Infested Planet

Infested Planet

View Stats:
OrangeGills 26 Nov, 2018 @ 1:21pm
I wanted to share a playstyle that I've seen nobody mention
I decided rather than be any kind of smart, I wanted to go full starship troopers and throw as many expendable rifleman at my problems as possible. Turns out this works surprisingly well, and the parts I used to build this style synergized well.

The core concept: I'll not waste your time. Here's the big thing that makes this viable: Reinforcements and teleporters. When a marine dies, a teleporter creates a replacement of it and sends it to fight where that marine died. Reinforcement speeds up the respawn timer and drops a marine off near the fighting. The new marine is dropped off long before the teleported marine expires.

In short, what this means is: teleporter creates marine. Helicopter drops off marine. You now have two marines fighting, and at no lost ground. That's the bread and butter. Everything else is to support this concept. Your assaults will be slogs, you'll take many casualties (probably don't do this on planetary campaign), but by sheer force of numbers you'll overrun the aliens (a bit ironic, since you're supposed to be the small group of highly trained marines vs the overwhelming aliens).

What synergizes well with this: Engineering, to make the process of moving teleporters close to the front easy. 20 Ammo, So you can make longer and more sustained assaults, or start them off by dropping off even more marines with the reinforcement ability. In the late game when you have more marines more teleporters are needed to double your forces. Robotics, so that bases defend themselves against waves, freeing up manpower for your attacks. Minefields, robotics, and engineering go great since you can place minefields in assaulting waves dynamically and the mini-turrets easily clean up what's left.

In a fight, ammo tends to regenerate faster than its used to reinforce, so you can use cluster bombs or reinforcements to make your attacks more effective.

Oh, and don't get life support. You want your men to die.
< >
Showing 1-4 of 4 comments
OrangeGills 26 Nov, 2018 @ 1:26pm 
Another note: Setting a rally beacon determines exactly where the helicopters drop off reinforcements.

Tested and works on terminus!
K84 26 Nov, 2018 @ 4:00pm 
Rally Beacon is also good for speeding up replacements getting into the fight.

Even so, I literally NEVER use either Reinforcements or Teleporters. Partly as I tend to play Planetary Campaign (where losing marines means you suffer a morale hit) or Weekly Challenges (where every second counts, and so it's better to keep every marine alive and killing stuff at every possible moment rather than suffer the delay that a single death will cause, even with these upgrades).
OrangeGills 27 Nov, 2018 @ 11:57am 
Originally posted by Kasrkin84:
Rally Beacon is also good for speeding up replacements getting into the fight.

Even so, I literally NEVER use either Reinforcements or Teleporters. Partly as I tend to play Planetary Campaign (where losing marines means you suffer a morale hit) or Weekly Challenges (where every second counts, and so it's better to keep every marine alive and killing stuff at every possible moment rather than suffer the delay that a single death will cause, even with these upgrades).

You're right that it might not be competitive, but I would say a single death doesn't cause a delay, that's what you want to happen. Upon that single death, that marine is instantly replaced, even up to the class. Best case scenario is this is a minigunner. Minigunner dies, an AI minigun is within moments back into the fight, and another one minigunner is soon dropped off. That minigunner is dropped off inspired, firing as fast as 3 minigunners, + the one already on the ground and you've got the equivilent now of 4 minigunners on the ground doing the lord's work for 8 beautiful seconds, and you'll get another 15-20 of having 2 minigunners for your one. Hardly something to scoff at.

Competitively (disclaimer, I do not play the weekly challenges for time) it might not be best to play the entire run like that, but if you run into a tough cluster or some sort of obstacle it might be best to get a couple expensive marines, plot down the reinforcements building and a teleporter, and just push through it as opposed to microing scouts and snipers and getting up to such shenanigans.
brady 15 Dec, 2018 @ 8:59am 
This sounds like a very fun way to play and not at all how I have played in the past. Definitely going to try this out. I like the idea of overwhelming the hordes of aliens with hordes of marines.
< >
Showing 1-4 of 4 comments
Per page: 1530 50