![]() Lock and Load will really help out in the later chapters once you get to it since all units reload AND do additional damage. You should also swap his grenade to Frags since you won't be healing a lot (because your units usually die with one shot and if not, it takes too long to heal them anyways, wasted turns, rather go for killing). Delta Straps (To get your 2 additional mags for your Lancer) Commando Vest (For potential of having a skill cooled down quicker) Trooper Helmet (For more health, can use something else if you find something better, I didnt) Master Scope (For faster skill cooldown) It is recommended to always use the 4 main characters in side missions when possible to get them to a higher level. All of my units were at level 6 when I faced the final boss battle. Eitherways, some units like Vanguards quickly benefit even from the lowest skills already. ![]() You'll start out fresh of course so you'll have to work your way there. Now then, let's go through all the classes ( may include spoilers) and their setup (weapon mods, armors and skills) that worked out for me. ![]() It is literally about understanding how far each unit can move, how far they can shoot, what abilities they have when they're unwounded, what abilities they have when they're wounded, etc. However only knowing this probably still won't get you through the campaign. Thanks to AlphaKnight04 from the Forums pointing that out Yes you can also use "Restart Chapter" or "Restart Act" in case a unit died in one of the side-missions. Yes you can abort a mission, restart a mission, abort an encounter, restart an encounter or reload a checkpoint as often as you want, even if a unit died, it will still count towards the achievement as long as you finish the mission with all units alive. This is probably one of the hardest achievements if not the hardest achievement in the game.
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