3 Forge's Warthog (Forge pack OP), 0 of Elite Honor Guard - my favorite card from the beta. Booo.
Man, Mission 8 "Hold the Line" is such a difficulty jump for me on Heroic and Xbox One.
If you ever match up your units wrong with theirs, or let them get grouped up to get annihilated by the opponent commander power things, you're kinda just done. The absolutely constant stream of enemies does not allow for a rebuild like previous missions do.
Maybe I'm missing something, but it's getting a little frustrating, especially after everything before was so easy.
What level of offense would that be?I hope you didnt bought packs...
Yeah, they need to tweak a couple of the missions difficulty balance. Even on normal some of these missions are ridiculously tough.Man, Mission 8 "Hold the Line" is such a difficulty jump for me on Heroic and Xbox One.
If you ever match up your units wrong with theirs, or let them get grouped up to get annihilated by the opponent commander power things, you're kinda just done. The absolutely constant stream of enemies does not allow for a rebuild like previous missions do.
Maybe I'm missing something, but it's getting a little frustrating, especially after everything before was so easy.
Man, Mission 8 "Hold the Line" is such a difficulty jump for me on Heroic and Xbox One.
If you ever match up your units wrong with theirs, or let them get grouped up to get annihilated by the opponent commander power things, you're kinda just done. The absolutely constant stream of enemies does not allow for a rebuild like previous missions do.
Maybe I'm missing something, but it's getting a little frustrating, especially after everything before was so easy.
It's one of my favorites. Didn't lose more than 1 barricade on my 4 playthroughs (2 were easy though )I played heroic up to that point and then had to turn it down to normal. I'm on my second playthrough so I'm hoping to beat that mission on heroic this time. Has anyone tried using Kodiaks? Do they help?
Been staying away from thread til I beat campaign but...
Played FF first time last night, why the frickity frack don't you get xp from it. We played 45 minute session (wave 40 iirc) and then at the end you don't get anything, WTF.
Been staying away from thread til I beat campaign but...
Played FF first time last night, why the frickity frack don't you get xp from it. We played 45 minute session (wave 40 iirc) and then at the end you don't get anything, WTF.
It's one of my favorites. Didn't lose more than 1 barricade on my 4 playthroughs (2 were easy though )
Start by building all bases, taking all Energy points. 3-4 Supply pads, 2 Generators and an Armory on HQ (this can be modified to garage later). Build Generator on SW base.
Barracks on the central minibase and a Garage and Airpad on the double base in NE Corner (protect whis from Hunters with a single ODST drop)
Build all turrets, start by having Anti-Infantry along the NW path. Add Anti-Vehicle next to the Double-minibase. Rest is up to you.
For 10 minutes you mostly get infantry, so build Marines, flamethrowers, place 3 flamethrowers next to the corner double tower near the console where the brutes will jetpack up. the rest on the lane under the base. Before the waves start coming from the North entrance, start building Cyclopses, move them to the rest of your group, and some towards the Eastern entrance as they'll start with a vehicle wave from there. If you keep resupplying these 2 groups with manpower, you're good. Meanwhile keep building turrets, and upgrading infantry, vehicles and air. Raise the pop-limit and production speed from Armory. You can add Nightingales to both squads to heal, or create a 4-5 member Hornet-squad to roam wherever help is needed. I regularly used Scorpions, but they died easily from Hunters.
Around the 20-25 minute mark, enemy will start pushing the base with Banshees, 4-5 Wolverines and the base turrets will take care of them.
The most important is to use leader powers, whenever required. ODSTs have tons of health and great for tanking damage while Cyclopses melt Vehicles, the Turret Drop is similar, works great when a few ghosts manage to get through your defenses.
Never tried Kodiaks, but could work instead of Scorpions actually, placed around the base. Most problem I had was with Locusts, as their range is higher than Cyclopses, and Kodiak deals quite a damage to vehicles too. If you go that route, I'd place 2 on the central platform next to the minibase and 3 where the Energy containers are on the NE side of the HQ.
It's one of my favorites. Didn't lose more than 1 barricade on my 4 playthroughs (2 were easy though )
Start by building all bases, taking all Energy points. 3-4 Supply pads, 2 Generators and an Armory on HQ (this can be modified to garage later). Build Generator on SW base.
Barracks on the central minibase and a Garage and Airpad on the double base in NE Corner (protect whis from Hunters with a single ODST drop)
Build all turrets, start by having Anti-Infantry along the NW path. Add Anti-Vehicle next to the Double-minibase. Rest is up to you.
For 10 minutes you mostly get infantry, so build Marines, flamethrowers, place 3 flamethrowers next to the corner double tower near the console where the brutes will jetpack up. the rest on the lane under the base. Before the waves start coming from the North entrance, start building Cyclopses, move them to the rest of your group, and some towards the Eastern entrance as they'll start with a vehicle wave from there. If you keep resupplying these 2 groups with manpower, you're good. Meanwhile keep building turrets, and upgrading infantry, vehicles and air. Raise the pop-limit and production speed from Armory. You can add Nightingales to both squads to heal, or create a 4-5 member Hornet-squad to roam wherever help is needed. I regularly used Scorpions, but they died easily from Hunters.
Around the 20-25 minute mark, enemy will start pushing the base with Banshees, 4-5 Wolverines and the base turrets will take care of them.
The most important is to use leader powers, whenever required. ODSTs have tons of health and great for tanking damage while Cyclopses melt Vehicles, the Turret Drop is similar, works great when a few ghosts manage to get through your defenses.
Never tried Kodiaks, but could work instead of Scorpions actually, placed around the base. Most problem I had was with Locusts, as their range is higher than Cyclopses, and Kodiak deals quite a damage to vehicles too. If you go that route, I'd place 2 on the central platform next to the minibase and 3 where the Energy containers are on the NE side of the HQ.