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Nov 04, 10 at 2:05pm ^Escalation Mode Walkthrough
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I’ll end this post with a ‘basic’ team setup that while not the best overall should reach wave 15 in just about any map.
First and foremost, many people might not be aware of this but there was a major change in the most recent update of the game. All fliers have regained access to their machine guns while in jet mode just like when playing the Campaign. You start with the default rockets equipped but by tapping the button to switch weapons you can go back and forth between rockets and machine guns. THIS IS A MAJOR CHANGE! Fliers now have 500 rounds of machine gun ammo in addition to their standard 16 rockets and whatever weapons you pick up.
Another important note is that when in Jet mode fliers can still move when in stasis mode (red screen of about to die) its slow, but you can still move, I’ve tested this quite a bit and used it to literally crawl to an energon station and revive myself several times. Now for the ‘bare minimum’ teams I mentioned before.
Zeta Prime: Very important as his ammo beacon ability means the team doesn’t have to waste energon on ammo. Cast near the start of a wave so you can abuse its secondary effect of boosting damage (note DOES stack with War Cry) Recommended arms: Scrapmaker and Scatterblaster with Thermo mines. Side note: His alt mode is *very* effective. The rockets are fast, do a TON of damage and are rapid fire with huge magazines (30 at start but can be loaded to 40)
Air Raid: Also important as he can both fly and cloak, this is the guy you want to be your healer/reviver and your ‘survivor’ in case the rest of your team falls. Whirlwind also effective in a pinch. Recommended arms: Photon burst rifle and Null Ray with Energon Grenades. As stated above he has two weapons in his alt mode, use this to your advantage!
Ratchet: Sentry turret is key in dealing with cloakers, it also serves as an early warning if used as a watch dog for a back door in your base. His barrier ability is also important for when cornered or when making a retreat to your stronghold (which you should have setup by wave 4). Mostly going to be range support. Recommended arms: Scrapmaker and Magma Frag launcher with Frag grenades. Same as Zeta concerning his alt mode.
Scattershot: Plan B is this guy’s reason for existence. His mini nuke can clear an area faster than anything else and his alt mode weapon is a Titan killer. The fact that he can also use barrier nearly makes him broken. He’ll be the one clearing the area up if not watched closely and eat up all the energon. Players using him will be responsible for opening doors and keeping everyone else armed. Yes this means buying weapons for others. Recommended arms: Scrapmaker and Thermo rocket launcher with Thermo mines.
Overall team strategy is to find a good place to setup as a base once you have your weapons of choice and bunker down. Zeta has two different abilities that can boost stats, Battle Cry needs energon to charge but Ammo Beacon takes about 90 seconds to recharge between uses. Set up the ammo beacon right before a wave starts and go to alt mode. This boosts the already reasonably high damage of the team’s alt modes to insane levels. Using this while camping in front of a spawning point can usually remove ¼ of each waves enemies before the ammo beacon runs out. Use Ratchet and Scattershot’s barriers to reduce the amount of damage your team takes while mowing the Decpticons down. If a large number of enemies gather lob the mini nuke to clear them out.
In the event of a comrade falling, have AirRaid toss an Energon grenade only as a last resort. Zeta Prime is actually the best choice for reviving others due to a tiny glitch in the game I found a few days ago. His alt mode is fast and can cover a lot of ground, but his War Cry is the key here. When cast, it not only buff’s his offence and defense, but the person you’re trying to revive as well. This gives you a few more seconds of time and makes the person a bigger threat as their damage will be pretty high even in stasis lock mode.
Demolisher: Like Zeta he can spawn ammo beacons, meaning the team won’t have to waste energon on ammo if he is used effectively. His whirlwind isn’t as effective as others due to his size and seems to last half as long as others. His alt mode is *very* tricky to use as you don’t want to hit the enemy you’re aiming for but the ground right in front of them. He does do splash damage though so he can take out multiple enemies with a single round (my record is 4 with one shot). Recommended arms: Scrapmaker and Magma Frag launcher with Frag grenades.
Onslaught: The single most effective land based Con in the game, his dash ability makes him far more dangerous than people give him credit for. He might be big but he’s as quick as any scout. Like Scattershot he has the mini nuke ability, only he’s a lot faster and much more mobile. His alt mode has the same rapid fire rockets as Zeta Prime and he has the ram kill ability in this form. Recommended arms: Scrapmaker and Thermo rocket launcher with Energon Gernades.
Skywarp: One of the weaker flier’s ability wise, but he also happens to be one of the harder ones to kill. Which is why he’s listed here. He’s not a front lines fighter but he has his uses. His Whirlwind makes him a melee monster. Tack on the fact he has cloak and you have a dangerous combination. Recommended arms: Magma Frag Launcher and Thermo Rocket Launcher with Thermo mines.
Slipstream: The single hardest character in the entire game to kill, Slipstream is going to be your team’s trump card. Combining her cloaking ability with both flight and Shockwave, along with two alt mode weapons and you have a major threat on your hands. She’s the ‘lone survivor’ of the team responsible for making it through if the others fall. You want your BEST player to be using her to make sure she does just that. Recommended arms: Scatterblaster and Magma Frag Launcher with EMP grenades.
The overall team strategy for the Decpticons is *very* different from the Autobots. Don’t ask me why but the game is far more difficult and far less forgiving for the bad guys. The maps are tougher and the Titans/Brutes come out earlier and in greater number. The key to victory and survival here is mobility. Keep together and keep mobile, don’t stop until every last Autobot is offline if you want to have a chance. Keep Demolisher in the back of the group flanked by Skywarp and Slipstream with Onslaught in the point man position. This keeps your team out of his mini nuke kill zone and lets him take full advantage of his abilities. Slipstream and Skywarp need to stick close to Demolisher as their weapons eat up ammo like a Sharkacon with Energon goodies. Demolisher spawns his ammo beacon when they run out then provides cover fire and artillery support. Remember, mobility is the key to survival with this team.
Since both Skywarp and Slipstream can cloak, you want them to be your ‘revivers’ if possible. Should Onslaught and Demolisher fall SPLIT UP! Slipstream and Skywarp are very good at hide and seek. Combining the magma frag launcher with flight allows you to set up some pretty nasty traps. You want to save your cloaking for when low on health or ammo though, don’t waste it!
I hope this walkthrough will be of use, and that these tips will improve your chances of getting the Heavy Metal War achievement/trophy.
Edit: Nov 09, 10
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Nov 07, 10 at 3:31am ^re: Escalation Mode Walkthrough
I've finished the first map's walkthough,though I am unsure of how to post it exactly. Its about four pages long and I think thats a bit much for a thread post. At the same time if I post it as a faq/guide I doubt anyone would even notice it. If anyone could help me with this it woud be very much appreciated.
I've also started on the other maps, about half way through with each. Its hard taking notes while playing though lol.
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Nov 09, 10 at 2:08pm ^re: Escalation Mode Walkthrough
Ok, I'm going to ask you guys for your help with this. I'm putting together a complete walkthrough, but since I'm far from being an expert player myself I was hoping you guys would look over what I've put together. I'll put up the first map later tonight, but I wanted to get this part up first since I'm a bit biased when it comes to weapons. Any information, corrections or tips you guys have would be very much welcome.
Neutron Assault Rifle: The weapon you start with, it’s actually surprisingly effective. All around the most balanced weapon in the game.
Photon Burst Rifle: The best early game weapon you can get, its cheap and easy to find on any map. It packs a decent punch and the sniper scope is very useful in certain situations. Its only draw back is its small ammo capacity. It’s still very effective even in the higher wave numbers though and I generally carry it as my backup weapon.
EMP Shotgun: Effective but tricky, it’s pretty cheap but has the most power of any weapon in the game next to the Null Ray. Downside is you only get two shots before needing to reload; it has very small ammo reserves and is painfully slow in both fire rate and reload time. Only use this if you’re really good with it, otherwise pass on it.
Scatter Blaster: Auto shotgun, it packs a decent punch and good ammo reserves, however it seems to let you down a lot and requires reloading at the worst possible times. A decent weapon but not one I’d stake my spark on.
Plasma Cannon: This weapon depends entirely on the user. I’ve seen people turn mites into monsters with it but I’ve seen plenty of people turned to scrap trying to use it as well. Decent ammo and decent power, it’s a bit slow for dealing with hordes of enemies but is useful for fighting small groups or single large targets.
Energon Battle Pistol: Decent middle grade weapon, think of it as a Swiss army knife. It’s a combination sub machinegun/sniper rifle like the Photon Burst Rifle, just without the same knock down power. Instead it has larger ammo clips and capacity. Good for early game, not so much for mid to late game.
Scrapmaker: This baby lives up to its name. You want it; you need it if you’re going to make it. EVERYONE in your party should have this weapon by wave eight. It has great ammo capacity, causes massive damage, and has stopping power out the yin yang. Only drawback is finding it, this weapon will be very well hidden in each map. When you find it, memorize where you found it for the future.
Null Ray: Another great weapon, perhaps the single most powerful in the game. It can one shot nearly any enemy with a headshot and the sniper scope is the best in the game. Down side to this little monster is it’s limited to only twenty rounds and takes forever to reload. You’ll want at least one person in your party to have it though.
Magma Frag launcher: One of the nastier weapons in the game, it packs a punch and can be used creatively due to its remote detonation ability. It is a little on the expensive side however and usually it’ll be the last weapon you find on any map. You’ll want at least one person on your team to have this one.
Thermo Missile Launcher: This one’s tricky, it can only lock onto an enemy in vehicle mode, but without that its one of the most damaging weapons in the game. Problem is that it’s the hardest one to aim with. When cornered it’s not bad, and against Brutes it can lock onto their backpacks. Aside from that it’s useful against Titans, Cloakers, and Tanks. All around useful it just takes a lot of practice to master it.
Energon Repair Ray: One of the only three ways to heal in the game, you’ll want at least one person to get this if you’re going for pure survival mode and not just trophy/achievement hunting. Don’t waist it on attacking enemies with unless you have no other choice. It’s the single most expensive weapon on the map, but for good reason. If possibly try to have someone that can cloak, fly, or cast barrier carry it.
Frag grenade: Very cheap but very potent when used right. You should be able to find these on any map right from the start. Keep a few on you until you can find the Thermo Mines.
EMP grenade: Expensive and more likely to backfire than help you. Avoid these unless you know what you’re doing. They can be a lot of help for making a retreat but you have to be careful since they can cause Friendly Fire.
Energon grenade: EXTREMELY expensive but completely worth it. Make sure one person in your team carries these at all times, but not that same person who’s using the Energon Repair Ray. Should only be used by someone that can cloak or fly (so they can get more when they need to).
Thermo Mines: Cheap but lethal when used correctly. Everyone aside from the person using Energon grenades should carry there after you reach their dispenser. Don’t leave them around ramps, doorways or too close to walls though or they won’t work right. I’ve found that leaving a few out in the open is a good way to make a few cheap kills each wave.
Anything you guys have to add?
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Nov 10, 10 at 2:10pm ^re: Escalation Mode Walkthrough
Well here it is, my first map. Its taking a lot of time to gather information for this due to people only playing the same map online...
Map name: Broken Hope
Story: Megatron's forces have invaided Iacon, all communications through the Decagon have been severed and Decepticon forces are quickly approaching thanks to the planetary guns being taken offline. Caught offguard, you and a small number of fellow Autobot's have managed to reach one of the last outposts on the outskirts of Iacon suffering heavy losses. The Decepticon's will stop at nothing until you and the others are nothing more than a twisted pile of molten slag, and you know this will ultimately be your fate. Hope might be lost, but the will to fight has not. Your friend turns to you and offers only a wary grin. "We can't hold out forever, but we can give them one *humongous* repair bill."
This map is a bit unique, everyone should be familiar with it as it’s about the only map anyone seems to want to play…anyways, this map has a few unique pieces to it.
First there are two charred ‘tank’ remains on the map. They can be used for cover in early game but you want to avoid them if possible as they explode after taking a moderate amount of damage. The resulting explosion will eat two of your four health bars so keep your distance. If you use them right however they can take out a cluster of Decepticon’s.
Another risk to keep an eye out for is the power nodes scattered across the map. They take very little damage to set off and will take out three of your four health bars if you’re caught in their blast. They don’t even need to be shot to go off; simply grazing them in vehicle mode will set them off.
My personal record for this map is wave 44, and that’s only because the host quit. Our team was as follows:
Zeta Prime: Armed with Scrapmaker and Thermo Missile Launcher with Termo Mines.
As stated before his ammo beacon is one of the key skills for survival. Using it wisely will cut down on the amount of points you need to spend on ammo, meaning you can spend more on weapons, doors, and Overshields. His War Cry is very effective when in a tight spot as well, I used it when I needed to revive someone as the boost to defense is a life saver when under fire.
Ratchet: Armed with Scrapmaker and Null Ray with Energon Grenades.
Barrier is by far one of the most useful skills you can have here, it buys you time to reload or if need be retreat. It also makes reviving easier and is key in fighting Titans (the big guys with huge guns) and Devastators (the largest enemies in the game next to Omega and Trypticon) Also his Spawn Sentry Turret ability makes dealing with Cloakers more manageable.
Sideswipe: Armed with Scrapmaker and Thermo Missile Launcher with Thermo Mines.
Small but deadly, when packing the right weapons this little guy is a monster. He’s the best suited for taking down Brutes thanks to his Whirlwind ability but it’s his speed that make him useful. He’ll get in and out before taking much damage and can rack up a ton of points doing so.
Arcee: Armed with Scrapmaker and Energon Repair Ray with Thermo Mines.
Not as fast as Sideswipe and weaker than the others, Arcee makes up for these with her Cloak and Shockwave abilities. Keep her towards the front but behind Zeta, he’s tougher and can take more damage and attracts more attention, allowing Arcee to fire off her Shockwave for maximum effect.
Basic team play was Arcee sticking with Zeta to provide cover fire while he tanked. Sideswipe also was acting as a tank with Ratchet providing sniper cover.
While there is plenty of room for freedom with this level depending on you and your teams skill, an effective team for this map needs to include at least one leader with no more than two scouts. The reason for this is the need for both mobility and firepower. Too few heavy hitters and you’re going to lose, but at the same time a team of leaders/soldiers will get their skid plates kicked due to all the cloakers, fliers, and enemy scouts. Since you can have up to five people on your team this leaves two free slots.
Now that you know what to watch out for, here is what you want to look for.
The map is comprised of four main buildings. From where you start you should have a clear view of all four. Directly to your right is the first building (which I shall dub building number 1) it has two openings and is in a corner so it’s a good place to start out using for cover. Also within you will find an Energon Cube dispenser that will heal you for 100 points, and a Photon Burst Rifle dispenser for 200 points. You will also find a closed door that can be opened for 300 points. I advise against opening this one and I’ll explain why later. The Photon Burst Rifle is worth noting however as it’s a very potent weapon.
To the left of your starting location you will find the second building (building number 2) this one is very important as it has the lion’s share of the good toys for the map. Within you will find the EMP Shotgun dispenser for 200 points and a 50 point ammo dispenser, but more importantly there is a door that can be opened for 700 points. Go through this door and up the ramps. At the top of the ramps is the Energon Repair Ray dispenser which costs 1250 points, a bit steep but important for late game. Don’t waste your points on it until after you reach wave 12 though. Beyond the Energon Repair Ray dispenser you will find a room containing the Null Ray dispenser which costs 300 points and the Scrapmaker dispenser for 600 points. You only need one person to have the Null Ray, but everyone should have the Scrapmaker equipped when they can afford it, its damage and ammo capacity make it the top weapon for this map. Lastly there is a door that can be opened for 400 points, though this is a waste of points as it opens to an area you can reach already.
Now back from the starting position you have the two furthest buildings. The one on the right is going to be your main focus if you want to survive (this is building number 3) On the ground floor there is an ammo dispenser that costs 50 points to use. If you have Zeta on your team however you shouldn’t need to use these very often. Also in this room you’ll find a door, perhaps the single most important door on the map. It takes 400 points to open, but it’s worth it. Behind the door is a set of ramps, at the top of which you’ll find the Thermo Mine dispenser. At 75 points you get three so it’s well worth the investment. Carry these babies with you at all times. Beyond the Thermo Mine dispenser you’ll find one of the two best base camps of the map.
Upon entering the ‘camp’ you’ll be facing the Thermo Missile Launcher dispenser. It’s hefty, 900 points but important for later. The Thermo Missile Launcher can lock onto enemies in vehicle mode, making it ideal for taking down fliers, but even without locking on it packs a heck of a punch, ideal for large slow moving targets or clumps of targets. To the right of the Thermo Missile Launcher is another door, it takes 400 points to open but whatever you do, DO NOT OPEN THAT DOOR UNDER ANY CIRCUMSTANCES! If you do, you’ll get swarmed by fliers, crushed by Devastators, and all around destroyed. So leave it closed if you want to live. Next to this door however you’ll find several windows, they are very useful in sniping and in taking down Devastators. You can get hit from behind them, but there is enough cover for you to duck out when you need to. The Scrapmaker and Null Ray both live up to their names from this vantage point.
On the backside of the Thermo Missile Launcher dispenser you’ll find an Overshield dispenser that costs 250 points to activate. Don’t waste points on this until after wave 10, but after hitting wave 11 this will be your best friend. Also within this room you’ll find the Scatter Blaster dispenser which costs 300 points. It’s an alright weapon, not the best but good nonetheless. I don’t advise using it but if you’re feeling lucky give it a shot.
From where you came in the room you’ll see another door on the opposite side (it’s the one right next to the Scatterblaster dispenser) it also takes 400 points to open, but it’s worth it. The door opens to a bridge which takes you to the second floor of Building number one. Inside you’ll find the Plasma Cannon dispenser for 300 points and the Energon Battle Pistol dispenser for 200 points, along with another 50 point ammo dispenser. The bridge connecting these two buildings is ideal for sniping, but you’ll need to be careful due to fliers and other threats.
The final building, building number 4 is the one that displayed the gigantic Megatron hologram at the start of wave 1. It’s tricky to reach but from time to time you need to make the journey. Under the building there are two openings, one on each side that form a J shaped tunnel. Inside is another 100 point Energon Cube dispenser and another 50 point ammo dispenser. The upper area you have to reach by jumping on several large boxes, there is a bridge but you want to keep the corresponding doors closed so you can use them as shields. Anyways to get inside the building there are two doors, both cost 2900 points to open, but again you need what’s inside if you want to survive in the high teens of this map.
Inside you’ll find the Ion Displacer dispenser for 1200 points, the Magma Frag Launcher for 900 points, EMP Grenade dispenser for 125 points, and the Energon Grenade dispenser for 800 points. The Energon Grenades are your target as they can revive someone from a distance when used correctly.
Now as I said before, the second floor of building number 3 is the best choice for getting through this map. This is due to the limited number of entry points the enemy bots can use (there are three but they are easily defended). There is a purple barrier door in the middle of the main wall where enemies will spawn at the start of each wave, but this is little more than a feeding ground. Have Zeta (if present) cast his ammo beacon and everyone go to vehicle mode several seconds before each wave starts. As soon as it does, fire at will into the purple barrier. The ammo beacon resupplies your ammo AND provides the same damage buff as Warcry (without the defense buff). Once the enemies stop spawning from there, that’s when the fun starts.
The main entry point is your focus now, the ramps where you get your Thermo mines is where 70% of the enemies will come at you from. Having three players armed with the Scrapmaker makes this a kill zone. Why three? Because you only want your leader and two scouts covering this door. Your remaining players have another job to do. The only thing you need to watch out for are Brutes (big guys with shields and hammers). To handle them have everyone back away from the door into your ‘campsite’ and spread out. Brutes can only go after one person at a time, so when he’s chasing someone, the others need to get behind him and hammer away. Cheap, yes, but effective.
Unlike the others, your remaining party members should be in the building with the Plasma Cannon dispenser. The reason for this is that there is a purple barrier door in the room, but very few enemies actually use it for some reason. One person should be able to keep the door covered until the Decepticon’s stop using it. Once this happens move the remaining players to the bridge and start using that Null Ray to snipe anything that moves.
Once you hit wave 15, the Devastators start appearing. These guys are nasty, and can easily take you out with one shot. BUT, they are also very large, very slow, and very stupid.
Devastators have three primary attacks. First is a ‘plasma fire hose’ that will one shot you on contact unless you have a fully charged Overshield equipped. Even then you can’t take but a few milliseconds of contact before turning into a pile of twisted scrap. His second attack, while not as dangerous, is far more annoying. Basically it’s the Magma Frag launcher. It deals between two and three bars of damage depending on how close you are to it when it goes off. Lastly he has a Dark Energon shockwave attack. It’s an expanding bubble of pain that has thankfully limited range. He only uses this when you get too close so it shouldn’t be a major factor.
Have one person snipe from the windows in building 3’s second floor. This will keep his attention focused on one target (who would have thought the big guy hates getting pinged in the head) From this range the Scatter Blaster can hurt him pretty bad, but I stuck with the Scrapmaker (as almost always). While one person is acting decoy, the others can venture down to the ground floor of building 3 and use its side opening to blast the Devastator with impunity. His legs are a waste of time, but the, ah ha, crotch is actually a viable target, as is his torso which you should be able to hit without stepping into his kill radius. The team I was with used vehicle mode rockets and machinegun fire to cut them down.
Good teamwork and keeping a clear head will get you far in this map. Play smart, not brave, remember hero’s usually die for a reason. Reaching wave 15 should be a cake walk, but going beyond depends entirely on you and your team. I don’t know how far we might have made it, but we were having only a little trouble every now and then thanks to this strategy.
Aside from this, another strategy that works well that depends on your party is using building number 4 as a base camp. Its expensive to get inside (2900 points) but it is very difficult for enemies to get inside. There are no windows, just two doors and a purple barrier. To make this camp work you’ll need Zeta Prime for his Ammo Beacon, two players equipped with the Energon Repair Ray, everyone to be armed with the Scrapmaker, and several characters that can use Barrier and Spawn Sentry Turret.
In this case, you’re going to bunker down and not leave the room for any reason. Zeta’s Ammo Beacon combined with two people using the Energon Repair Ray will provide both your teams health and ammo. Please note that this strategy is only for advanced players and is much more difficult than using Building number 3.
Edit: Nov 19, 10
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Nov 13, 10 at 6:50am ^re: Escalation Mode Walkthrough
Hey dude, this is a good walk through, but seems like this forum is dead. you should consider posting it up in this forum:
You make some good points, and this forum is still alive to some point.
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Nov 13, 10 at 7:13pm ^re: Escalation Mode Walkthrough
It still ges several hits a day, I'll think about posting elsewhere, but first I want to actually finish the guide, its only 1/6th finished at this point.
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Nov 13, 10 at 8:42pm ^re: Escalation Mode Walkthrough
haha... alright, not trying to force you into anything... Just letting you know that it would be appreciated over there as well.
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Nov 13, 10 at 9:24pm ^re: Escalation Mode Walkthrough
I understand, but as I said, at this time I'm just trying to actully make the walkthrough, which is proving difficult because
A: No one wants to play ANY map asside from Broken Hope
B: The people that I can get to team up on the other maps arent very good and die every wave leavng me alone to deal with everything.
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Nov 19, 10 at 1:33pm ^re: Escalation Mode Walkthrough
Map name: Remnant
Story: You are part of a covert ops squad hand picked by Shockwave himself sent to investagate a long abandoned Autobot outpost. Since Optimus and the others have fled through the last functioning Space Bridge your mission is not one of combat but one of intelligence gathering. There is power in knowldge, and information from within the ancient space station could help locate the fleeing Autobots or even another weapon to aid the Decepticon cause. As you and your team enter the long abandoned outpost 774387 you quickly learn that not all Autobot's have fled, a remnant has remained behind in hopes of launching a surprise attack. With the station's shield operational you are cut off from returning to your ship and all communications with the outside are being jammed. Backed into a corner with no hope of survival, your only option is to fight."Any orders now sir?" one of the team asks as the enemies begin taking up defensive positions. Turning to your fellow Decepticon's you speak. "Yeah, let's kick tailgate!"
This map has been a royal pain for several reasons, the primary two being no one is willing to play it, and those who ARE count on the flying glitch to be remain safe while everyone else does the work (meaning I had to pretty much solo this one)
It’s a simple straight forward map but it has quite a few hazards. First of all you’ll notice quite a few yellow barrels. They are highly explosive and pack a major punch, expect to lose half you heath if you’re too close to one when it goes off. Second, there are NO safe zones on this map so you can’t set up and establish a base camp ANYWHERE. Enemies drop from the ceiling in two different locations of EVERY room. Third every room has three separate entrance points which as with point number two reinforces the fact you cant ‘camp’ on this map and expect to live, not for awhile anyways. Fourth and finally, beware of the number seven, every seventh wave on this map introduces a large influx of enemies, nearly double of the previous wave. It doesn’t remain for following waves, but every seventh wave has twice the number of enemies as the previous, the following wave the number drops back down however.
Now, while this map is very difficult, it is not impossible if you have the right team and use good tactics. Normally everyone goes for the fliers which is usually a good call, but this map requires two people to go the land route.
As with any map any character is ‘supposedly’ as good as any other *cough* begonia *cough* but in this one you need Megatron and Demolisher to deal with anything above wave nine.
Current record for this wave (with me) is wave 22
Megatron: Armed with the Scrapmaker and the Photon Burst Rifle with EMP Grenades, keep him at mid range, don’t get into the thick of things because he’s your key to survival. Use his alt mode for the start of each wave and blast anything that moves (note aim for the ground in front of your target for best effect) then use his weapons for anything that gets closer, and smash anything that gets too close with his mace. The true key to surviving however is in his Drain ability. Remember how I said before that every seventh wave has a massive boost in enemies? Drain is the great equalizer, wait until half way through the wave while all the enemies are clumped together trying to get you and your teammates, leap into the middle of the crowd and cast Drain, its truly devastating to large numbers if your team is armed with Scrapmakers and shooting while your leaching. Use the EMP Grenades BEFORE jumping into the frey however if you want to live, stacked with Drain its very nasty.
Thundercracker: Armed with the Scrapmaker and the Neutronic Assault Riffle with Frag Grenades. He’s one of the major key pieces in making the team survive thanks to his Sentry Turret. Being the only flier with Dash makes him the single fastest character in the game. Keep him close to Deadend and Soundwave at all times as the trio is not only your best defense but your most dangerous offense. Keep him mobile and at full health as long as possible as unlike the others he has no true defensive abilities (cloak or barrier) other than flight.
Soundwave: Armed with Scrapmaker and Energon Repair Ray with Energon Healing Grenades. Not much of a surprise, but Megatron is very effective with his right hand man there to help him. Soundwave’s primary task is to keep the team alive. Due to his special abilities he is uniquely qualified for this. Use his Alt mode to lob missiles at enemies from afar then use the Scrapmaker on them when they get within range. This tactic saves ammo and cuts down on point consumption for said ammo. For early waves his Sentry Turret is very effective at taking out enemies, mid to late game however its only useful for a distraction, still it has its uses. When a teammate goes down, reach them as quickly as possible and set up both Barrier and the Sentry turret if possible and heal them with the Healing Ray, save your Grenades for when the team is in a pinch and cornered. Remember that the Healing Ray uses AMMO which is cheaper than HEALTH and free thanks to Demolisher’s Ammo Beacon if he’s in your party, so he’s a great help in reducing team point consumption.
Slipstream: Armed with Scrapmaker and Magma Frag Launcher with Thermo Mines. A cloaking flier has many uses, in this case its survival. She’s a great mid range fighter and can take a pounding, but you want to avoid taking damage when possible. What makes her so useful however is that she can use Shockwave while cloaked WITHOUT decloaking, that gives her the added threat of being able to take out groups while cloaked. Keep her away from Brutes as they will eat her alive and try to refrain from standing out in the open whenever possible. Her primary goal is to stay alive for as long as possible; making her the ‘last man standing’ that needs to finish off a wave should the team fall. Placing Thermo mines needs to be thought out as they can misfire if placed too close to corners or walls.
Deadend: Armed with Scrapmaker and Scatterblaster with EMP Grenades. The true reason we made it as far as we did, having a fifth party member makes a huge difference, not sure why its so rare to get one. Anyways, Deadend is like a combination of Soundwave and Slipstream, he can cloak and spawn a Sentry turret, is small and surprisingly tough. Using the Scrapmaker for dealing with enemies from range, then spamming EMP Grenades and switching over to the Scatterblaster when they get close is effective and efficient. I was amazed to see the person using him toss an EMP, run into the middle of a group and cast Sentry turret then start mowing down everything that moved. Like Slipstream, his cloaking ability makes him a survivor and ‘Last Man Standing’ is a roll he can also fulfill.
Basic team strategy was Soundwave, Deadend and Thundercracker working together as a single unit with Megatron and Slipstream as the primary front line fighters.
This map is a royal pain, shaped like a gigantic letter M whose ends curve back around it takes some getting use to.
From where you start there is the ground floor and a series of catwalks above you. I advise against using the catwalks if possible as quite a few enemies drop from there.
Moving forward, about halfway through the gigantic room you’ll come across two dispensers. On your left there is a 200 point Energon Battle Pistol dispenser, while to the right there is a 200 point EMP Shotgun dispenser. I’ve never had much success with either but it’s up to you what you use.
Moving forward to the opposite end from where you started there are two more dispensers. This time they are side by side instead of opposite walls. To the left is a 100 point Energon Cube dispenser and to the right is a 50 point Ammo dispenser.
Now, this giant room I have affectionately dubbed ‘the slaughter dome’ because if you stay in it you WILL die. You need to decide what you are going to do early on if you want to survive because the map is too large to open everything unless you are *very* good and have an equally good team. The path to the left leads to ‘gun’ type weapons for the most part, mid range mow’em down stuff. The path to the right leads to ‘things that go boom’. Both paths start with a single room connected to the opposite side via straight path walkway room. This room contains a 75 point Flack Grenade dispenser, not bad but not my cup of tea. The room itself also happens to be a spawning point for enemies. Take advantage of this for the first five waves and blast them as the drop from the ceiling.
I can’t give the walkthrough all at once due to the maps layout, so instead I will go through the two paths separately.
Path A (as I shall call it) is the one that branches to the left of the Energon Cube dispenser. The first door you will come to takes 225 points to open.
Through this door you will find a room with two openings, which is moot since enemies also drop from the ceiling in it, as I said it’s impossible to set up a decent defense on this map. Inside the room you’ll find a Photon Burst Rifle dispenser for 200 points, a 50 point Ammo dispenser and a 150 point EMP Grenade dispenser. Also in the room you will find another door that can be opened for 900 points.
Going through this door leads to a wide open room that’s semi-ideal for setting up, enemies only drop from the opposite side but they also pour through the rooms two open doorways like locust. Inside you will find another 100 point Energon Cube Dispenser, a 1250 point Energon Repair Ray dispenser and a 900 point Magma Frag Launcher, along with a 700 point door.
Going through this door leads to some real goodies. A 600 point Scrapmaker dispenser, 50 point Ammo dispenser, and 75 point Thermo Mine Dispenser. Nine times out of ten this is about as far as I can make it. Inside here you’ll find one last door that can be opened for 1000 points.
Behind this door you’ll find a long hallway that’s shaped like a giant letter L that leads to an opening directly above the original starting location.
At the end of the path you’ll find a 250 point Overshield dispenser, a 1200 point Ion Displacer cannon, and something truly unique, an infinite Ammo dispenser. It’s absolutely free, which is a nice little gift for making it so far though it does take about 90 seconds to replenish after use. Downside is that the room has quite a few spawning points for enemies to enter through, essentially making it a deathtrap.
Note: I’ve had much more success with Path A than Path B, the weapons are just…better in my opinion. Not that path B lacks, I’m just not very good with heavy weapon gear it provides.
Now path B, which is to the right of the Ammo dispenser where you first started, is a bit different.
The first door is also 225 points to open and it basically mirrors path A in shape, but the dispensers are very different.
Inside the first room you’ll find a 100 point Energon Cube dispenser, a 75 point Thermo Mine dispenser, and a 300 point Scatterblaster dispenser. Also there is a 900 point door that can be opened.
Going through this door will lead you into a room with a 300 point Plasma Cannon dispenser (things junk in my opinion) a 50 point Ammo dispenser, and an 800 point Energon Grenade Dispenser. The rooms shape is a mirror of the second room on Path A and semi ideal for a defense until you can get further in. Lastly there is a 700 point door.
Opening the 700 point door leads you to a goodies room for path B, a 100 point Energon Cuber dispenser, a 150 point EMP Grenade dispenser, and yet another 600 point Scrapmaker dispenser (hint hint) along with a 1000 point door.
When you manage to open the 1000 point door you come to an exact copy of Path A’s final area, a room with a 250 point Overshield dispenser, a 1200 point Ion Disruptor dispenser and another infinite Ammo dispenser.
Now since both sides are identical structurally speaking the only difference is the weapons you pick up along the way. Unfortunately unlike with Broken Hope which has only one major key to success, Remnant has three. Team work, expert use of special abilities, and ammo consumption.
Every time I have died on this map was due to a failing in one of those three areas by my team, so keep them in mind.
For the first few waves you should be relatively safe, waves 1-6 aren’t too bad, but wave 7 is where things start getting a little…hairy. Camping outside the Frag Grenade dispenser room is a good strategy for the first three waves to get a jump on your points, but after that you need to be more cautious.
Soundwave, Thundercracker and Deadend should NEVER, EVER, for ANY circumstances be separated after wave 6, survival depends on these three working together as a single unit and taking advantage of the one thing you can, overwhelming firepower.
You’re going to be overwhelmed by sheer numbers, there is nothing you can do about that. You’re going to be rushed from every direction no matter where you try to set up camp, there is nothing you can do about that either. But what you CAN control is how things play out. Remember how I said that teamwork was one of the key’s to this map? I didn’t just mean working together to fight, its also applying to opening doors. Never have one person open ANY door, spread the cost out among the team so no one person takes a major loss to their points. This is a MAJOR key to survival here as points = health and ammo.
Your goal is going to be reaching one of the two infinite ammo dispensers, not because of the dispenser themselves but because they are the only locations with Overshields and the only true ‘corner’ you can find to set up camp.
Never forget Megatron in this map, he’s going to be your emergency ace in the hole. Unlike the others he is fully capable of leveling an army on his own when supported thanks to his nigh broken Drain ability. My personal record is 12 enemies killed from using this ability alone, hope that helps reinforce just how important he is.
Now for the group strategy. Keep together as a group, don’t venture off on your own unless you can cloak and even then try to refrain from doing so. Keep Megatron and Slipstream towards the front mowing down enemies while the trio stick together, they come into play when you get backed into a corner.
Remember how I said you can control the battle with overwhelming firepower? Here’s where that comes into play. Sentry turrets have *very* little health, three hits is about all it takes for one of them to be destroyed. BUT, they do just as much damage as their creators vehicle mode weapons.
What you want to do is have Soundwave, Deadend and Thundercracker all use Spawn Sentry turret at the same time when you are facing down a horde of enemies. This will temporarily boost your squads damage output from that of five warriors to EIGHT warriors. The extra firepower is very useful in taking down large groups.
When things go south and your team is in trouble, and ONLY when this is the case and the room is FULL of Autobots do you want Megatron to unleash his Drain ability and Slipstream to fire her Shockwave.
The combination of three Sentry turrets and Megatron’s Drain should keep things survivable. This brings up the final important point to keep in mind.
Special abilities ARE LIFE on this map. To have a chance you need everyone to be at full charge as often as possible, so don’t take up Energon shards if your tank is already full, leave them for someone who needs them.
As I said, this map is very hard, but its also a lot of fun, at least it is for me. I hope this map proves to be of some aid in helping you and your team survive just a little bit longer.
Edit: Nov 19, 10
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Feb 04, 12 at 9:07pm ^re: Escalation Mode Walkthrough
quote muffinman52Hey, Muffin. You wouldn't happen to be the Muffin I know would you? Haha. I just posted to recent record breaking game on the link you gave. Our clan, ((AFTERSHOCK)), went to wave 77 on Broken Hope. Read more there and I gave a link to the post I made about it on Steam forums. I'll see what people say on Steam, but probably not here. I'm mainly getting the word out in other places, but Steam forums is what I watch.
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