Tactical Breach Wizards

Tactical Breach Wizards

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Act 4 - getting team members off the train?
How does one do this? There's no button to blink out. I am obviously missing something .....
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There are two trains. You just set one of them to blow up. Get everyone onto the one that's safe / not about to blow up.
It says get them off the upper train. The lower one is still fine. Jen and Dall can easily get off with their respective movement abilities, and if anyone else ends up over there then there's a bridge you can lower for them to walk back.
Messaggio originale di Derpykat5:
It says get them off the upper train. The lower one is still fine.

Adding to this, if you lost track of which train was which bc you move the camera a lot to see things better you can reset it to see which is "upper" (note: this might just be a me problem but idk someone else must have got them confused)
What I want to know is how the heck you are supposed to get 10 defenestrations on this level. I've tried it a bunch of times, but I only ever manage to get 9. Pretty sure this is my last Jen confidence goal.
Ultima modifica da maru; 29 ago 2024, ore 7:46
You can get two pretty easy on turn 1 with Rion pulling one off and Jen blasting the other. From there you basically need to make sure every enemy goes out a window, which can vary a lot based on your perk setups.
This may be easier on hard - one of hard's settings is reinforcements arriving sooner.

If you're not on hard, use of swap to put enemies in easier places to defenestrate might help
We got the 10 defenestrations by using Banks to rez an enemy on turn 1, otherwise there's only a max of 9 available before the mission ends (this was on whatever the middle difficulty setting is called)
Really? There should be 10 total; you start with four active and there's two spawning per turn.
Ya, on hard, you get 4 per turn. You can also just tweak the spawn rate if you don't want to deal with the mana restrictions on hard.
Oh, maybe not then. It might be on the easiest setting, iirc there were 5 to start then 4 spawned on turn 3
On default difficulty you get two reinforcements per turn and at least four starters, maybe five (I don't remember exactly). It was more than enough. The problem with reviving an enemy is you can't do that on defenestrated enemies, so even if there were only nine, reviving one wouldn't help you. It's more likely you miscounted and accidentally knocked one out without defenestrating it and your revival undid that mistake.
There were two unconscious reactor mercs and two unconscious militia members already on the level
Ultima modifica da The Trashman; 29 ago 2024, ore 8:42
Yeah, on Hard it's 4 spawns per turn. Some of those are very impractical to defenestrate (like guys spawning on lower entrance, next to Zan, or Heavy gunner appearing on last turn in covered area on right side of map, where Dall spawned), but it's very much doable.
Ultima modifica da M(i)ech; 29 ago 2024, ore 12:02
I was able to get 10 defenestrations on normal difficulty, but it required me to defenestrate all but two enemies (the neutralizers that spawn, because they are stationary). You can use Dall to teleport Rion or Jen to wherever you need to set up a pull off the train, or you can swap with an enemy to do the same. Combine this with Banks' +1(or +2) and it is definitely doable, but may take a number of tries to find the right set up. You can also revisit the level after you beat the game, and reassign perks the moment you start the level by holding down the icons in the top left and selecting/unselecting them.
Messaggio originale di Derpykat5:
Really? There should be 10 total; you start with four active and there's two spawning per turn.

Replay it with 5 Jens, that is how I did it at least (also probably need the buff for close quarter blasts) :)

I also had 4 reinforcements spawning every turn.
Ultima modifica da Big Mad Wolf; 29 ago 2024, ore 15:59
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Data di pubblicazione: 29 ago 2024, ore 1:12
Messaggi: 16