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frostii's isomer ranking notes

Aug 1st, 2020 (edited)
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  1. If you’re just looking for turn-by-turn help or more specific guides scroll down to the “actually helpful part”.
  2.  
  3. basics:
  4. - if you're not going for top 10-5%, you can ignore the kcco area, which saves a lot of time in the opening and will make your run much easier and faster.
  5. - strong HOCs are technically optional but make things so dramatically easier that i do not recommend even trying without them; even if they're not very strong you can still benefit a lot in a normal difficulty run
  6. - you can't do pacifist runs like in CT, but you do get a lot of points without doing any fights at all: almost 60k from securing the supply line, 90k from rescuing hostages, up to 170k from destroying various installations with HOCs, and around 100k just from maintaining control of the starting zone. Just doing your best and perservering until turn 7 is worth over 400k points before any fights are factored in.
  7. - Supply nodes are very valuable but only if you control them at the end of the map. Don't pick them up. They are worth 0 points if used, unlike previous ranking maps.
  8.  
  9.  
  10. ======== Isomer ranking has 5 general objectives. ========
  11.  
  12. - Control the central area where your support echelons are, so that when they turn into hostages on turns 3, 5, and 7, they can be protected and rescued safely. (You want to wait to rescue them as long as possible, as they can help you form 'swap chains' and conserve AP.) This is fairly easy, and also the bread and butter of the map.
  13. - Secure the supply area at the bottom-center of the map and hold the supply line for as long as possible. This is a little difficult, but players who successfully beat the rest of the event (especially on EX difficulty) will be fine.
  14. - Kill Sangvis bosses every turn after turn 3 for points. These fights are tough but quite winnable, especially with HOC support, and they're worth a good amount of points. You can also skip fighting Dreamer and instead fight two or even three M16s if you think you are up to it; each M16 fight is worth 22k points so it's absolutely worth doing if you can.
  15. - Farm the contaminated zones for points + try to control the supply nodes and heliports. Moving through a contaminated node does a tiny amount of damage (1% of max HP) to your echelon, but ending your turn on a contaminated node will deal much more damage, until your dolls are below 20% HP. Specialized echelons can still farm a steady trickle of points via ELIDs here, and if you can capture the entire zone by the end of the run, they're worth 20k points each.
  16. - Assault and capture the KCCO area - EASILY the hardest section of the map, with two extremely hard fights that have to be taken very early, but if you can manage to fight everything and capture the whole zone it's worth about 150k points to do so. If you want a "decent" score but aren't concerned with pushing for top 10%, the KCCO area should be the first thing you skip. I don't recommend even trying without 3*+ fairies to support the deathstack kills.
  17.  
  18.  
  19. ======== Your echelon setup will depend on which objectives you intend to tackle. ========
  20.  
  21. - You should absolutely have a Double Jupiter team aka M4 Mod 3 and IWS2000 - they make the Nyto bosses and many of the early Paradeus fights much easier, and can also be used against KCCO in a pinch. I used Colt Mod, M950A, and Clear as supporting handguns; I've also seen Five-Seven and 2x FP handguns. SL10 Taunt is the preferred Fairy here.
  22. - If you aren't confident in your ability to kite handguns to stall enemies while conserving HP, an extra ARSMG or two to deal with strelets and rodeleros will be helpful.
  23. - Any other teams you're not using for a specialized purpose should be RFHG for fighting gundams. Don't neglect your accuracy; a lot of enemies have surprisingly high evasion and will cause problems by dodging excessively (including big armored Paradeus units).
  24. - No matter what else, SL10 Illumination Fairy is extremely helpful here and should be considered a priority to bring. You can swap off of her after the first few turns if you like; she is mostly used for killing enemy artillery more safely in the first few turns. Personally, though, I love having full vision of the map whenever I can.
  25. - My echelon setup for a 1m score run can be seen here: https://imgur.com/a/EZPzgrh
  26.  
  27. ==== IF YOU PLAN ON KILLING SANGVIS BOSSES:
  28. You should have a strong ARSMG team capable of killing bosses. You should include either a fast-firing rifle like WA2000, or RFB, as the Sangvis bosses will come with SWAP Jaegers which will absolutely ruin your day unless you kill them very quickly.
  29.  
  30. ==== IF YOU PLAN ON SECURING THE SUPPLY LINE:
  31. You will need a team capable of killing a powerful Zombie boss, then killing a stack of severely damaged Hydras. ARSMG is no-go due to the hydras (you can get away with it if you have a very strong BGM-71). Using Illumination on this team can make destroying installations easier.
  32.  
  33. ==== IF YOU PLAN ON FARMING THE CONTAMINATED ZONES:
  34. Bring two Anti-ELID teams. The contam. zones will reduce your dolls' HP every turn until they are below 20%, so these teams need to function on a single dummy link whenever possible. Shield HGs such as P22, HS2000, and Sei are not optional. I used 1x Grenade AR, 1x Molotov SMG, 1x tank SG, 1x shield HG, 1x DPS AR for cleaning up stragglers. If your composition is setup right, these fights are pretty easy (if a bit tense), and the points do add up, so it's worth trying if you have the dolls.
  35.  
  36. If you have two Parachute fairies, use them on your ELID teams. If you only have one, save it for bombing KCCO bridges later in the map. If you have three, you are probably using a different guide.
  37.  
  38. ==== IF YOU PLAN ON TACKLING THE KCCO AREA:
  39. The requirements for reaching the KCCO area are very steep. You need a single team that is capable of defeating enemy Cyclops (high evasion with grenades), then immediately fighting two 20x Hydra deathstacks while also being bombarded by enemy artillery. You will need a powerful Fairy aura to have enough damage to kill the hydras before they just... kinda... walk up on you. Taunt and Twin fairy do basically nothing here.
  40.  
  41. Grapecano can dramatically simplify the hydra fights (put her skill on manual so you can potentially use her skill twice in rapid succession). You can retreat this echelon and deploy them in the Paradeus zone later if you like. M1911 is also great because she does a lot of damage to Cyclops and her smoke grenade will by you a precious second or two vs. the Hydras.
  42.  
  43. You can kill the Hydra deathstacks without taking damage, but it’s very hard and will really push the limits of your DPS ability. If you’re willing to let the artillery bombard one of your handguns at least once, things will get much easier, at the cost of having to repair somewhat sooner.
  44.  
  45. Once the deathstacks are dealt with, you will need two dedicated teams to control the KCCO area. You can use your deathstack killer, or retreat them and deploy two different Echelons; your KCCO echelons can be standard RFHG, or something more specialized like I used. KCCO helipads may spawn Aegis/Cerynitis formations, Hydras, Cyclops, or Typhons. You need to be able to deal with all of those things.
  46. You need two KCCO echelons, because one has to guard the heliports on the outside of the area, while the other clears out enemy spawns and slowly captures the inside zone. If you do everything right, these echelons will be finished with their jobs by turn 8 and can be redeployed to help fight/capture for your ending.
  47.  
  48.  
  49.  
  50. ------- the part that is actually helpful -------
  51.  
  52. This is a general turn-by-turn objective guide. It's very similar to the GFL corner guide (https://docs.google.com/document/d/1gf7V_0xpH-PvTHCox9zuiusiZKCLZ8d1838rv7M6j9w) but I've added some notes based on my own experiences during the map.
  53.  
  54. I personally used the 2-para opening described here: https://docs.google.com/spreadsheets/d/1PFX2RrqQQuDJtbAeV40IqIjgzNJbUr2uv_XiJtOZn3E/edit#gid=474134596 -- this document contains a lot of helpful stats about enemies in the map as well - but YMMV.
  55.  
  56. I will be referring to node names based on this map: https://cdn.discordapp.com/attachments/640157367056728133/722732727404855416/Isomer_Ranking_Map_v1.1d.png
  57. This map also displays the location of all installations so it's very helpful to use as a reference if you don't destroy them all very early via Illum fairy.
  58.  
  59. TURN 1: Deploy as many echelons as possible, as well as at least one HOC. (If you're tackling the KCCO area, keep your KCCO echelons in reserve; you will deploy them later.) Your AR/DEFY support echelons can be left alone. They will each win their fights and their positioning on turn 2 can help you reach other objectives. You will want to trend towards the south side of the map so you can swap your ELID/Supply Zone teams into position as fast as possible.
  60.  
  61. TURN 2:
  62. Your starting AP on Turn 2 are dependent on enemy movement RNG. If you don't have enough AP to do everything you need to do (check via planning mode), you should reset now; you're about to use a lot of resources this turn and having to start over from this point onward will feel really awful.
  63. - Deploy your remaining HOCs.
  64. - Use your Illumination fairy and HOCs to destroy every installation surrounding the central area you control (P6, P7, P32, P44, P38, P48).
  65. - If you're going for the KCCO area, use your deathstack killer echelon to pick up an abandoned goliath, then swap over to the west and capture the K11 Heliport, bombing one of the bridges on the way for a cool 10k points.
  66. - - - Even if you aren't going for the KCCO area, capturing P15 this turn is safe, and a surprise tool that will help us later (particularly if you have a parachute fairy)
  67. - If you're going to kill Sangvis bosses, use your HOCs to destroy the rock at SF3 as well to open access to the SF spawn area. Then, send an echelon to kill the SWAP Sangvis on SF2.
  68. - - - IF YOU ARE HOPING TO FIGHT 3 M16s: Move the echelon from SF2 to SF1 and end your turn. This echelon will be attacked by SF between turns; retreat from the fight. This, also, is a surprise tool that will help us later.
  69. - - - IF FIGHTING 3 M16s SOUNDS LIKE CRAZY TALK: Either retreat from SF2 and redeploy, or use an ELID team with Parachute and Parachute away after clearing the SF helipad.
  70. - Swap your Supply Zone team towards RO and move them down to Za3 -> Za8 -> S8 and then up into S4; use the terminal to bombard the nodes that the hydra is on, then disable all turrets and let the zombie boss engage you between turns. This will capture the supply point, and you will establish the supply line next turn.
  71. - - - This will be made much easier by destroying the Artillery installation on S3 before you move to Za6, but don't destroy any other artillery this turn; you will need them to weak the hydra deathstack in the supply area.
  72. - - - While you're here, you can also optionally use a long-range HOC to destroy the contamination tower for 10k points, but it will prevent you from decontaminating the ELID areas later (which didn't matter for me, but may matter for you).
  73. - If you're going to farm the ELID zones, move your ELID teams into those areas - either by parachuting deep into the area when your supply echelon has vision of Za8/Zb7, or by simply reaching Za3 and Zb1.
  74. - Set your AR/DEFY support echelons to Wait so they can be used in swap chains from now on. They should avoid combat for the rest of the run.
  75. - If you want to fight Mercurows/Nimogen (moderately easy fights but require 90/110 kills), deliberately allow the enemy to capture one of P17 or P21. P17 is easier to give away, but P21 is an easier position to fight from. Your choice. If you don't care about the Nyto bosses, you're free to capture and defend both heavy heliports for extra AP.
  76.  
  77. Starting from Turn 3, I'm going to be breaking out each of the other objectives individually; do whichever ones you feel the need to.
  78.  
  79. TURN 3:
  80. Your RO635 support echelon will become a hostage this turn. Rescuing her is worth 10k points for every HP bar she has left, up to 40k.
  81. - Use the supply zone terminal to bombard the hydras a second time (optional). Swap your HOCs into position to destroy all 6 artilleries. Then, engage the hydra deathstack on S2. Your echelon should stay there to capture S2 and complete the supply chain via P46.
  82. - KCCO AREA: RESUPPLY ON K11, and then engage the deathstack on K7. Deploy your first KCCO echelon on K11 right afterward (can only be done if you don't leave the map screen/close the app after winning the fight - the AA turrets are bugged and you technically shouldn't be able to deploy here until destroying the other AA turret). Leave both echelons where they are; you'll fight the other deathstack between turns, and your KCCO echelon will need to defend K11 for a couple of turns.
  83. - - - There's a chance that an enemy will "leak" over B3/P31 and start capping helipads they shouldn't - e.g. a Paradeus enemy capping K13, or a KCCO enemy capturing P43. You can see this happening by paying attention to the color of the nodes on the map - B3 should always be white or yellow, but P31 should always be red. If a node is ever the wrong color, send a roamer echelon to deal with the leak. This is supposedly only a problem on turn 3, but I had a leak fuck me over after turn 5, so I'd advise keeping an eye on these nodes throughout the run.
  84. - ELID AREA: Try to capture Za6/Zb4. Your goal is to slowly take control of the entire zone. The more AP you can spend killing zombies every turn so that they don't re-capture nodes you've already captured, the easier this will be.
  85. - SF AREA: No boss spawns this turn; ignore the SF area (there will be ) Your SF echelon can deal with Rodeleros if you like.
  86. - If you captured P15 last turn, capture P9. You will surround capture the enemy command post next turn (worth 10k points + the potential for more via parachute bombing).
  87. - With any remaining AP, kill any Paradeus enemies within reach that are standing on or blocking spawn heliports, to maximize the number of available fights (e.g. points). Try to end your turn connected to the swap chain.
  88. - Be sure to defend P46 this turn and every turn going forward, as it is critical to maintaining the supply chain.
  89. - YOUR HOSTAGES/SUPPORT ECHELONS CANNOT SEE. Be sure to swap an HOC or echelon with them before ending your turn to make sure there is no danger lurking out of sight.
  90.  
  91. TURN 4:
  92. - OPTIONAL: Retreat your Illumination fairy echelon and redeploy them, so that you can re-activate Illumination fairy for better map visibility.
  93. - KCCO AREA: There are enemies on K2 and K9 that do not move. Enemies will spawn on K3 and K6 every turn, but can only move to K2 and K9, so by keeping those nodes blocked you can easily farm K3 and K6 every turn. Using your deathstack killer, kill the enemies on K3 and K6, then capture K10 (destroying the AA turret there). Leave the echelon on K11 alone.
  94. - ELID AREA: Capture the helipads vertically across from where you started (Za3/Za8, Zb1/Zb7). If you started at the top, you may have lost those helipads in the process; you will need to spend more AP clearing out zombies to prevent that from happening a second time. The bottom helipads are generally safe from attack once you have captured them.
  95. - SF AREA: Executioner has spawned on SF2 and should be dealt with this turn. You can kill her whenever you like, but if there are Paradeus in the area, move a roaming echelon to P38 to help conserve AP on your way there. Your bossing echelon should retreat and redeploy once Executioner is dead.
  96. - If you captured P9 last turn, capture and defend P4. You will surround capture the command post at the start of your next turn.
  97. - Spend any remaining AP clearing out Paradeus helipads to maximize spawns. Remember to keep P46 guarded and to check that your hostage is safe.
  98.  
  99. TURN 5 [THINGS ARE STARTING TO GET COMPLICATED]:
  100. Your M4A1 support echelon will become a hostage this turn. Rescuing her is worth 10k points for every HP bar she has left, up to 30k.
  101. - OPTIONAL (IF YOU CAPTURED P4 LAST TURN AND HAVE A PARACHUTE FAIRY): Now you can cash in on your surprise tool. Deploy a Parachute echelon on the command post P1 and swap to pick up one of the abandoned goliaths. Then wait for your opportunity to parachute later in the turn - either using a roaming Paradeus echelon (parachute to P22), or during the KCCO redeployment (parachute to K11). Move onto the bridge (B1/B3), plant the bomb, and retreat.
  102. - Some guides suggest waiting to do this later in the run. If you're assaulting the KCCO area, there will be another good opportunity on turn 7. Either way, you should continue to defend P1, as it's worth 10k points to hold at the end of the run.
  103. - - - If you are already moving an echelon onto P22, it may be worthwhile to capture K11 and K13 anyway, either for farming weaker KCCO spawns or for making it easier to bomb the bridges on future turns.
  104. - KCCO AREA: RESUPPLY ON K11, then move from K11 to K7. Retreat your deathstack killer (then parachute to destroy a bridge if you want), then deploy your second KCCO echelon (or the deathstack killer) on K11. This echelon will continue to defend K11 for several turns. Meanwhile, the previous echelon should now clear K3 and K6, avoid K9, and capture K12 (destroying the artillery there in the process).
  105. - ELID AREA: Resupply and repair (if needed), then capture the supply nodes (or helipads Za3/Zb1, if they are enemy-controlled). Clear as many zombie spawns as possible in the process.
  106. - SF AREA: Intruder has spawned on SF2 and should be dealt with this turn. You can kill her whenever you like, but if there are Paradeus in the area, move a roaming echelon to p38 to help conserve AP on your way there. Your bossing echelon should retreat and redeploy once Intruder is dead.
  107. - AP is often tight on this turn due to the amount of redeployments happening. Prioritize your side objectives first; spawns are not that important this early, and if you have the spare AP to clear out the ELID zoness you can make things much easier on yourself later. Use your leftover AP to make sure the Command Post P1 and Heavy Heliport P46 are secure first, and then to clear out any Paradeus that are lurking near spawn helipads. Be sure to leave enough echelons in your swap chain to cover your hostages and HOCs at the end of the turn.
  108.  
  109. TURN 6:
  110. - OPTIONAL: If you redeployed your Illum fairy, you can choose to do that again. Your Illum echelon will have a convenient reason to retreat and redeploy next turn.
  111. - KCCO AREA: Your echelon on K12 should now move -> K10 -> K6 -> K3 -> K7 -> K4. They will destroy another Artillery installation in the process and the entire KCCO area will now be much safer. Your echelon on K11 should stay where they are.
  112. - ELID AREA: If you haven't captured Za3/Zb1 (or if they were re-captured by zombies), capture them. Otherwise, end your turn defending the supply node. Either way, clear as many ELIDS as you can this turn; you don't want to lose control of this area, and if it's going to happen at all, it will be this turn.
  113. - - - I know it's almost impossible with the map zoomed out between turns, but try your best to notice where the ELID spawns on Za5/Zb5 move between turns, as you may want to adapt your movement based on that.
  114. - SF AREA: Alchemist has spawned on SF2 and should be dealt with this turn. If there are Paradeus nearby, move an echelon over to swap, yadda yadda. THE IMPORTANT PART IS: If you are going to attempt to kill multiple M16s, DON'T RETREAT THIS TURN. Instead, defeat Alchemist and then move back to SF3 and wait there. An SF echelon will spawn on SF2 and attack you between turns; RETREAT FROM THIS FIGHT. This is a surpri-
  115. - If you're fighting in the KCCO area, this turn is also usually tight on AP. Do your best to clear Paradeus spawning helipads; the enemies you are fighting are about to get much tougher and much more valuable to your score.
  116. - Remember to defend P46 and P1, and to protect your hostages. Now is also a good time to consider capturing and defending the supply node P47, since it's worth 10k points at the end.
  117.  
  118. TURN 7: [THE PRESSURE IS BUILDING YOU'RE ALMOST THERE]
  119. Your AN94 support echelon will become an AR-15 hostage this turn (don't get it mixed up with an AR-15 echelon you may be using elsewhere, like I did). Rescuing her is worth 10k points for every HP bar she has left, up to 20k.
  120. - KCCO AREA: Resupply your echelon on K11, then move them to K7. Deploy another echelon to K11 (or deploy to P1, pick up a bomb, and parachute to K11) and have that echelon move to K13; then, from K7, move to K3 -> K2 -> K3 -> K6 -> K9. Move your echelon on K4 to K2.
  121. - ELID AREA: If you've been maintaining strict control of this zone, you should have Za2, Za3, Za8, Zb1, Zb2, and Zb7 all captured. If so, congrats - you're in great shape. Clear out whatever enemy spawned from Za5/Zb5, then capture Za1/Zb3 (or swap these helipads if it's more convenient based on enemy movement). Don't forget to resupply and repair if you need to.
  122. - SF AREA: If you've been setting up for multi-M16s, Dreamer is waiting for you on SF3. Leave an echelon that needs to retreat (for Illum fairy CD/repairs) on P38, so that Dreamer will attack them between turns; retreat immediately. If you aren't intending to fight multiple M16s, ignore the SF area this turn; Dreamer is not worth fighting and M16 will show up next turn anyway.
  123. - WATCH YOUR KILL COUNT: When you have 90+ kills, Mercurows will spawn from an available enemy Heavy Helipad; place your Double Jupiter (with Taunt) or Boss echelon next to the helipad and make sure they are supported by all 3 HOCs. She's worth 18k points if you can take her down.
  124. - AP will still be tight this turn, but you're about to get a huge influx of powerful enemies *AND* a bunch of free AP both at once. Do your best to clear as many Paradeus helipads as you can, while keeping your hostages out of danger.
  125.  
  126. TURN 8: [THIS IS MY FAVORITE PART]
  127. - KCCO AREA: Capture both K6 and K3. There is no more combat in this area. If you haven't bombed all three bridges, do whatever shenanigans are necessary to make that happen this turn.
  128. - ELID AREA: If you've done everything correctly, you should be able to eliminate one zombie enemy (in each area) and then capture Za5 and Zb5, which should surround capture the rest of the zones next turn. Once you've done this, there will be no more combat in these areas.
  129. - SF AREA: Fight M16. If you haven't manipped her, there will be one M16 on SF2; make sure that 2B14 is in range to support as she makes this fight way more bearable. If you went for multiple M16s, use triple HOC support during the first fight on P38, then repair your bossing echelon and move to SF2 for the second, again making sure 2B14 is in range. If you are trying to kill 3 M16s you will need to make sure that your bossing team has enough health for the third fight by the end of the second. Your'e allowed to get messy with it. 2B14 should stay in range for this if at all possible.
  130. - WATCH YOUR KILL COUNT: Mercurows (at 90+ kills) or Nimogen (at 110+ kills) will spawn from an available enemy Heavy Helipad in between turns. You will want to station your Douple Jupiter (with Taunt active) or bossing echelon in front of those helipads with triple HOC support to ensure the kill. Nimogen is quite a bit more difficult in my experience (dunno why) but worth 22k points.
  131. - Kill as many Paradeus as you possibly can this turn - focus on freeing up Paradeus heliports for more spawns. It's okay if more enemies spawn than you can kill; having more chances at good fights is always a good thing. Don't forget that you will want to control P1, P47, P23, and P14 if at all possible for the bonus points they offer.
  132. - - - If you aren't set on getting as many points as possible, you can start capturing heliports to limit dangerous Paradeus spawns, but c'mon. Come onnnnnn.
  133. - - - (This is targeted at me being a coward during my 1M run. You can do whatever you like.)
  134. - Remember to keep your hostages and HOCs out of danger, but if you are going to break your swap chain, now is the time. Try to position your echelons closer to enemy helipads on one side of the map (unless you feel comfortable spreading out) so that you can catch as many enemy spawns as possible, both this turn and next turn. DO NOT ISOLATE YOUR ECHELONS FROM HOC SUPPORT; ASSUME HEAVY HOC SUPPORT IS REQUIRED FOR ALL FIGHTS FROM NOW ON.
  135.  
  136. TURN 9: [PARADEUS HELL MODE]
  137. - KCCO AREA: Retreat, repair, rekit, and (if desired) redeploy your KCCO echelons so that they can help with Super Paradeus.
  138. - ELID AREA: You should have complete control of the contaminated zones now. You can use your ELID teams (via redeployment or parachute) to capture Heliports for a few additional points, if desired, but they should obviously avoid all combat.
  139. - SF AREA: There are no more SF bosses. Your bossing echelon can swap out for another RFHG if you like, or you can play bullet hell with them against any Super Rodeleros (which are a thing, yes I'm serious).
  140. - Your #1 priority this turn is to retreat your three hostages, but doing so prematurely can make it hard for you to position for end-of-turn fights. This is why I suggested shifting out of your swap chain last turn; this turn you can strategically redeploy echelons from your side objectives to either quickly rescue hostages or help reposition your HOCs more favorably to farm kills. Don't forget that rescuing a hostage costs 1 AP - do your best to arrange things so that you can capture each hostage on top of a heliport and immediately retreat them, then swap with and rescue the next hostage. (This is easiest to set up on P26.)
  141. - Once you're content that your hostages will be safe, spread out. Use your weaker or damaged echelons to capture helipads and supply nodes that are far from your HOCs; concentrate your fighting power around the helipads closest to your HOCs. Parachute is very powerful here to conserve AP.
  142. - Clear away Paradeus spawns everywhere you can, use your last few AP to rescue your hostages, and get ready for some serious final fights.
  143. - WATCH YOUR KILL COUNT: Nimogen and Mercurows can still spawn between turns at the end of turn 9 (I fought Mercurows on T8 and Nimogen T9). Do your best to be ready for them. If you were playing really proactively and fought Nimogen on turn 8, you can capture the remaining heavy helipad this turn for extra points + map control!
  144. - DO NOT ISOLATE YOUR ECHELONS FROM HOC SUPPORT. Enemies can and will spawn with 100% Fracture shields before and during this turn. Be prepared for triple-stacked Gundams, pairs of Uhlans, or Gundams and Uhlans paired together.
  145. - Do whatever it takes to win as many fights between turns as you can. Or, don't, if you don't care that much. I'm just trying to hype you up here. If you got this far, I'm sure you can make it just a bit further!
  146.  
  147. Controlling the central area is worth 16.5k points. Controlling the outlying heliports, Heavy Heliports, and supply points is worth 14.5k points for each side, up to 43.5k. Controlling the KCCO area is worth 32k points. Controlling ELID zones is worth 19.5k points each. You also get 10k points for holding the supply flag and 10k points for holding the enemy command post, and you get 10k points for holding the supply line at the start of turn 10. If you maintain control of all of these things (an optimal finish), you'll get around 130k bonus points at the end. If you have trouble controlling all of these zones, bear in mind that the supply nodes, supply flag, and command posts are by far the most important parts - even if you had 0 helipads, the other nodes would be worth 100k by themselves.
  148.  
  149. Between bonus score for map control, the hostage rescues, and the extremely difficult fights that are only available during turns 8 and 9, an high-scoring run should be aiming to get almost half of their points during these last two turns. Keep that in mind if you're stressing about your score. Also, as of writing this, you only need 750k to reach the top 10%, so don't fret if you're just in it for the rewards - a Commander capable of clearing the EX difficulty story should definitely be able to clear this score threshold. Do your best!
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