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Old 13-08-2017, 09:36 PM   #211
twillight
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Join Date: Nov 2005
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Default Fallout Tactics Insane

Quote:
Originally Posted by tienkhoanguyen View Post
I just wanted to say I read the last post entirely.
Thx for reading. Much appreciated.

If you have anything to ask related to the game, me playing, or justsomething of me, feel free to ask. That's why the topic exists.


Until than it comes to Rock Falls:



The main problem here are (again) AK47s. The enemy practically lacks hunting rifles fortunately at least.
The numbers mean GROUPS of enemies, and I gave a line of duty too.

First go to the right and eliminate a 3-men patrol at #1. Use hunting rifles. One has an AK47 which is potentialy lethal, so circle from far away until you spot a member.
#2 is a patrol who guards a siren. Breaking a siren never gives exp, so don't worry about this too much. If the patrol sounds the alarm 2 sleeper from nearby awakens and joins him - they aren't significant enough to get desperate if the wake up.
#3 are SNEAKING, and has AK47s. So keep your distance, crouch, and snipe them after they reveal themselves. #4 is right next to them, you'll likely fight her the same time. Yes, she has an AK too. Crouch/prone to lessen enemy's aim and rise yours. If you can't find a spot but you know some are still alive (always switch the minimap when in doubt - if you get exp, the enemy is dead) AND want to bother, then swap someone with high HP into the environmental suite, give it an FNFal burst mode, and send in. With witts. And stimpack. If it survives the revealing shot, the rest of the party will terminate the raiders while your grunt gets into cover.

While the map suggests to pass the minefield it is NOT the most efficient way. It is actually on easy-normal for inexperienced players of course, but I don't fall in those categories. So go back to #5 and start laying down and clearing from left to right the enemy at the gate. If you forgot until now, your best shooters (for me Mandy, Rage and Rebecca, Farsight not because I teach her through books, but that's just me this time, she should too) have 100-101% small guns. Due to design-flow you have to clear the gate anyway, else you fail the optional objective(s). After killing what runs to you AND the nearer AK47 (there is one right next to the main gate on both sides), keep babycrawling forward until you see another enemy on the left of your troops. After killing that crawl back, and run a bit circle. You'll meet during that with #6 arrived to the shooting - switch to bursting weapons with most of your troops. Oh, by the way, I used a 4-member strike team for most of the mission. Jax did squat, and Lola had a special purpose.
After #6 is dead keep circling and attack the sandbags and the other AK47 from the back. This way you can snipe them down.
Always watch your HP, and move back/heal the damaged member accordingly. Use the group formation option to have your weaker armored troops covered behind stronger armors.

When the Gate is clear, make a falanx and open it. This is the most safe way to infiltrate. Have everyone agressive burst mode (my 4-person teamhad 2 FNFal and 2 MP5) in case a patrol is just near the Gate. If not, switch to hunting rifles. If you see the enemy getting close, switch your armored FNFal people to burst mode FNFal. If MANY gets close switch weapon with the other two too. Heck, I even stood Jax as a 3rd line with hunting rifle, and he occasionaly released a shot!
Raiders from #7, 8 and even 9 will arrive. If none is in shooting range, babystep forward. Don't go too forward, because #14 has 1 AK47 in its lobby, and you want to snipe it down. To do this switch to defensive, move everyone to be able to see the bugger, and only then switch to offensive.
Next you'll aim to clear #9, #11 and #10. They aren't really separate. In the end maybe/probably even #12 can be involved. Be very cautious, #9 has a boss with a silverhawk double barrel shotgun, there is a sneaker, and a lot of 'em has AK47, especially #12.
#12 guards the engineer, you must even talk to him at least to get the primary objective halfway complete. If you talk to him again he'll walk through #9 and #5, so be sure there's no survivor before doing so.

#13 is a boss who has grenades. He likes to oppen his door, and on lower difficulties likes to blow himself up. Don't risk on Insane though, just make him into shooting range while defensive, make sure everyone will fire, then switch agressive. He will die at spot because the passfinder routine is crappy. Be glad for that this time.
Now open the door of the stables (this sends 2 cows to certain death), and from the side make an agressive falanx with sniper rifles ready to dispose a single patrol on the minefield. I bet he'd blast you to seventh heaven by shooting the mines if you'd try to come that way on Insane.

Now what I did is pull out the Avenger Minigun stolen from the General with the ammo stolen from the General and from the Merchant special encounter, gave Lola the environmental armor, take the voodoo found during this mission (it is in #9 building), use the exp I got until now (I was like lvl 5), rise Doctor to 90%, and the rest into Big Guns (also 90%).
Actually, last time I f*d up and rose Unarmed instead (not entirely a waste, will use it anyway later), so I had to step closer, but whatever. So I went in babystepping to #14 which has 3 AK47. Normally you'd have good (100-120%) small guns, and a bursting AK47, or FNFal if you went hunting special encounters, and you stick to the wall as far as possible from the enemy. I had a minigun though, so I kept close (especially with my lackluster skill, lol). Oh, to be able to use it I ate an Afterburner. A bit risky, given you have to store up 12 Afterburner, and I think only 13 you'll be given until Preoria, but I think I had one extra on top from the Uprising special encounter. Worst case scenario, I'll use some mentat along the afterburners on those towers or something.
You shouldn't use more than 3-4 bursts. 2 bursts should be preserved at bare minimum. If still need shooting give the armor to Mandy who has high EN and send her in with an FNFal. Keep stepping back ASAP when hurt and patch up. The boss (Daisy) usually runs behind the celldoor which she opens - beware to not shoot the prisoner if that happens.
Release the prisoner if safe (maybe worth some karma).
The boss has a key, but that only makes your life easier if you can't lockpick. Lockpicking doesn't give you exp either, so why not make your life easier? Through the minefield you go and open the inner gate.

It is a good idea to position your weakest (<- currently most useless) member at the place you shot down #15 from, because from there you can see the #16 patrol up on the wall. If it is on the farther side (where the gate-switch is), DO NOT GO IN because it'll kill you with AK47. #17 has AK too.
From here there are a couple of alternatives. The basic is to send in a sneaker with FNFal at defensive setting. Get around the building's back, climb the ladder, get as close as you can to #17, then try to kill it before it kills you. That's hard, so try packing any super stimpack you have atyour team on the person, who should be the same delt with Daisy&co, so is voodooed up (gives extra resistance). Me on the other hand trusted Environmental Armor, and my minigun. Fortunately their lack somewhat in the killing department while I was climbing up. When up there is another issue, but my 10 EN, armor and voodoo gave enough HP to get close enough to kill 'em with 1-1 brust, so I shredded #17. After that coruch and walk to the corner of the wall. Stop before getting out. If a bit lucky, #16 will come try to kill you, running in to a burst.
Now I ran out of ammo for the minigun here, and that type of ammo I don't think will arise soon either (of course at the new bunker the General gets a barel of it, but that'll be this gun's final I assume), so sent in someone with decent smallguns skill (actually both Mandy and Rage). From the top of the fence they delt with #18, and #20 who are 3 AK47 at the terrace of #20-22. I hate those.

#21 are some scorpio-wielding henchmen inside the final building, and they can almost do no harm.
#22 is the boss and his 2 personal henchmen. On Insane they get special by breaking you practically with every shot of theirs. The boss simply has an AK. So to make life easier first get around the door on the ground floor (a bit hard, but Rebecca with 2 kits has enough skill to unlock it, don't do that for the moment), and start stepping here-and-there until you stumble into a hole in the texture. Yes, it is a bug, but why not. You'll see the boss, and only the boss through it. If you get hurt just step away and patch up. Use bursting FNFal.

Finaly if you want to check the side door on the outer wall at #12. That is an excellent entry for experienced players on lower difficulties, but on Insane you'd just get yourself killed by running into a bunch of AK47s. Some survivor of #18 might be there, and you can get to the tent up north for some minor loot.

DO NOT BOTHER WITH THE TRENCH at #19!!!! It has 2 AK 47 SNEAKING. If youjustcan't live w/o thatminor exp find some random encounter and pulp some komodo dragon or giant rat or something to pulp with bare hands to not use up ammo or something, ok?
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