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Targets: missile or not?


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#26
NuclearTech76

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Maurader Sackboy wrote...

Getting some interesting responses that seem useable:

Nuke if target #1, wave 3 gold and it looks like you can take down a bunch of others, otherwise don't bother (especially if plat), unless, of course, it's chaos all around and that's the easiest way to get the target.

You can change the target type on Plat, it's just hard as hell sometimes. IE you nuke a weak spawn where the target is a prime and is consistituted of two primes and another infantry unit, the respawned target will be a prime. Geth is the one faction that I have the most difficulty getting a lesser target respawn on. There maybe restriction on what the respawned target type can be.

#27
Computron2000

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For target switching, you have to kill the target with a valid secondary also killed with the same missile (or very rarely at the same time due to other circumstances). Eg for wave 3 gold cerberus, Assault troopers and centurions are not valid secondaries while dragoons are. IIRC nemesis is also a valid secondary. Kill the atlas with a dragoon caught in the blast and the next one will be a dragoon.

Its really annoying when you're too slow and the spawn has scattered and whats left is not a valid secondary or the spawn is split so that whats left with the main target are useless stuff. Then you have to either kill it normally or wait for a valid secondary to apporach

Edit: and in response to the original question, yes, missile the target in the following circumstances. Its a praetorian/prime/banshee/atlas and phantoms (gold wave 6 cerberus) if you have no counter available. Don't nuke the brutes (gold wave 6 reapers), waste of time.

Modifié par Computron2000, 01 août 2013 - 03:41 .


#28
StoxRegalia

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I'll save them if I'm alone and we get targets early. In a full match I fire at will.

#29
INVADERONE

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The nuking the first enemy on wave 3 Gold does switch to lower targets but....it more fun to just play Gold without missiles unless you are leveling up or in a tight spot. It actually makes the game more fun when you are not depending on nukes. On Platinum as well but I would say nuking targets on Platinum is probably the way to go but on Gold why not just rip the enemy with your weapons? Targets on Gold is a lot of fun with 4 people handling the target and very manageable.

#30
DarkFisto

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Personally I wouldn't use missiles on wave 3 targets especially not on Gold. Wave 10 I sometimes do if my teammates seem to wanna do the same or if the situation calls for it.

#31
chcknwng

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Computron2000 wrote...

For target switching, you have to kill the target with a valid secondary also killed with the same missile (or very rarely at the same time due to other circumstances). Eg for wave 3 gold cerberus, Assault troopers and centurions are not valid secondaries while dragoons are. IIRC nemesis is also a valid secondary. Kill the atlas with a dragoon caught in the blast and the next one will be a dragoon.

Its really annoying when you're too slow and the spawn has scattered and whats left is not a valid secondary or the spawn is split so that whats left with the main target are useless stuff. Then you have to either kill it normally or wait for a valid secondary to apporach

Edit: and in response to the original question, yes, missile the target in the following circumstances. Its a praetorian/prime/banshee/atlas and phantoms (gold wave 6 cerberus) if you have no counter available. Don't nuke the brutes (gold wave 6 reapers), waste of time.


Is there a list of this? Which units are valid on which waves?

#32
Jaded4Chaos

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Maurader Sackboy wrote...

Getting some interesting responses that seem useable:

Nuke if target #1, wave 3 gold and it looks like you can take down a bunch of others, otherwise don't bother (especially if plat), unless, of course, it's chaos all around and that's the easiest way to get the target.


I would still try on plat if the map is small like Glacier or White where it's easy to predict spawns. You also have to know when the spawn is split which won't help anything.  But if the Spawn is whole then nuke that bad boy.Image IPB

Have fun!

#33
Pearl (rip bioware)

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Nuke 1st target on wave 3, non-reapers wave 6, your preference on wave 10.

One of my friends has a "nuke all the things" policy on Plat targets, regardless of wave. It annoys the crap out of me, but they're not my missiles, so it doesn't really matter what I think.

Modifié par FatherOfPearl, 01 août 2013 - 08:14 .


#34
Alijah Green

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only 10 wave targets, otherwise score****

#35
Deerber

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I usually missile the first target on waves 3 and 10, unless we've all agreed beforehand to do it without missiles. Wave 6 doesn't need missiles.

#36
Dunvi

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I have an idea for why the targets switch, but only when you missile a large group at once... but I haven't confirmed yet. Will get back on that.

Don't bother wasting your missiles if there's someone destroying with a Widow/BW/Javelin in the lobby - especially if there's more than one. It's a waste of a missile - a Javelin can 2 or 3 shot that target in only a second or two more time than it would take to missile it, and if you've got multiple people unloading on the thing...

#37
Dunvi

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wngmv wrote...

Computron2000 wrote...

For target switching, you have to kill the target with a valid secondary also killed with the same missile (or very rarely at the same time due to other circumstances). Eg for wave 3 gold cerberus, Assault troopers and centurions are not valid secondaries while dragoons are. IIRC nemesis is also a valid secondary. Kill the atlas with a dragoon caught in the blast and the next one will be a dragoon.

Its really annoying when you're too slow and the spawn has scattered and whats left is not a valid secondary or the spawn is split so that whats left with the main target are useless stuff. Then you have to either kill it normally or wait for a valid secondary to apporach

Edit: and in response to the original question, yes, missile the target in the following circumstances. Its a praetorian/prime/banshee/atlas and phantoms (gold wave 6 cerberus) if you have no counter available. Don't nuke the brutes (gold wave 6 reapers), waste of time.


Is there a list of this? Which units are valid on which waves?


Actually, I believe there is no "valid target list". The primary target is chosen by its wave cost, I believe. I could be wrong, though.

I think that target switching has to do with spawn-times, but as I said above, I'm not positive, need to look more closely.

Modifié par Dunvi, 01 août 2013 - 08:45 .


#38
Computron2000

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wngmv wrote...

Computron2000 wrote...

For target switching, you have to kill the target with a valid secondary also killed with the same missile (or very rarely at the same time due to other circumstances). Eg for wave 3 gold cerberus, Assault troopers and centurions are not valid secondaries while dragoons are. IIRC nemesis is also a valid secondary. Kill the atlas with a dragoon caught in the blast and the next one will be a dragoon.

Its really annoying when you're too slow and the spawn has scattered and whats left is not a valid secondary or the spawn is split so that whats left with the main target are useless stuff. Then you have to either kill it normally or wait for a valid secondary to apporach

Edit: and in response to the original question, yes, missile the target in the following circumstances. Its a praetorian/prime/banshee/atlas and phantoms (gold wave 6 cerberus) if you have no counter available. Don't nuke the brutes (gold wave 6 reapers), waste of time.


Is there a list of this? Which units are valid on which waves?


I don't think anyone's ever made a list. The easiest way to remember is based on the wave composition and wave cost. The ones that are marked as unlimited (assault troopers) are never valid for the first target switch. Kill it with the atlas and another atlas will spawn (as the 4th target it may be valid but i don't missile the 3rd target so i don't know). For gold, the wave compositions from the bin files are:

Wave 3 Cerberus
EnemyType="WAVE_CER_AssaultTrooper"
EnemyType="WAVE_CER_Phoenix", MinCount=1, MaxCount=1, MaxPerWave=3
EnemyType="WAVE_CER_Nemesis", MinCount=3, MaxCount=3
EnemyType="WAVE_CER_Atlas", MinCount=1, MaxCount=1

Wave 6 Cerberus
EnemyType="WAVE_CER_Nemesis"
EnemyType="WAVE_CER_Phoenix", MinCount=2, MaxCount=2, MaxPerWave=6
EnemyType="WAVE_CER_Engineer", MinCount=2, MaxCount=2
EnemyType="WAVE_CER_Phantom", MinCount=2, MaxCount=2

Wave 10 Cerberus
EnemyType="WAVE_CER_Engineer"
EnemyType="WAVE_CER_Phantom", MinCount=4, MaxCount=4
EnemyType="WAVE_CER_Atlas", MinCount=2, MaxCount=2
 
Wave 3 Geth
EnemyType="WAVE_GTH_GethTrooper"
EnemyType="WAVE_GTH_GethBomber", MinCount=2, MaxCount=2
EnemyType="WAVE_GTH_GethPyro", MinCount=1, MaxCount=1
EnemyType="WAVE_GTH_GethPrime", MinCount=1, MaxCount=1
 
Wave 6 Geth
EnemyType="WAVE_GTH_GethHunter"
EnemyType="WAVE_GTH_GethRocketTrooper", MinCount=3, MaxCount=3
EnemyType="WAVE_GTH_GethPyro", MinCount=2, MaxCount=2
EnemyType="WAVE_GTH_GethPrime", MinCount=1, MaxCount=1

Wave 10 Geth
EnemyType="WAVE_GTH_GethRocketTrooper"
EnemyType="WAVE_GTH_GethPyro", MinCount=3, MaxCount=3
EnemyType="WAVE_GTH_GethHunter", MinCount=2, MaxCount=2
EnemyType="WAVE_GTH_GethPrime", MinCount=2, MaxCount=2

Wave 3 Reapers
EnemyType="WAVE_RPR_Cannibal"
EnemyType="WAVE_RPR_Marauder", MinCount=2, MaxCount=2
EnemyType="WAVE_RPR_Brute", MinCount=1, MaxCount=1
EnemyType="WAVE_RPR_Banshee", MinCount=1, MaxCount=1

Wave 6 Reapers
EnemyType="WAVE_RPR_Marauder"
EnemyType="WAVE_RPR_Brute", MinCount=2, MaxCount=2
EnemyType="WAVE_RPR_Ravager", MinCount=2, MaxCount=2

Wave 10 Reapers
EnemyType="WAVE_RPR_Marauder"
EnemyType="WAVE_RPR_Ravager", MinCount=2, MaxCount=2
EnemyType="WAVE_RPR_Brute", MinCount=3, MaxCount=3
EnemyType="WAVE_RPR_Banshee", MinCount=2, MaxCount=2

Wave 3 Collectors
EnemyType="WAVE_COL_CollectorTrooper"
EnemyType="WAVE_COL_Abomination", MinCount=1, MaxCount=1
EnemyType="WAVE_COL_CollectorCaptain", MinCount=2, MaxCount=2
EnemyType="WAVE_COL_Praetorian", MinCount=1, MaxCount=1, MaxPerWave=3

Wave 6 Collectors
EnemyType="WAVE_COL_CollectorTrooper"
EnemyType="WAVE_COL_CollectorCaptain", MinCount=2, MaxCount=2
EnemyType="WAVE_COL_Scion", MinCount=2, MaxCount=2
EnemyType="WAVE_COL_Praetorian", MinCount=2, MaxCount=2, MaxPerWave=6

Wave 10 Collectors
EnemyType="WAVE_COL_Abomination"
EnemyType="WAVE_COL_CollectorCaptain", MinCount=2, MaxCount=2
EnemyType="WAVE_COL_Scion", MinCount=2, MaxCount=2
EnemyType="WAVE_COL_Praetorian", MinCount=2, MaxCount=2, MaxPerWave=6

Modifié par Computron2000, 02 août 2013 - 01:53 .


#39
oO Stryfe Oo

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I think difficulty matters, too. I can never get the targets to switch to a Trooper unit in Gold+, yet I've had it happen often in Silver.

#40
Pearl (rip bioware)

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oO Stryfe Oo wrote...

I think difficulty matters, too. I can never get the targets to switch to a Trooper unit in Gold+, yet I've had it happen often in Silver.

different difficulties have different wave compositions (see computron's post, for example), so target switching is going to be substantially harder on gold+ than it would be on bronze/silver

Modifié par FatherOfPearl, 02 août 2013 - 02:26 .


#41
SpaceV3gan

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Missile all the targets and also the left overs.

#42
Guest_MasterReefa_*

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Kalas747 wrote...

Just don't expect me not to do this if you missle.

Hahaha

#43
Argent Xero

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Some wonderful information here. I thought it was just to make the objective go by faster, but having a superior target swap to an inferior one is brilliant!

#44
SilentStep79

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b00g13man wrote...

It depends on my mood most times. Sometimes I just want to get it over with, sometimes I don't.


this. also I go by the mood and intent of my squadmates for objective wave target eliminations

#45
AustereLemur799

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Well, my terrible accuracy with missiles aside (it's legendary!); I actually always seem to fire when someone else does (sometimes even three people fire at once!).
 
While I tend to get annoyed at the time; I console myself that great minds think alike. Clearly we all had the right idea and I wasn't far off the mark Image IPB

Modifié par AustereLemur799, 02 août 2013 - 02:53 .


#46
oO Stryfe Oo

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FatherOfPearl wrote...

oO Stryfe Oo wrote...

I think difficulty matters, too. I can never get the targets to switch to a Trooper unit in Gold+, yet I've had it happen often in Silver.

different difficulties have different wave compositions (see computron's post, for example), so target switching is going to be substantially harder on gold+ than it would be on bronze/silver


Yeah, now that you mention it, it seems kinda obvious.

#47
bondiboy

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Hard to resist a missile if 2 Geth Primes trolling team mates

#48
Malanek

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Miniditka77 wrote...

Chealec wrote...

Tantum Dic Verbo wrote...

Can someone explain to the noob what this target switching thing means?


You can get the target to switch type on wave 3 assassination missions by nuking the first one really quickly... Prime spawns as the target and you nuke it, it'll switch to Bombers for the remaining targets (Atlas to Dragoons and so on). IF you're fast enough with the missile.

I don't think it actually has anything to do with how fast you nuke the first one (at least not directly).  I'm pretty sure that what actually matters is how many other enemies you take with it.  If you just hit the big enemy (e.g. a Prime) and maybe one other enemy, another Prime will spawn.  If you hit the Prime with a bunch of other enemies, they will all respawn together.  Because of some wave budget magic I don't understand, causing so many enemies to spawn at once will prevent another Prime from spawning.

Hitting the Prime shortly after spawning is the best way to do this, because the other enemies that spawned with it don't get a chance to disperse.


As far as I am aware, and I have done this a lot through soloing, you want to hit just one of the big enemy, and also any number of smaller enemies at the same time. They have to be the right type though, certain enemies husks, cannibals don't seem to respawn as a target under this method. Doing it immediately is often a bad idea because you will hit two of the big enemy and it won't switch.

#49
VaultingFrog

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Tech armor is far superior...

#50
LiivaTelnea

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I'm not on a good standing with my Missile Capacity even with all the packs I bought.

So my strategy is going like this.

----------------------------------------------------
Wave 03 : Use only your main guns.

Wave 09: Eliminate the targets with your missiles. But spare one rocket.

Finale : Keep your last rocket safe incase things go bad (Ambush of Phantoms/Atlas Trio/Banshee March)
----------------------------------------------------

Once I get a little more capacity, I'll start using one missile on the 03. All of them on 09 and whatever remiains tactically for the Finale.

Now I realize that I do have the potentional to kill 03 and burst trough 09. But I have too much experience with facing finale situations when a missile could save the match, so I'm keeping one stored untill I get a capacity expansion.