Azira
Arcane
Cracking a walnut.
I asked for bumps, and lo, did I receive!
The time has come to launch our spaceship and assault the wargot mothership, or as I have called it thus far, and will during this update, the Giant Space Walnut.
Our own spaceship has been meticulously crafted based on the design of the wargot probe that attacked the Laputa when the Giant Space Walnut arrived.
It has 2 engines, a control module, 4 living modules and 4 storage modules, as we've built it as large as the game allows.
Before we give the order to launch and assault the mothership, let's take a look at the current roster. Everyone will be on the spaceship assaulting the Giant Space Walnut, and left to defend the Laputa is three drones.
First up is Storyfag. Veteran of 62 battles, 91 enemies killed. Deadly with his katana, and even deadlier with his plasma shotgun. The katana is primarily used for quickly disposing of squishies (reticulans and unarmoured cultists) and the shotgun is for dealing with armoured targets and Starghosts. He's our front-line man, with extremely good close range skill and speed.
Next up is Gondolin. 81 missions attended, 114 enemies killed. Always deadly with his machinegun, and he packs a warp rifle for backup. In later missions, he will also be using the warp resonator, as he's one of the two members of our A-team that is qualified to use it.
dextermorg. 61 missions attended, 122 enemies killed. An impressive two kills per mission! He's our second heavy weapons guy, and he's also trained to third tier leader skill. He has the highest health-total of all our troops. This coupled with heavy armour and good Psi skill means he's the tank that just doesn't go down in combat.
chzr. 59 missions attended, 84 enemies killed. Quite deadly as a sniper, very useful to have around as a medic. Also carrying a warp rifle as backup, though it has yet to see use. Sniper rifles continue to be useful. The blue shimmering field is because her suit of armour is fitted with a personal shield, increasing it's resistance to energy based attacks in particular. The funky looking white helm protects her from psionic attacks.
korenzel, our primary medic. 87 missions attended, 144 kills. Notice her stealth and observation skills.. She spots them long before they even have an inkling she's there, and her having a sniper rifle, the enemies rarely make it within firing distance. She's only been injured by opposing snipers, and since she's always accompanied by at least one other sniper (I always move my snipers in teams, since they tend to be a bit on the squishy side), she's never been in real danger of dying.
Bee. 72 missions, 98 kills. I'm a bit surprised by this low number actually. Her long range and observation skills are both super heroic +1, so I had expected a higher kill ratio for her. But she's always on the team, as her psionic sense often lets her spot enemies from very far away, often through walls. Highly useful, and she's fitted with the vivid image circlet, which can cause panic in enemies that get wounded within her line of sight.
Anus. The first in our team to reach sniper training tier 3. 71 missions, 118 enemies killed. Deadly. Not much more to say really.
JoKa, who is just finishing up on scout training. He's lagging behind Storyfag in usefulness because of his lower speed, but he's been issued with a warp-rifle, meaning that he's deadly from across the map, whereas Storyfag needs to get close and personal.
Cyborgs just make better in-your-face killers the way I play, it seems. JoKa's service record is impressive though, to say the least. 100 missions attended, and 164 enemies killed!
Commissar. 25 missions, 32 enemies killed. A late-comer, he hasn't seen as much use, as I've been showering most of attention on the top-performers to make them even more invincible. Despite of this, the Commissar is still highly useful due to his speed. I've fitted his helmet with low-light vision system, most other humans got the infra-vision mode instead. Haven't determined yet which I find most useful, probably the latter. Commissar has led a high number of civilians to safety. He hopes to spend more time killing squishies, a wish I hope to grant.
Cassidy, our sniper/commando cyborg. 30 missions attended, 29 kills. How did this happen with his high long range skill? I don't know. He's a good auxilliary sniper, but not part of the core team.
Sergiu64. 9 missions, 2 kills. I've hardly used you Sergiu64, sorry about that. The other troops just leapt ahead of you experience wise, and I guess you got desk-duty.
Phoenix. 31 missions, 13 kills. Not impressive. She's got the life drain/life sink combo, so the damage she deals goes towards healing nearby allies. Too bad dual-wielding just doesn't seem such a good idea late-game. She's our backup psionic.
EdwardRM, another dual-wielder who could've gone down the melee route, had he received more attention. 20 missions, 9 kills. He seems to have suffered the same fate as Sergiu64.
Desmodus! Our primary dual-wielder. 53 missions, 53 kills. His primary weapons are desert eagles, and he's carrying reticulan blasters for stunning foes on capture missions. I tend to prefer shotguns and blades for close quarters work, otherwise he'd have gotten more attention.
K. Slips. 8 missions, 3 kills. Sorry about that bro. At least you've never taken any wounds.
And finally Claus. Our cyborg heavy gunner. 18 missions, 29 kills. Seems you're more deadly when you're using a machine gun. Even though he's only level 11, he's managed to finish up his training. And he's quite useful for when I need a substitute machine gunner.
Alright, back to the spaceship, we click the 'assault mothership' button and a cinematic plays. I tried to find it on youtube but failed, so here's a series of screenshots.
There, we're now on the Giant Space Walnut, and the fun can begin! Immediately, we get a mission popup.
Kill them all. Sounds straightforward enough.
The environment is understandably quite different from the planet-side maps we've been playing so far.
Plenty of open spaces, interspersed with short sections of close-quarters. So I alternate between establishing a firing line with snipers, and running Storyfag, Gondolin and dextermorg up close and personal. The mission is quite easy, due to Storyfags insane speed, and the wargot weapons being slow to bring to bear. He just runs up and kills people before they can react.
After this first mission, our objectices on the Giant Space Walnut are clarified.
Lucky for us that the Giant Space Walnut seems to have been constructed with a fatal, easy to take advantage of, structural flaw.
Our next mission description reads something about "a disturbance up ahead", the objective is still kill them all though. Guess what we spot?
Starghosts! Who would've guessed? The fun part about these missions however is that the Starghosts and Wargots are battling eachother, so this map is more or less about clearing up the stragglers. The rooms are all quite similar, and the missions get rather repetetive, yet due to Storyfags insane speed, finishing a map can be done in about 5 minutes time.
Many of those wargot power suits that are visible are just stationary objects and can be safely ignored. This would've been much harder if all those power suits had been active..
Soon, we've progressed long enough into the Giant Space Walnut to initiate the true objective missions.
Kill the thing marked by the red ring? Sounds simple enough, and indeed it is. I use the warp resonator for this, to conserve ammo, and one shot is all it takes for each strand.
No more missions are available on the Giant Space Walnut, but a new button appeared. :twisted: We press it.
Wah wah wah, whiner... We are treated with yet a cinematic, that I couldn't find on youtube, so here's the fragmented screenshot-version.
Hm, seems we really ... cracked that nut..
Our researcher seems very pleased.
Err.. Right. They tamed a Giant Space Walnut and rode it here? I guess the plot cannot get more silly - or can it?
We've killed the Walnut, so now everything should be fine and dandy, we can kick back and relax and ...
Guess we're not quite done yet..
I asked for bumps, and lo, did I receive!
The time has come to launch our spaceship and assault the wargot mothership, or as I have called it thus far, and will during this update, the Giant Space Walnut.
Our own spaceship has been meticulously crafted based on the design of the wargot probe that attacked the Laputa when the Giant Space Walnut arrived.
It has 2 engines, a control module, 4 living modules and 4 storage modules, as we've built it as large as the game allows.
Before we give the order to launch and assault the mothership, let's take a look at the current roster. Everyone will be on the spaceship assaulting the Giant Space Walnut, and left to defend the Laputa is three drones.
First up is Storyfag. Veteran of 62 battles, 91 enemies killed. Deadly with his katana, and even deadlier with his plasma shotgun. The katana is primarily used for quickly disposing of squishies (reticulans and unarmoured cultists) and the shotgun is for dealing with armoured targets and Starghosts. He's our front-line man, with extremely good close range skill and speed.
Next up is Gondolin. 81 missions attended, 114 enemies killed. Always deadly with his machinegun, and he packs a warp rifle for backup. In later missions, he will also be using the warp resonator, as he's one of the two members of our A-team that is qualified to use it.
dextermorg. 61 missions attended, 122 enemies killed. An impressive two kills per mission! He's our second heavy weapons guy, and he's also trained to third tier leader skill. He has the highest health-total of all our troops. This coupled with heavy armour and good Psi skill means he's the tank that just doesn't go down in combat.
chzr. 59 missions attended, 84 enemies killed. Quite deadly as a sniper, very useful to have around as a medic. Also carrying a warp rifle as backup, though it has yet to see use. Sniper rifles continue to be useful. The blue shimmering field is because her suit of armour is fitted with a personal shield, increasing it's resistance to energy based attacks in particular. The funky looking white helm protects her from psionic attacks.
korenzel, our primary medic. 87 missions attended, 144 kills. Notice her stealth and observation skills.. She spots them long before they even have an inkling she's there, and her having a sniper rifle, the enemies rarely make it within firing distance. She's only been injured by opposing snipers, and since she's always accompanied by at least one other sniper (I always move my snipers in teams, since they tend to be a bit on the squishy side), she's never been in real danger of dying.
Bee. 72 missions, 98 kills. I'm a bit surprised by this low number actually. Her long range and observation skills are both super heroic +1, so I had expected a higher kill ratio for her. But she's always on the team, as her psionic sense often lets her spot enemies from very far away, often through walls. Highly useful, and she's fitted with the vivid image circlet, which can cause panic in enemies that get wounded within her line of sight.
Anus. The first in our team to reach sniper training tier 3. 71 missions, 118 enemies killed. Deadly. Not much more to say really.
JoKa, who is just finishing up on scout training. He's lagging behind Storyfag in usefulness because of his lower speed, but he's been issued with a warp-rifle, meaning that he's deadly from across the map, whereas Storyfag needs to get close and personal.
Cyborgs just make better in-your-face killers the way I play, it seems. JoKa's service record is impressive though, to say the least. 100 missions attended, and 164 enemies killed!
Commissar. 25 missions, 32 enemies killed. A late-comer, he hasn't seen as much use, as I've been showering most of attention on the top-performers to make them even more invincible. Despite of this, the Commissar is still highly useful due to his speed. I've fitted his helmet with low-light vision system, most other humans got the infra-vision mode instead. Haven't determined yet which I find most useful, probably the latter. Commissar has led a high number of civilians to safety. He hopes to spend more time killing squishies, a wish I hope to grant.
Cassidy, our sniper/commando cyborg. 30 missions attended, 29 kills. How did this happen with his high long range skill? I don't know. He's a good auxilliary sniper, but not part of the core team.
Sergiu64. 9 missions, 2 kills. I've hardly used you Sergiu64, sorry about that. The other troops just leapt ahead of you experience wise, and I guess you got desk-duty.
Phoenix. 31 missions, 13 kills. Not impressive. She's got the life drain/life sink combo, so the damage she deals goes towards healing nearby allies. Too bad dual-wielding just doesn't seem such a good idea late-game. She's our backup psionic.
EdwardRM, another dual-wielder who could've gone down the melee route, had he received more attention. 20 missions, 9 kills. He seems to have suffered the same fate as Sergiu64.
Desmodus! Our primary dual-wielder. 53 missions, 53 kills. His primary weapons are desert eagles, and he's carrying reticulan blasters for stunning foes on capture missions. I tend to prefer shotguns and blades for close quarters work, otherwise he'd have gotten more attention.
K. Slips. 8 missions, 3 kills. Sorry about that bro. At least you've never taken any wounds.
And finally Claus. Our cyborg heavy gunner. 18 missions, 29 kills. Seems you're more deadly when you're using a machine gun. Even though he's only level 11, he's managed to finish up his training. And he's quite useful for when I need a substitute machine gunner.
Alright, back to the spaceship, we click the 'assault mothership' button and a cinematic plays. I tried to find it on youtube but failed, so here's a series of screenshots.
There, we're now on the Giant Space Walnut, and the fun can begin! Immediately, we get a mission popup.
Kill them all. Sounds straightforward enough.
The environment is understandably quite different from the planet-side maps we've been playing so far.
Plenty of open spaces, interspersed with short sections of close-quarters. So I alternate between establishing a firing line with snipers, and running Storyfag, Gondolin and dextermorg up close and personal. The mission is quite easy, due to Storyfags insane speed, and the wargot weapons being slow to bring to bear. He just runs up and kills people before they can react.
After this first mission, our objectices on the Giant Space Walnut are clarified.
Lucky for us that the Giant Space Walnut seems to have been constructed with a fatal, easy to take advantage of, structural flaw.
Our next mission description reads something about "a disturbance up ahead", the objective is still kill them all though. Guess what we spot?
Starghosts! Who would've guessed? The fun part about these missions however is that the Starghosts and Wargots are battling eachother, so this map is more or less about clearing up the stragglers. The rooms are all quite similar, and the missions get rather repetetive, yet due to Storyfags insane speed, finishing a map can be done in about 5 minutes time.
Many of those wargot power suits that are visible are just stationary objects and can be safely ignored. This would've been much harder if all those power suits had been active..
Soon, we've progressed long enough into the Giant Space Walnut to initiate the true objective missions.
Kill the thing marked by the red ring? Sounds simple enough, and indeed it is. I use the warp resonator for this, to conserve ammo, and one shot is all it takes for each strand.
No more missions are available on the Giant Space Walnut, but a new button appeared. :twisted: We press it.
Wah wah wah, whiner... We are treated with yet a cinematic, that I couldn't find on youtube, so here's the fragmented screenshot-version.
Hm, seems we really ... cracked that nut..
Our researcher seems very pleased.
Err.. Right. They tamed a Giant Space Walnut and rode it here? I guess the plot cannot get more silly - or can it?
We've killed the Walnut, so now everything should be fine and dandy, we can kick back and relax and ...
Guess we're not quite done yet..