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Author Topic: Commissar Quest - Apparently flak armour isn't very good  (Read 78946 times)

Shade-o

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #405 on: January 08, 2012, 07:22:17 am »

Yes, all the marked doors can be opened/closed.

Cargo is full of generic crates providing waist-high cover.

The Tramway Elevatus leads to the ship's main cargo tram, it runs most of the ship's length. Used for supplies and the like.
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kaian-a-coel

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #406 on: January 08, 2012, 07:40:55 am »

are A and B the "probable xenos incoming from there" points?
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Sheb

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #407 on: January 08, 2012, 08:22:52 am »

Okay, so what we want is to concentrate them in one place. Well, the logical plan would be to abandon this deck, move up to the bridge and mow them down as they come from the bridge Elevatus pit.
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Zako

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #408 on: January 08, 2012, 08:49:21 am »

But if they get in the pit, they will have full run of the ship! THAT MUST NOT HAPPEN.

Can get get crates from the cargo area and set up barricades?
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Sheb

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #409 on: January 08, 2012, 11:14:37 am »

Actually, the way I understood it, they're coming from A and B and will probably come from the tram pit later on as well. They'll board in many places, so they'll have full run of the ship. The thing we got to defend is the Bridge, that can only be accessed by this Elevatus that only go from here to the Bridge (Otherwise it'd be stupid as they could get in from other entrances in the Elevatus.)

So the Bridge Elevatus pit is the best, single, natural chokepoint. The only advantage from fighting on this deck is that we might be able to use the doors to cut their forces in smaller groups that we can defeat on by one. Still not as good as having a single chokepoint we can focus our 4 flamethrower on.

Using the Bridge Elevatus Pit as a chokepoint means we can also use the Elevatus itself as a huge blunt weapon to crush the Xenos with.

Plus, if they can get to the bridge by burrowing in the walls or in the aeration systems, we want to be there, not a deck below.
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Zecro_The_Scourge

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #410 on: January 08, 2012, 01:23:24 pm »

Actually, the way I understood it, they're coming from A and B and will probably come from the tram pit later on as well. They'll board in many places, so they'll have full run of the ship. The thing we got to defend is the Bridge, that can only be accessed by this Elevatus that only go from here to the Bridge (Otherwise it'd be stupid as they could get in from other entrances in the Elevatus.)

So the Bridge Elevatus pit is the best, single, natural chokepoint. The only advantage from fighting on this deck is that we might be able to use the doors to cut their forces in smaller groups that we can defeat on by one. Still not as good as having a single chokepoint we can focus our 4 flamethrower on.

Using the Bridge Elevatus Pit as a chokepoint means we can also use the Elevatus itself as a huge blunt weapon to crush the Xenos with.

Plus, if they can get to the bridge by burrowing in the walls or in the aeration systems, we want to be there, not a deck below.
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Elfeater

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #411 on: January 08, 2012, 01:25:06 pm »

A blunt weapon you say, it might work, it just might...
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adwarf

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #412 on: January 08, 2012, 01:31:18 pm »

Lets leave that option for later, the bridge will have some guards in it, and the only thing that can get in there without getting past us will be Rippers which are useless unless they are in hordes. For now we should fortify the two opened hallways infront of the guardroom with rows of barricades, and use them as fall back positions when we need to. This will allow us to hold them out for a while, slow them down, and keep from murdering the people on the bridge. We need to keep them away from the Bridge Guardroom for as long as possible, because if we are using the Bridge as a warzone the people their will get more pressured, and more prone to errors which we can not risk at this time. Plus sealing us in such a space will doom us if even one slips by everyone will die, and where would we be then?
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Zecro_The_Scourge

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #413 on: January 08, 2012, 01:38:43 pm »

We would be eating corpse starch snacks? because we just escaped heroicly....
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adwarf

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #414 on: January 08, 2012, 01:39:59 pm »

No then we would be eaten by the huge thing chasing us (Which luckily isn't a Hive Ship(I think))
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Sheb

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #415 on: January 08, 2012, 01:44:43 pm »

Well, except that if any get into the bridge, we're all dying anyway. Plus, we cannot use the Elevatus as a weapon if we need it to fall back.
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adwarf

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #416 on: January 08, 2012, 01:45:55 pm »

Sure we can, we go up, and then slam it on their heads.
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Sheb

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #417 on: January 08, 2012, 01:53:57 pm »

Really practical. Plus we cannot shoot while we're in it, which means that if it break (Because some Xenos is chewing the power line for exemple) we're stuck in a can, waiting to be opened.

No, basically, we've got 2 options.

A) We use and abuse the door system to split the enemy into many small groups, and we destroy them one at a time, with at least 3 of our 4 squads. For that, we need doors that will hold at least long enough for us to go to a group kill it and come back, video link checking every corridor and pretty stupid xeno, whose pathing algorithm we can abuse.

Or

B) We choose one choke point, fortify it with crates and whatever, route all the enemies there and kill them.


If we choose B), the Bridge Elevatus is the best option. All the enemies must go there. None of them can bypass us by going through the walls or something. We can use the Elevatus itself as a huge trap. If something bad happen on the bridge (like them taking over some psikers or whatever) we can deal with it. It's a pretty narrow chokepoint to hold. If the bridge does have some guards, they can help us.
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adwarf

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #418 on: January 08, 2012, 01:55:31 pm »

I yield to your plan then :)
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Geen

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #419 on: January 08, 2012, 05:03:15 pm »

Open and close the doors at high speed. Sliced Xenos anyone? Also, I support the elevator hammer.
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