Sharp |
04-07-2006 09:03 AM |
In raiding the cult you should only be doing it for cash or cash and weapons or experience/fun, if it is just for weapons then it is much safer to stun-raid (raid a non-hostile organisation but stun instead of shoot guards so they won't shoot back) as other corps like Marsec and Megapol have much better weapons.
If you do decide to raid the cult small numbers work better, with smaller numbers the map size is smaller which means you don't have to search around everywhere to find the last few cult members. Usually I use 4 agents who start of as a squad so they start in the same room and then split them up individually. If starting in the room which has two gravlifts and stairs to the basement I keep one agent watching the grav-lifts (after destroying the curtains inbetween the gravlifts) and another watching the stairs. The remaining two agents go and actively pursue cult members, mainly using stun grenades which are quick at incapacitating cult members and do not destroy any loot.
Wiping out the cult members should be fairly easy and you can use the little ledges as cover by crawling underneath them, the only enemy you have to watch out for is the cultist with the heavy launcher, incredibly dangerous as a single rocket can badly injure or even kill your agents. A handy tool which can only be used in lucky situations is the jump tool, this is where you hold ctrl+J or alt+J and click on a square adjacent to your agent which should be thin air (e.g. your agent is next to a ledge, use the jump button and click on the square off the ledge and your agent jumps down). This is useful when dodging a heavy launcher rocket in real-time as you can avoid the blast but it does not work all the time.
The two agents who are attacking the cult members should split up once the leave the starting room, flank the enemy so they cannot use cover but try to make sure not to get outflanked by setting up a prox-trap or flanking from an unflankable position (i.e. no doors or lifts behind your agent where the enemy can pop out from). If this is an early raid without many researching done then marsec machineguns and grenades for the assault agents and autocannons for the guarding agents if you have high-tech then disruptor and devestators for everyone. If your agents start in a room with multiple points of entry which are hard to defend then you can use prox traps, a prox trap for me is when you lay down some unprimed stun or ap grenades then lay down an armed proximity mine on or next to the grenades, when an enemy walks over the prox mine is set off and in the resulting explosion the other grenades are also activated which can effecitvly kill or stun any cultists. I prefer using stun-grenades as it does not destroy any loot and you can tell easily when an enemy has activated it by the green gas let off, of course when using HE you can also tell by the extensive wreckage left behind.
The assaulting agents should sweep through the whole map including the basements, when fighting in open areas aimed or snap shots work the best (unless it is covering fire where auto-works the best) when in the basement auto is king as you can fill any cultist in the corridor with lead very quickly. The main reason why you have two agents guarding the stairs and gravlifts is so that cultists cannot out-flank you and also to provide a safe room for your assault agents to retreat to heal wounds or just to escape, if agents are wounded then you can swap the assault agents with the guard agents. This tactic works well as you can use limited numbers of agents and effectivly wipe out cultists with hopefully minimal losses. Just remember that in Apocalypse everything can be destroyed with enough fire-power so you don't ever have to send agents through a door which might have enemies waiting behind it when you can create your own and surprise the enemy.
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