Is there an enemy status past "vulnerable"? Like if I'm at 200% infiltration is there a point to spending intel and/or any way to make the mission easier or is that as good as it gets?
How worthwhile is it to get to the break points past 100%?
And below 100% is there a linear progression in difficulty or are there certain percentages that are just "seriously consider aborting if you can't get past X%"?
Thanks!
Spending Intel on Infiltration
Re: Spending Intel on Infiltration
if you are at 200% no point in spending Intel, if you are at 100% you ahve reached the big step and you will gain less, but you will gain nontheless, so if you have a very very weak squad and don't want to abort it is a nice choice to spend 25 intel even if over 100%.
Also remember it is 75% of what you reserached, so if you are at 100% you will go to 175%. If you are at 10% you will go at 17,5%
Also remember it is 75% of what you reserached, so if you are at 100% you will go to 175%. If you are at 10% you will go at 17,5%
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- Long War 2 Crew
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Re: Spending Intel on Infiltration
Evac timers are the big reason to go over 100% infil - 150% and 190% reduce them by 1 each (200% for the second one after 1.1 patch). You also get smaller detection radii and less enemies, though the enemy count doesn't decrease as fast as it does before 100%.
200% is the max. No benefits beyond that (and it should stop counting at 200%).
200% is the max. No benefits beyond that (and it should stop counting at 200%).
Re: Spending Intel on Infiltration
Did you really mean "150% and 190% reduce them by 1 each"? Shouldn't that be increase them by one each? It doesn't seem right that increasing the amount of infiltration would reduce the timers.mattprice516 wrote:Evac timers are the big reason to go over 100% infil - 150% and 190% reduce them by 1 each (200% for the second one after 1.1 patch). You also get smaller detection radii and less enemies, though the enemy count doesn't decrease as fast as it does before 100%.
200% is the max. No benefits beyond that (and it should stop counting at 200%).
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Re: Spending Intel on Infiltration
It's the fewer enemies that I'm aiming for. All these 12+ enemy missions are too hard. What I'd kill for is going over 100% preventing advent reinforcements or dropping the number of reinforcements from 4 each time to 3 each time.mattprice516 wrote:Evac timers are the big reason to go over 100% infil - 150% and 190% reduce them by 1 each (200% for the second one after 1.1 patch). You also get smaller detection radii and less enemies, though the enemy count doesn't decrease as fast as it does before 100%.
200% is the max. No benefits beyond that (and it should stop counting at 200%).
For me, the evac timer has never yet mattered. The only times I've called for an evac was without even engaging the enemy, just show up, realize 17 vs 2 is not going to be possible, and abandon the mission. When I wipe the evac being instant could not have saved me.
Re: Spending Intel on Infiltration
Evac Timers, not Mission Timers. The Evac Timer is how long it takes Firebrand to arrive when you do the call-in. Most of the time you want this to be as short as possible.jztemple wrote:Did you really mean "150% and 190% reduce them by 1 each"? Shouldn't that be increase them by one each? It doesn't seem right that increasing the amount of infiltration would reduce the timers.mattprice516 wrote:Evac timers are the big reason to go over 100% infil - 150% and 190% reduce them by 1 each (200% for the second one after 1.1 patch). You also get smaller detection radii and less enemies, though the enemy count doesn't decrease as fast as it does before 100%.
200% is the max. No benefits beyond that (and it should stop counting at 200%).
It'd be nice if Infiltration extended Mission Timers too, though.
Re: Spending Intel on Infiltration
Thanks for correcting me. I do see where shortening the Evac Timer would be of great usefulness, I had this happen on one mission where had Firebrand arrived a turn early, I could have saved a couple of troopersArcalane wrote:Evac Timers, not Mission Timers. The Evac Timer is how long it takes Firebrand to arrive when you do the call-in. Most of the time you want this to be as short as possible.jztemple wrote:Did you really mean "150% and 190% reduce them by 1 each"? Shouldn't that be increase them by one each? It doesn't seem right that increasing the amount of infiltration would reduce the timers.mattprice516 wrote:Evac timers are the big reason to go over 100% infil - 150% and 190% reduce them by 1 each (200% for the second one after 1.1 patch). You also get smaller detection radii and less enemies, though the enemy count doesn't decrease as fast as it does before 100%.
200% is the max. No benefits beyond that (and it should stop counting at 200%).
It'd be nice if Infiltration extended Mission Timers too, though.