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
Turrets are definitely VERY useful. Rocket turrets, Autocannon Turrets, and HMG Emplacements are some of the best strategems to use on this mission type on bots. If you bring Sentries, place them AWAY from the objective however. If you put the turrets right next to the flag they will get blown up in seconds. Put them 50-100m away from the flag (preferably on a hill with a good sight line) instead and they should be able to cover you for their entire lifespan.
So the best option probably is to take things like turrets and maybe shield generator, hunker down as a 4man eh?
You misunderstand. My idea is that the objective "hold one planet" as a major order would be extremely easy. So, knowing this, I presume there will be some shenanigans going on. Whether they force a defeat or two for the story, or make the missions harder. I genuinely don't remember flag raising spawning infinite waves. I vividly recall being able to sit at a flag, clear some enemies, and just wait for it to finish. So I was wondering if there was any additional strategy required with these, like doing a full map clear resulting in a spawn rate decrease when you raise the flag.
My bad for thinking they changed the mission type to make the event more engaging, I guess.
Quick lesson on planet points: Every set of missions grants a certain amount of Squad Impact depending on a large number of factors. That final amount of squad impact is then scaled based on the number of players actively playing the game at the time. If you double the playercount, you would half the Squad Impact for the same mission. We would need 2 million squad impact within 24 hours to win this defense. Defenses usually require much MUCH less.
Players generally average around 10-15 Squad Impact per TEAM of 4 players per hour during peak playercount hours. If you doubled the playercount somehow, you'd half that to 5-7 impact per hour so the total impact for the entire playerbase remained the same. In order to win this current defense, we'd somehow need to double the impact for the entire playerbase (at the beginning of the defense, it's even worse now).
It's not TECHNICALLY impossible. There are multiple ways to increase your impact per-player-per-hour. Soloing is the most direct way. If 4 players were to complete their own solo missions in the time it would normally take a group of 4 players to complete a mission, with the same objectives cleared (obj clear is only a minor part of the formula, so even skipping some won't make that much difference), then the contribution per-player would be 4x. Soloing Trivial missions can actually get you 20x per-player-per-hour if you speedrun them. Realistically though, you'd never get a large enough percentage of the playerbase to change their habits in order for this to work.
The dropships keep coming and coming, even five dropships at a time. Destroy one and other 2 came right away. And not all the maps have SEAF turrets, it´s just a matter of luck.
Impossible that way.
Most teams are pretty bad at the flag raising, I'll admit. I'm not sure why, but there are a lot of players that straight up kill half their team and their emplacements on this particular objective. I've seen multiple people drop orbital napalm on the flag in just the last day. You can't really stand close enough to actually capture or you die from all the friendly fire.
On Helldive you need your team, and yet you still see people raise the flag with one or two people and get absolutely curb stomped. I know two really good players can handle that with a little luck, but that kind of duo seems rare.
My advice? Turrets (with good placement on the spawn zones), AR guard dogs, and emplacements. If you don't like turrets, the MG-43 and ammo backpack work well for me. I'd suggest the handling armor as well.
If your team is smart and don't blow each other away, it's not that bad.
planet was lost so it doesn't matter, but it seems like 4x recoilless could've won them easily, but anything else and it ain't happening. the pace was way too frantic.
good idea