Infiltration and how I learned to love 2 man shinobi groups

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warbrand2
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Infiltration and how I learned to love 2 man shinobi groups

Post by warbrand2 »

Something I have learned in my early game play throughs, Shinobi with high move speed means 2 man infiltration get objective and get out missions are possible, and doing so may actually be required in some cases.


Here Is what I recomend, once you get the ability to train rookies to a sellected class train atleast 4 shinobi class units and if possible give them all suppressor equiped weapons. These guys will be your bread and butter on any minor mission.

When using said group do not directly engage the enemy unless you have two avoid combat at all costs unless necessary.

Sorry if bad at describing things. but I found running these two man teams on prison brakes and other "minor" missions saves a lot of time and makes things much easier. I tend to throw the teams one purely in infiltration and one purely in sword work, this way there is atleast a little wet work ability with them once things go hot. but generally in my few plays I have found that for the first few months this will get you though all the more "minor" missions with out risking anything.

though the biggest part of this is being lucky enough to have 4 high move speed rookies.
redscare
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Re: Infiltration and how I learned to love 2 man shinobi groups

Post by redscare »

It's a bit of a gamble. Cos if you get a pod camping either the objective or the extraction point, you're fubared. That said, I've indeed finished some missions without firing a shot.
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Arcalane
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Re: Infiltration and how I learned to love 2 man shinobi groups

Post by Arcalane »

This is why my stealth team now includes a specialist, for remote hacking/medical purposes.

FWIW, unless you absolutely need the infiltration speed bonus from a two-man crew then the minimum you want to be taking is 3; XP split is capped such that you are effectively wasting a third of the total XP. Might as well get dude #3 some free XP, even if all they're doing is staying on the opposite side of the map.
plasman
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Re: Infiltration and how I learned to love 2 man shinobi groups

Post by plasman »

My infiltration teams usually include 2 Shinobis, 1 Specialist (for medical support and objective hacking), and 1 Technical. His rocket launcher/flamer comes handy when the only solution is to clear a pod hanging around near the objective or extraction zone ;)
LordYanaek
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Re: Infiltration and how I learned to love 2 man shinobi groups

Post by LordYanaek »

plasman wrote:My infiltration teams usually include 2 Shinobis, 1 Specialist (for medical support and objective hacking), and 1 Technical. His rocket launcher/flamer comes handy when the only solution is to clear a pod hanging around near the objective or extraction zone ;)
Don't techs increase infiltration time with their heavy weapons?
jztemple
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Re: Infiltration and how I learned to love 2 man shinobi groups

Post by jztemple »

Arcalane wrote:FWIW, unless you absolutely need the infiltration speed bonus from a two-man crew then the minimum you want to be taking is 3; XP split is capped such that you are effectively wasting a third of the total XP. Might as well get dude #3 some free XP, even if all they're doing is staying on the opposite side of the map.
How does the XP distribution break down? I'm just wondering if sending two would result in each getting more XP apiece than sending three or more, even if some is wasted. Would you please post the XP distribution scheme? This really is something that could make me alter my squad allocations.
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Arcalane
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Re: Infiltration and how I learned to love 2 man shinobi groups

Post by Arcalane »

jztemple wrote:How does the XP distribution break down? I'm just wondering if sending two would result in each getting more XP apiece than sending three or more, even if some is wasted. Would you please post the XP distribution scheme? This really is something that could make me alter my squad allocations.
...it is literally as simple as "minimum squad size = 3". If you send only two, a full third of the mission XP is wasted, period. You are not weaseling magic XP out of nowhere for a two-man squad vs a three-man squad.

Otherwise afaik it's divided as you'd expect. If you have four soldiers, each gets 25% of the total XP? 5? 20%.

So yes, if you send more than three then everybody's getting slightly less XP all-round. But if you're sending less than three, each soldier gets only 33% of the share - 33 to 66% is wasted (if you send two soldiers or one soldier respectively). If you send exactly three, then each soldier gets 33.33r% and none is wasted.
jztemple
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Re: Infiltration and how I learned to love 2 man shinobi groups

Post by jztemple »

Thanks Arcalane, that is a nice simple way to remember it.
Zavek
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Re: Infiltration and how I learned to love 2 man shinobi groups

Post by Zavek »

http://steamcommunity.com/profiles/7656 ... 4143763188

a standard jailbreak/rescue mission.
all you need is 1 shinobi and 1 specialist
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warbrand2
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Re: Infiltration and how I learned to love 2 man shinobi groups

Post by warbrand2 »

yeah need to revise this to two shinobi and a specialist. cause if things get hot you are screwed with out the specialist.
plasman
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Re: Infiltration and how I learned to love 2 man shinobi groups

Post by plasman »

LordYanaek wrote:
plasman wrote:My infiltration teams usually include 2 Shinobis, 1 Specialist (for medical support and objective hacking), and 1 Technical. His rocket launcher/flamer comes handy when the only solution is to clear a pod hanging around near the objective or extraction zone ;)
Don't techs increase infiltration time with their heavy weapons?
Yes they do, but when your infiltration hits the fan the tech's heavy firepower becomes invaluable.
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Arcalane
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Re: Infiltration and how I learned to love 2 man shinobi groups

Post by Arcalane »

plasman wrote:
LordYanaek wrote:
plasman wrote:My infiltration teams usually include 2 Shinobis, 1 Specialist (for medical support and objective hacking), and 1 Technical. His rocket launcher/flamer comes handy when the only solution is to clear a pod hanging around near the objective or extraction zone ;)
Don't techs increase infiltration time with their heavy weapons?
Yes they do, but when your infiltration hits the fan the tech's heavy firepower becomes invaluable.
They also don't increase it quite as much as a Grenadier (1.1x for the Gauntlet vs 1.2x for the Grenade Launcher) which may make them a slightly more attractive option for small stealth teams that need some firepower but don't need too much.
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