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There is no countdown on this mission you can move as slow as you like. You should have at least one reaper available to you at this point. You should have a sniper and bluescreen rounds along with at least mag weapons and plated armor (although the armor isn't necessary), at least the 5 soldier upgrade and it also helps to have a specialist with revive / extra healing uses.
Use the reaper to scout ahead and find each pod and turrets. Get your bluescreen round sniper up high (should be a cliff or tall building at the beginning) and use the sniper to eliminate turrets from as far as possible. Engage one pod at a time and try not to pull more than one pod. Use your reaper to find the assassin and do not pull her if you are fighting a pod. Try to 5v1 her and use the medic heals to keep everyone topped off to avoid being one shot.
So yeah just move slow and use the reaper to give you all the info you need to approach the mission cautiously. I would say a reaper, medic, sniper and explosives grenadier + another damage dealer is a good squad to take. If you don't have an explosives guy with extra nade charges take 2 damage dealers like ranger and heavy gunner.
If you take a reaper there are usually excellent situations for remote start. Sometimes you can eliminate the best part of two pods and a turret with one strike.
You can take your time on the mission and have to evacuate so go wild with explosives. Blowing out the back wall can allow you to grab the vial and dash to the evacuation point if you haven't eliminated all enemies and don't want to fight the reinforcements.
The only times I have been able to force myself to "rush" it was when I played with a mod that gatelocked the Chosen hunt missions to various golden path milestones. So you can't put off the golden path objectives if you want to hunt the Chosen. And even then I didn't do it until I had 6 soldiers and tier 2 weapons/armor.
Like you said. I'll aim to just stealth to the end of the map. I'll usually setup on high ground outside/close to evac. My reaper or phantom hopefully right on the vile. Take the vile. Grenade the wall and cover him to extract...
Generally does the job. Might stick around for experience.
I guess but it shouldn't matter, it changes it to 2 shots instead of one for sniper to eliminate turrets out of their range.
But yeah between remote start and claymore the reaper should give you at least 2 nearly free pods along with all the turrets for free. As long as you keep her stealthed the whole time.
I usually just punch a hole in the wall of the big building and waltz her in to scout in there as well. I believe grabbing the vial reveals you though so probably best to clear as much out as possible before then.
Also OP if you are really struggling with the assassin. If you let her daze one of your soldiers and then don't revive them she might come back, kidnap them and leave. It's a better outcome than having her kill several soldiers and/or losing the mission.
Putting it off until you have more and better gear may be your most viable option. I would not recommend hunting down the chosen before taking down the blacksite, but to each their own.
Bring a ranger with phantom or a reaper, and keep that concealment as long as possible. You may lose it vs the assassin, but when and if you lose concealment, play like old Xcom and just overwatch creep forward.
Edit: not advocating you stealth the mission; I recommend fighting your way through.
When the assassin appears, fall back a bit and wait for her to come. Deal with her without moving up, you are in no rush. Fighting her alone should not be too hard, especially if you have her hero adversary in mission. Once she is dead, turtle your way through the rest.
There will always be at least one pod in the objective building, and another patrolling behind it. Reinforcement drop happens when you grab the objective, so clear the map and position your soldiers near the evac first. Move smart. Good luck, commander.
Not sure if you are playing the base game or WOTC but go after missions or locations that give you supplies or intel. It is important to keep your experienced troops alive as much as possible. Saves at the start of missions can help. To give you a second chance if the mission goes bad.