Infiltration times on second HQ.

Share strategy and tips here.
Post Reply
CasualGamer
Posts: 33
Joined: Wed Feb 15, 2017 8:51 am

Infiltration times on second HQ.

Post by CasualGamer »

Is it normal to have 19 days infiltration time for the second Hq assault?
(Second difficulty level, awc, gt,1 lab, 1 resistance coms and 1 workshop built so far. Great big troop rosta and 6 active squads regularly on missions).

I thought I was being smart hitting my second HQ the day after I got mag weaponry online. But with 19 days to infiltrate a 10 man team, when it does come round it will not be so much a 'timing attack' as a Behind the Times attack.

I am worried that if I send a smaller team for better infiltration time, they will be overrun. I read with interest in a recent post that 10 men is 25 percemt more firepower than 8.

I gave 8 out of 10 men supressors, getting negative 22 hours for gear. It's the size of squad giving me (about) 15 days delay. I don't have the stealthy vest, if the timer isn't normal what could I do to reduce it?
I can see it works well as a deterrent to liberation, having some of my best guys and all my best gear tied up for so long.

Thanks for any input.
trihero
Posts: 1099
Joined: Sun Jan 01, 2017 7:01 am

Re: Infiltration times on second HQ.

Post by trihero »

Yes, it's normal to have 20+ hours if you send 10 men to an HQ assault. There's no secret you're missing. I'm surprised you got it down to 19 because mine are usually 22 with 10 men.

If you try 8 men, the infiltration time will be drastically reduced, and you can probably get by assuming you took your best 8. Remember that 10 men is sometimes hard to find cover for and still be in range of the enemy, so the increase in firepower is not always explicitly worth it.

Also consider using an intel boost to get to 100% faster (on legend, if you hit the boost at 67% this will finish it to 100%).
aimlessgun
Posts: 66
Joined: Tue Feb 07, 2017 2:22 am

Re: Infiltration times on second HQ.

Post by aimlessgun »

I did all my HQs with 9 as a compromise. The last guy is a pretty huge difference. Intel boost is also a good option. My 2nd HQ infiltration was when my B team went from boys to men though, if you can get a good B team running losing your A team for 20 days doesn't hurt as much.
CasualGamer
Posts: 33
Joined: Wed Feb 15, 2017 8:51 am

Re: Infiltration times on second HQ.

Post by CasualGamer »

Thanks for the great info.

I need to confirm the details about spending intel though - normally I get 25% bonus which suggests I need to have 80% before boosting, doesn't it?
Do we get a bigger boost on Hq, or do I misunderstand how the bonus works? (I thought 80 × 125 = 100%).

Having looked (this morning before leaving for work) at an 8 man its just about 8 days which is much more manageable, particularly with an Intel boost.

I think I can do it with this team-

1 specialist, healer spec for heals and hacking bots. With gremlin 2 for better heals n hacks and a laser rifle for a token addition to group firepower.
2 snipers, one DfA and one rapid targeting. Both have about 90 natural aim and use laser guns. They kill stuff from behind the lines.
2 rangers with shiney new mag weapons. They hold the front line. One is my highest ranked fit soldier, over watch spec who just got rapid reaction and committed mass murder on the tower mission.
1 gunner mainly for AoE crowd control and reaction shot kills.
1 pure scout shinobi to scout for squad sight pulls. Also to check for additional pods if I want to move to flank with a soldier.
I think the fire power of the others will carry him, and avoiding additional pods by moving into sight is worth his place.
Last slot is a technical in exo suit. With gauntlet 2. Two rockets, one for the general's pod and the other for emergency use.

My plan b would swap out the technical for a support grenadier and specialist with airdrop, giving a 9 man team. This is to avoid the risk of rocket noise pulling the whole map.
Tuhalu
Posts: 433
Joined: Wed Feb 01, 2017 9:02 pm

Re: Infiltration times on second HQ.

Post by Tuhalu »

CasualGamer wrote:Thanks for the great info.

I need to confirm the details about spending intel though - normally I get 25% bonus which suggests I need to have 80% before boosting, doesn't it?
Do we get a bigger boost on Hq, or do I misunderstand how the bonus works? (I thought 80 × 125 = 100%).
Intel boosts vary based on difficulty. 200% at rookie, 175% at Veteran and 150% on Commander and Legend difficulties.

67% * 1.5 = 100% assuming you are playing on Commander/Legend. You said "second difficulty level", but I don't know if that means second hardest or second easiest.

Note: The boost to infiltration applies to all infiltration you have already done and all infiltration you do on the mission in the future. It doesn't matter when you boost, you'll get the same effect.
aimlessgun
Posts: 66
Joined: Tue Feb 07, 2017 2:22 am

Re: Infiltration times on second HQ.

Post by aimlessgun »

CasualGamer wrote: I think I can do it with this team-
Seems reasonable. I'm a huge fan of support grenadiers though, I'd never leave mine at home :) And a grenadier with an incendiary grenade is an extremely reliable way to deal with the general.
CasualGamer
Posts: 33
Joined: Wed Feb 15, 2017 8:51 am

Re: Infiltration times on second HQ.

Post by CasualGamer »

Tuhalu wrote:
CasualGamer wrote:Thanks for the great info.

I need to confirm the details about spending intel though - normally I get 25% bonus which suggests I need to have 80% before boosting, doesn't it?
Do we get a bigger boost on Hq, or do I misunderstand how the bonus works? (I thought 80 × 125 = 100%).
Intel boosts vary based on difficulty. 200% at rookie, 175% at Veteran and 150% on Commander and Legend difficulties.

67% * 1.5 = 100% assuming you are playing on Commander/Legend. You said "second difficulty level", but I don't know if that means second hardest or second easiest.

Note: The boost to infiltration applies to all infiltration you have already done and all infiltration you do on the mission in the future. It doesn't matter when you boost, you'll get the same effect.
Sorry, my bad. I meant second one up, veteran. I couldn't recall the name, it seems so long ago I started the play through...

So, the bonus is 1.75 on veteran, meaning I only need 57 or 58%. (57 ×1.75 =99.75%)
Wow.

And it applies to all infiltration, I thought it just applied to what had been done already.
Wow, again.
CasualGamer
Posts: 33
Joined: Wed Feb 15, 2017 8:51 am

Re: Infiltration times on second HQ.

Post by CasualGamer »

aimlessgun wrote:
CasualGamer wrote: I think I can do it with this team-
Seems reasonable. I'm a huge fan of support grenadiers though, I'd never leave mine at home :) And a grenadier with an incendiary grenade is an extremely reliable way to deal with the general.
Yeah, but my surviving grenadiers are all pretty low level at the moment. They don't have strong abilities yet.
cerebrawl
Posts: 137
Joined: Mon Jan 30, 2017 10:41 am

Re: Infiltration times on second HQ.

Post by cerebrawl »

CasualGamer wrote:
aimlessgun wrote:
CasualGamer wrote: I think I can do it with this team-
Seems reasonable. I'm a huge fan of support grenadiers though, I'd never leave mine at home :) And a grenadier with an incendiary grenade is an extremely reliable way to deal with the general.
Yeah, but my surviving grenadiers are all pretty low level at the moment. They don't have strong abilities yet.
Arc thrower assault are pretty good at shutting down the general too, and if you get run and gun on a ranger via AWC then they're pretty awesome at just straight up murdering the bastard. Run and gun -> Both barrels. Give them AP ammo for good measure.
Post Reply