Home » PLAYER'S HQ 1.13 » v1.13 Combat/Weapon Academy » Meduna
Meduna[message #297397]
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Sat, 28 January 2012 21:35
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Ryft |
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Messages:278
Registered:June 2009 |
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Just wondering what you guys usually use as your rule of thumb as to when to move on Meduna.
Is it a certain caliber of merc team? A certain type of arsenal? Number of mercs? Do you only move on it after liberating all the cities, or have you gone for the throat sooner? Night assault, or daylight operations only? Number of heavy weapons available? And at what difficulty setting?
Just wondering. For all that I play this game, and the number of times I've restarted, I've not much experience in the later sectors of the game.
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Master Sergeant
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Re: Meduna[message #297416]
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Sun, 29 January 2012 07:44
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Ryft |
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Messages:278
Registered:June 2009 |
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My latest "scrub" team that isn't IMP super soldiers are shaping up nicely, but they aren't really night-fight material, so I think I'm going to try Meduna in the daylight and get the most use out of my spotters to abuse a commando mortar team (or two).
I've got a couple of cities to go, yet (Grumm, Cambria, Balime, maybe San Mona) but Ira still has only a 70 marksmanship. Plus I've got Shank, Dynamo, Maddog, and Hamous recently added to my team, and they are definitely not super. Perhaps they can help carry more mortar shells, or something. Well, maybe everyone but Shank, since he's a weakling. I really never know how best to use Shank, because he really sucks outside of scoring more fuel. Right now I just outfit him with a Dragunov and let him take pot shots before the other mercs take their attacks. Sometimes he gets lucky. His stat development is actually not a horrible pace, but he's got SO FAR to go in just about everything.
I've only got Grizzly and Grunty on the heavy weapons, plus a couple of high marksmanship mercs like Conrad and Miguel, but I might add a third heavy weapons expert for additional accurate LAW fire before I storm the gates.
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Master Sergeant
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Re: Meduna[message #301302]
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Thu, 08 March 2012 07:56
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Ryft |
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Messages:278
Registered:June 2009 |
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So close! I've sort of lost interest in the IMP campaign, but my B-team campaign just got through Grumm. I've decided to skip San Mona. All other cities are secure, and only Meduna really remains.
Going to train a ton of mobile militia and march on the capital, soon. Hopefully I can see it through this time and not restart the game... I've gotten to Meduna and restarted at least 4-5 times.
Team consists of:
Buns, Hitman, Wolf, Ice, Raven, Lynx, Meltdown, Grizzly, and (I think) all of the local merc possibilities (except for Slay): Conrad, Vince, Miguel, Carlos, Dimitri, Ira, Maddog, Dynamo, Hamous, and Shank. Maddog and Dynamo are solid with their G11 rifles. I don't field Shank and Hamous without backup, because they still suck (currently using the Steyr 9mm Para and HEZI, respectively). Raven is absolutely broken, with physical stats and marksmanship in the mid to high 90s. Ice is also very lethal. Everyone else is very capable, even mercs like Ira and Dimitri.
Feeling good about it this time. Wish me luck!
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Master Sergeant
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Re: Meduna[message #301776]
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Thu, 15 March 2012 06:37
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Ryft |
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Messages:278
Registered:June 2009 |
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Huzzah! I win!
Going to take me a while to go through and kill the queen with my whole team, so that I can hear each merc's chest thumping in turn, but it was a reasonably satisfying ending... it's nice that you hear your entire team's final thoughts, even the ones that don't finish the game in that sector. (1.13 team, whom I assume is responsible, removing their sunglasses from their portraits during the final speeches was a nice touch.) Would have been nicer if Enrico had made an appearance, maybe with some of the other NPCs from around Arulco. Instead we get people like... Oliver. Oliver who? Who cares? *shrugs*
On a side note: WTF mines? The mines in the final sector are nigh-unto impossible to spot during combat, even by someone like Gus (76 or so explosives, 8th level, etc.)
I also figured out what the remote did, but it took me several minutes of wandering around testing it out.
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Master Sergeant
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Re: Meduna[message #301986]
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Mon, 19 March 2012 19:31
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Ryft |
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Messages:278
Registered:June 2009 |
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There don't seem to be any mines if you enter on the paved walkway that's near the gate. Problem there, is that my team doesn't have enough time to prepare themselves in proper formation before a skulking soldier throws a stun grenade into their midst, triggering a massive chain explosion and taking out virtually the entire group.
The first time it happened, only Buns was left standing, out of some 18 soldiers. It was pretty hilarious. But reloading it and trying it again in similar locations had the same net effect. And starting out of the way, on the western beach, leaves the team walking into mines that they fail to spot.
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Master Sergeant
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