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On actual advices (mind that they are not rules and are not set in stone):
- Keep around 2-4 of each type of unit for another 3-4 missions, then you can keep more, like 4-6.
- You'll have plenty of manpower and it's very cheap to buy, so heal everyone.
- Resupply also everyone or at least your main battle units, like Abrams/Bradley. For the next couple of missions you can do without resupplying fuel if your vehicles have more then half of the tank, since you'll always have some fuel trailers on the field, but ammo is kinda important to resupply always.
- Don't disband units if you can help it - selling them is much-much more profitable. Selling lvl 0 militia will get you 208 goodwill points, while disbanding it will give you 8 people (80 goodwill points equivalent).
- I'd advice hiring heavy weapon teams, since they can loot heavy guns from the field and you can either sell these guns or use them on your vehicles. Plus heavy weapon teams can hold buildings pretty good even with default guns. Also hire some sharpshooters, since they make cheap scouts due to their stealth stat, cost very little and also can loot some sniper rifles from the field for you to use or sell.
On what to buy in terms of upgrades:
- I'd say buy junk armor and set it on your tank, weapon platforms and maybe even more durable units like Bradley, stryker and APC. They do not care about speed decrease, fuel is pretty plentiful on missions as I've said, and even though the game tells you that the increase is very slight and not important - that is not true. Junk armor will help you survive better. Just don't put it on fast units, since it'll slow them to a crawl usualy.
- Also buy rifles. The default assault rifles are single fire, so they are really bad.
- Other than that - visit Taos if you can and buy TOW upgrade for Bradley. It's not a gun, it's an upgrade - they also have a TOW gun, but you can't mount it on Bradley, it's for other vehicles.
Everything else is very subjective and I'd advice exporing yourself.
On perks:
- Survivor is pretty good on your founder infantry (and maybe rangers, but this is debatable), since otherwise they eat a lot of supplies on the road.
- Rocketeer perk on everyone that can have it. It decreses slightly the number of AT missiles that the squad has (30% decrease), but gives you another type of missiles, that the squad will shoot at light vehicles and infantry in buildings. This perk makes founder infantry and RPG squads real nice.
- Basically every perk that makes people better at what they do, like deploy speed on your ATMG and heavy weapon teams. For instance there's a perk that can make your technicians able to drive tanks, but everything else they have is only support and they don't have anymore vehicle perks - so, if you want them to drive a tank then you only need that perk and there's no need to get anything else.
- You don't need anti-air perk on your ATGM for quite some time, so there's no need for that. It decreases the anount of rockets you have by 30% as well just as rocketeer perk, so you just permanently loose your long range anti-vehicle capabilities for nothing for a long time.
You should also try to set vehicles on fire and capture them. Selling them will net you a lot more goodwill to upgrade your troops and to buy supplies as well as extra weapons. The most reliable way to set a light vehicle on fire with one shot is recoilless rifle / 90 mm he from the cartel tank for light vehicles or atgm for bradleys followed by 2-3 snipers to kill the crew. If you do that regularly you will have more supplies and goodwill than you can spend even if you play on realistic.
Regarding the amount of units of each type - and this may sound like a dumb question - but really just keep 2-4 of everything? So also Militia, RPG, etc.?
When refilling supplies, is what is the amount of "days left" I should aim for? Is there a rule of thumb of what should always be left?
Some tend to have 2-4 squads for a certain role - like not 4 squads of militia just to have them, but 4 squads to storm buildings (rangers, militia, infantry, guerillas, mercs all can fill this role), 4 scouts (snipers, sharpshooters, guerillas, rangers can fill this role) and so on. Personally more then 4 is just a handful and most of the mission they will just stand somewhere, while you work with more pressing matters.
Though heavy weapon teams are generally good, so I just like to have as many as I can.
I'd say you need to target 2 extra days of supplies above what you need to get to your next mission. At the start you will have a shop at every stop, but then it's not that consistent and next destination can be like 5 days away. Now, always having 5 extra days will put a strain on your resources, so 2 is safe-ish bet, since you almost always get some supplies after you finish the mission.
Van's are outright better than any other light vehicle.
Same weapons as the pickup and humvee, similar protection, similar speed, can tow the same trailers, but they carry 10 people (as opposed to 3) and are cheaper to supply than a humvee.
The Cartel armored humvee even lose speed in exchange for extra protection... but you have Strikers, M113, Bradleys, Armored trailers if you need good armored transports or Cartel Tanks and the Abrams if you need a tank.
Armored trailers are good on lower than hard difficulties, since they have pretty huge firepower and being pulled by a dozer they are a cool battlewagon. On higher difficulties I'd say heavy platform is better for the same role.
Probably not very soon, since it released 3 weeks ago and had a sale after the release for some time.
After Abiquiu it's 40k it should be at, 60k supplies a day is for after Vega. Dev's themselves said that is what they planned for at least.
Remember that you can sell troops and vehicles for goodwill points. You don't have to keep every Technician squad the game gives you.
Always pause and think about backtracking after a mission. Go back and sell if you can. Unless you plan on keeping most of those troops and vehicles you just liberated, it's usually going to be more economical to backtrack 1 day than advance for 3. Sometimes, it takes 0 days to return to the last town.
Plus there are quite a few options in the game that leads to different things as well. Also, definitely hire some heavy weapons teams for the next mission, there are A LOT of heavy weapon drops, and said teams sell back for 100% of their cost, so it's purely a net benefit (the plasma miniguns sell for 400 goodwill points a lone).
One thing I will say, only heal units if you have spare man power laying around, which h honestly probably shouldn't. Buying man power to heal up doesn't actually add extra value, I did a bunch of testing for it. Refilling ammo from supplies is the same, for every 10 supply used it's only an increase of 1 goodwill point, which is the cost of buying 10 supply, but buying supply is limited. I personally disband any extra manpower just before I go to the next area, it's not worth the supply cost bringing them around (it's like 250 supply upkeep for 1 manpower, when founder troops is 200 supply???? Not sure how that works but anyway)
Check the pinned topic about that:
Target Supply Consumption:
After Abiquiu - 40 thousand per day
After Albuquerque - 45-50 thousand
After Tortuga - 50-55 thousand
After Chihuahua - 65 thousand
After Vega - 70 thousand
After Oklahoma - 75-90 thousand
I am conservative, so I decrease that values by 5k each.
And don't be shy on selling excess militia/rpg/heavy weapons squads, vans/technicians
Just don't sell founders units, and try to get as much cartel vehicles you can, cartel armor is the best armor for light vehicles. Sell old humvees when you get cartel ones.
Just remember if there is a vehicle with better armor or upgrades, you just buy them and sell your old one. The buy/sell price is the same, thanks devs.
It is also normal to buy mercenaries squads, get their fancy weapons, equip your units and sell them back, you only paid the weapons price, the same for integrator vehicles with weapons they don't sell, like railgun cannon, just get a abrams with it, get the weapon, sell the abrams back.
Well, do as you wish, but a a infantry squad with survival upgrade costs 1400 base supply.
Militia costs 800 + rpg squad that costs 400.
It is 1400 vs 1200, and late game it becomes 1120 (survival upgrade) vs 1400 (+1 upgrade in both)
Infantry with 7 rifles are much more effect them militia, unless militia reach lvl 5, something really hard to do.
Infantry also has the lmg that forces enemy units to advance inside rifles range, so the first strike is always yours.
Because of extra precision, they will rarely miss the RPGs.
Also they are perfect inside a bradley to clear buildings, or take point to defend against incomming enemies. On Santa fé I always deploy one on ambush mode to fire at the same time as the bradley and have more stopping power vs legion vehicles, you also only get two for the first 9 missions.
Snipers have more camo and this makes them better spotters them sharpshooters, because I just have 2 of them, I keep for spotting, but sharp with 3 barrets are much more effective, so, no point of disbanding snipers if you just have 2 and are better as the sniper main role spotting without being spotted.
You are just selling units that will become your main force later in the game, because quality will be better them value when you have the money.