Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- send the first squad in on target
- pause
- send the second squad in
- unpause
- close the popup at arrival of the first squad (do not attack, do not retreat)
- wait till second squad arrives, then attack with full force of 2 squads.
I'd highly recommend to use more than one squad on higher difficulties, but that's my play style (and/or preference). I also get to enjoy more interactions between my mercs as they slowly grow into powerhouses watching each other's backs.
I use my second team mostly for militia training, as inventory mules and flankers during combat.
In my opinion, the game allows efficient squad management, with the exception of ammo.
Repairs
Crafting ammo & explosives
I don't like to bring them into combat just because having twice as many orders to give means encounters take twice as long. Steamrolling with a huge crew is fun, but slow.
I have taken 3 mines, should be 4 but a quest line is bugged for me. 1 mine is dry, the operating 2 make me about 5k a day profit.
I have 12 mercs currently. 6 in the main squad. 1 militia training team of Buns and Wolf. 1 floating mechanic (really don't need this). 1 floating doctor. 1 explosives merc that loots militia fights and makes ammo. I am still primarily using cheap mercs from the first tab and then I have 3 from the second tab.
Every team has a leader, medic, bomb-guy and repair-guy. And mostly a MG guy and a sniper. (that makes 6).
That way I can train milita, repair stuff, scout and heal some quys while I have still a fully operational attack team to proceed.
And for major assaults I send both teams.
My way to do it:
-Activate pause for strat map in options as mentioned above
-Send team one, but dont confirm. Just check the travel time.
-Send team two, but dont confirm. Just check the travel time.
-Compare travel times and send the slower team first
-Wait an appropriate time, then send second team
-They don't have to show up at excatly the same time. +/- 30 min is totaly fine to deploy them together.
I could see that we picked up magic and scully for a second two man team later on, mostly for nostalgia tho.
I play this game coop with a buddy..
Sad. This game offered so much at the start, but It just turned out to be smoke and mirrors. Don't feel like replaying it. The amount of "JA moments" is so low that I just don't care.
My fourth squad happened when I realised I'd picked up enough extra no-upkeep characters that they needed something to do so I hired the rest of a squad around them and sent them towards one endgame objective while my main squad went towards another. They started out needing a lot of help to get going, but once they'd won a few missions and got some better equipment they became a lot more self sufficient. I think if I played again I might hire a cheap merc whose job it is to ferry all of the spare guns to a central hub so new mercs can come in properly equipped - my main group has like 600 salvage, I didn't need to salvage every spare gun!
My fifth squad came about in a panic where I hit what felt like a major objective with a tight ten day timelimit that required me to go in five directions at once. It consisted of Len (who gives an xp boost) and the cheapest team I could get to support him since I was worried about burn rate with five squads. They had a really rough time getting going, coming in with pistols against end game threats, they're still not "a good squad" but are decent enough for finishing up quests and exploring sectors I skipped earlier - I don't see them hitting an endgame objective.
As of right now my main squad finished their endgame objective and my second full squad just reached their endgame objective. It looks like they're not high enough level for it, but also I've saved every mortar shell and rocket I've ever picked up and never fired them so Larry is about to have his best day ever.
That character that you can create, since it cost no daily money to keep em, I put him in his own crew by himself. and i hire guys with high stats and just have them train my created character while my main crew of 6 play the game.
Gave em high wisedom and leader so he can learn and train fast.
And then, I have one(sometimes more) of my main crew mercs join my created character's crew and have my created character train that one merc while the other 5 handle business.
So basically, like everyone on my main team are gods now with 80-90s in just about all the stats except the specialty ones like mechanical, medical, ect.
Crap took like almost a year in game to achieve this though. It a loooong process and if it wasnt for the unless diamond mine mod, this probably wouldn't be possible. At least not on the scale that i did it with getting almost all the stats up for all my mates.