Templar Battleforce

Templar Battleforce

 This topic has been pinned, so it's probably important
Trese Brothers  [developer] Sep 21, 2015 @ 8:17pm
Wiki and Guides
We've got a growing WIKI with the help of some of our awesome users here (@drspendlove, I'm looking at you) --
https://templarbattleforce.gamepedia.com/Templar_Battleforce_Wiki

Also, check out the Guides section -- there is a lot of really great detail there, including the combat guides that can help you get into the game's system if you want more than is provided in the tutorial / in-game library.

http://steamcommunity.com/sharedfiles/filedetails/?id=522600159
Last edited by Trese Brothers; Aug 3, 2017 @ 12:03pm
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Showing 1-15 of 31 comments
FroBodine Sep 22, 2015 @ 6:43am 
You should pin this thread!
Originally posted by FroBodine:
You should pin this thread!
i 2nd this
Trese Brothers  [developer] Sep 22, 2015 @ 10:22am 
Originally posted by FroBodine:
You should pin this thread!

Great suggestion, pinned!
Muscarine Sep 22, 2015 @ 12:00pm 
Does Focus crit % affect the engineer's turrets too ?
Trese Brothers  [developer] Sep 22, 2015 @ 12:35pm 
Originally posted by Muscarine:
Does Focus crit % affect the engineer's turrets too ?

Great question! At the moment, the Focus of a Sentry Turret is set and does not change based on the Engineer's stat. I can agree it would be very exciting to transfer Focus from the Engineer to the Sentry. Added to our list for a near-term update.

Thanks for the great suggestion!
Muscarine Sep 22, 2015 @ 4:42pm 
Great ! While you're at it, although it's very low priority, would you consider crediting the turrets kills on their respective engineer ? They take such an important place in my playthrough i feel a bit sad for my engineer sitting at 2 kills per scenario.
Trese Brothers  [developer] Sep 22, 2015 @ 4:45pm 
Originally posted by Muscarine:
Great ! While you're at it, although it's very low priority, would you consider crediting the turrets kills on their respective engineer ? They take such an important place in my playthrough i feel a bit sad for my engineer sitting at 2 kills per scenario.

Great suggestion! Added to our RFE list.
jt47319 Sep 23, 2015 @ 3:17am 
On Tact Point upgrades, how are machine turrets and flamers used? I'm not talking about the turrets set by the Engineers, but the Upgrade that you actually purchase for 100sp and 200sp. I put them on T-point, but no turrets appear no does the T-point actually seem to defend itself. What am I missing?
Trese Brothers  [developer] Sep 23, 2015 @ 7:44am 
Originally posted by jt47319:
On Tact Point upgrades, how are machine turrets and flamers used? I'm not talking about the turrets set by the Engineers, but the Upgrade that you actually purchase for 100sp and 200sp. I put them on T-point, but no turrets appear no does the T-point actually seem to defend itself. What am I missing?

It's a weak part of the game's visual at the moment. We will improve that soon. What you will see is that if a xeno gets near the tact point, while there is no visible attack from the TP, an explosion or flame ball will hit the xeno suddenly.
Puyu Sep 23, 2015 @ 9:25am 
How does a turn work for newly spawned enemies? I'm only asking because I could swear my soldier got torn apart by a popped up xeno in the same turn. It's a problem IMO, can't really defend against a new enemy spawning next to me, and hitting twice before I can do anything.
Trese Brothers  [developer] Sep 23, 2015 @ 10:43am 
Originally posted by Atyesz:
How does a turn work for newly spawned enemies? I'm only asking because I could swear my soldier got torn apart by a popped up xeno in the same turn. It's a problem IMO, can't really defend against a new enemy spawning next to me, and hitting twice before I can do anything.

There are a number of factors in play. Most spawn points should be visible in some form or another on the map (a shredded vent, dark hole in the ground). Xenos can spawn at different passes in the turn. Those xenos that spawn in the early point in the turn may move and attack. It is a great idea to use Overwatch to guard spawning spots if you are moving through a zone.
Originally posted by Trese Brothers:
Originally posted by Atyesz:
How does a turn work for newly spawned enemies? I'm only asking because I could swear my soldier got torn apart by a popped up xeno in the same turn. It's a problem IMO, can't really defend against a new enemy spawning next to me, and hitting twice before I can do anything.

There are a number of factors in play. Most spawn points should be visible in some form or another on the map (a shredded vent, dark hole in the ground). Xenos can spawn at different passes in the turn. Those xenos that spawn in the early point in the turn may move and attack. It is a great idea to use Overwatch to guard spawning spots if you are moving through a zone.
i had no clue some of thouse were spawn points. makes sense thou.
jt47319 Sep 23, 2015 @ 4:01pm 
I think this is a bug that's related to the total turrets you can deploy, but once I deployed 5 turrets, i could no longer engage in Overwatch on my Soldiers, Neptunes, and other turrets. If a turret was already on Overwatch, it would remain there. But I can't anyone or anything on Overwatch as it's hit the turret limit.

Instead of disabling Overwatch, why not just have a hard limit that says we can no longer deploy any turrets? (ie Wifi / radio capacity to control turret drones at maximum capacity)
Trese Brothers  [developer] Sep 23, 2015 @ 4:14pm 
Originally posted by jt47319:
I think this is a bug that's related to the total turrets you can deploy, but once I deployed 5 turrets, i could no longer engage in Overwatch on my Soldiers, Neptunes, and other turrets. If a turret was already on Overwatch, it would remain there. But I can't anyone or anything on Overwatch as it's hit the turret limit.

Instead of disabling Overwatch, why not just have a hard limit that says we can no longer deploy any turrets? (ie Wifi / radio capacity to control turret drones at maximum capacity)

@jt47319 - that does sound like a bug. There is a hard limit to number of turrets configured for each level, between 4 and 6 depending on the size of the level. There is no intention that having max number of turrets would effect Overwatch.

We will test and try to fix this bug. Can you describe any more detail how Overwatch stops working? Is the Talent disabled, or it won't put the template on the ground when you click? Thanks!
jt47319 Sep 23, 2015 @ 7:36pm 
I had 4 and then I set down a 5th. I then got some sort of Turret notice, I forget the exact wording but it said something along the lines of "Turrret supply reached." I could set turrets, but I couldn't activate Overwatch. It would just give me the text popup when I activated the Talent.

It was at the Smuggler base where there are three Tact points and I have to rush through a gate in the North, I forget the name of the mission. I was trying to lay down Turrets like mad to cover my rear and T-points as I marched north.
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