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View Full Version : On Strategic Assets, Fury, Resilience, Speed, and Experience



Servius
20th Feb 09, 12:37 PM
I'm about to begin my 3rd campaign. The furthest along I've gotten is Day 11 or 12 I think. I keep restarting every time I reach a point where I've learned enough new stuff about how the game works that I feel my past actions are dumb. However, I have reached a point where I think I have a decent grasp on the concepts in the title. Since these things are not mentioned in the manual and are not very well explained by the in-game tips, I thought I'd try to help others by posting what I've found.

STRATEGIC ASSETS
There are 3 types of strategic assest: Shrines, Automated Foundries (hereafter "foundries"), and Communication Arrays (hereafter "arrays"). Each map has 2 assets. So far each map has had 2 different assets (I've never seen one with two of the same).

Each assets grant a Sector Control Bonus that you benfit from no matter which planet you're fighting on as well as two planet-specific bonuses. One of those planet-specific bonuses is associated with a limited-use accessory. The number of uses per mission is based on the number of assets you control on the planet you're fighting on. The second planet-specific bonus is not accessory-based.

Shrines
- Sector Control Bonus: Once you get 6 of the 8 in the sector, regardless of which planet they're on, your squads will earn bonus exp at the end of a mission. NOTE: Once you have all 6, if you get 11 medals (eg 5 Fury + 5 Resilience + 1 Speed) at the end of the mission, your exp will be sufficient to get 1 additional deployment. This is without any help from foundries (either increasing your score or lessening the requirment for add'l deployments).
- Planet Bonus: Each shrine on a particular planet helps counteract the Tyranoformation effects on that planet. The tooltip says that they a) reduce the rate of invasions and b) reduce the effect of invasions. This buys you more time in the campaign, which in turn means more time for side missions, and thus the ability to strengthen your squads faster.
- Accessory: The first time you capture a shrine you'll get the Rosarius accessory. It allows you to make all your squads invulnerable for a few seconds (maybe 3-5). The number of shrines you have on the planet you're fighting on determines the number of times you can use this accessory per mission. You can always use it at least 1 time per mission, even if you don't have any shrines on a particular planet.

Foundries
- Sector Control Bonus: Controlling all 6 of the foundries in the sector will reduce the post-mission score needed to get additional deployments. NOTE: Holding 6 reduces the amount needed by the equivalent of holding 1 fountry on the planet. This is also the equivalent of 1 extra medal in Fury, Resilience, or Speed.
- Planet Bonus: When you finish a mission, you get mission exp based on how many enemies you killed (Fury), how few of your sergeants were incapacitated (Resilience), and how quickly you completed the mission objectives (Speed). The total is shown in blue and is the main determinant of whether you get additional deployments that day. Then, depending on the number of foundries you have, that bar will extend a bit further in green. I don't think this means you get extra exp, I think it basically is just trying to get you closer to the 2 pre-determined marks for +1 or +2 additional deployments. NOTE: 3 foundries appears to grant you enough of a bonus to cover the distance from the 1st add'l deployment to the 2nd. This is before any reduction to the requirements granted after you have 6 foundries.
- Accessory: The first time you capture a factory you'll get a turret accessory. It allows you to deploy turrets. The number of foundries you have on the planet you're fighting on determines the number of turrets you can deploy per mission. You can always deploy at least 1 turret per mission, even if you don't have any factories on a particular planet. I've read these are very helpful against bosses. I keep forgetting to test it out.

Communication Arrays
- Sector Control Bonus: The in-game tool tips says "Controlling numerous arrays across all planets also increases available ordinance in defend missions." When you play a Defend mission, you will be given 2 turrets. I think the number of arrays you have in the sector determines the number of mines you can deploy.
- Planet Bonus: The more arrays you have on a particular planet, the more pre-mission intelligence you'll have access to regarding the enemy's strengths and weaknesses.
- Accessory: The first time you capture a post you'll get a Signum accessory. It allows you to call down a minor PDF artillery strike (maybe 3-5 shells). The number of arrays you have on the planet you're fighting on determines the number of times you can use this accessory. You can always use it at least 1 time per mission, even if you don't have any posts on a particular planet. I have found this to be less useful than Frag Grenades, so I never equip it.

Summary on Strategic Assets
In DOW2's campaign, you're racing against a clock. The clock is provided by the rate at which the Tyranids tyranoform the planets. The less time you have, the fewer side missions you can afford to take, and thus the weaker your forces will be when you fight the core campaign missions. Foundries and Shrines help ease this issue. Foundries do it by making it easier to earn multiple deployments in a single day. While it doesn't slow tryanofomation, it may allow you to fit in more missions per day, which has the same relative effect. Shrines increase exp (once you have 6) and slow tyranofomation.

There are two differences between shrines and foundries. Shrine effects on tyranoformation are immediate and constant. Nothing you do after capturing it will increase or decrease its effectiveness. In addtion, once you have 6 shrines, the exp bonus is also constant. I don't yet know if it's a flat exp bonus (eg + 100 exp) or a % based thing. If it's % based, then the bonus is not constant and is dependent on how well you play.

The benefits of foundries not certain, they're conditional. They make it easier to get multiple deployments, but they don't guarantee them. Their utility depends on your performance in each mission (which hopefully leads to more deployments) and requires that you then fight those additional battles to stay ahead of the clock so to speak. While foundries require more effort on your part, they also grant more opportunities to collect wargear (which can be trashed for exp). I haven't yet reached the point where I have 6 shrines, so I can't say how big the after-mission exp bonus is, thus I can't say which asset (shrines or foundries) grant you the biggest bang for the time investment. However, the in-game tool tip clearly states the foundries are your best bet to keeping ahead of the invasion.

So far, I have only ever had 1-2 arrays, so maybe they become much more useful if you have more. But from what I've seen so far, Communication Arrays appear to be worthless relative to the bonuses of shrines and foundries. The intel can be intuitive and sometimes info on vulnerabilities to certain weapons is negated by your lack of numbers or people who can carry those special weapons. At the Captain level of difficulty, the artillery strikes cause knockback and a little damage but are also inaccuate. They pale in comparison to Frag Grenades, and you can gather more Frags as you move through a map.

In conclusion, given what I know right now, my preference is foundries first, shrines second, arrays third.

FURY, RESILIENCE, AND SPEED
These three things come into play at the end of each mission.
- The more enemies you kill, the higher your Fury score.
- The fewer number of sergeants incapacitated, the higher your Resilience score. For example, if your FC is the only character who gets knocked out during a mission, you'll get the same Resilience score if he's knocked out once or 20 times. On the other hand, if every one of your 4 characters gets knocked out, even if it only happened 1 time during the mission, you'll get 0 points for Resilience. It's not the number of knock outs per character, it's the number of characters ever knocked out.
- The faster you complete the mission objectives, the higher your Speed score.
NOTE: These three variables also appear in your Campaign Score/Rank (where Resilience is called Savior). I think that stuff only affects GFWL achievements. Not sure.

The way I like to play is to clean every square inch of a map. Thus I usually have very high Fury scores and very low Speed scores. Resilience's relationship with Speed can go either way. If you are careful and take good care of your Sgts, you may move slowly and thus hurt your Speed score. On the other hand, if you move too fast and are careless with your squads, they'll die more, which means you'll have to spend more time running back to a reinforcement site. Therefore, I see Fury and Speed as polar opposites and Resilience as an indpendent variable. That means you can have high Fury and Resilience scores OR high Speed and Resilience scores, but you can never have high Fury and Speed scores.

In conclusion, knowing what I know right now, I focus on being thorough and careful, and I forget about speed. Not having to move quickly allows me to move more carefully, which hopefully will lead to a high Resilience score.

EXPERIENCE
There are two times when your squads gain experience. The first is when they participate in a mission and kill enemies. Only the 4 squads on the field earn exp in this way. Then, at the end of each successful mission, you get your Fury, Resilience, and Speed scores. Your Fury + Resilience + Speed scores = your bonus mission exp. Having 6 Shrines will add to this (not sure how much yet). The mission exp will be added to every squad you have, including those that stayed on the ship. I don't know if everyone gets the same mission exp (the 4 who fought may get more than the ones who stayed on the ship) but I know that even the guys on the ship get something.

Post-Mission experience is based on the medals given for Fury, Resilience, and Speed. You can get up to 5 of each, though as said above there is usually a trade-off between Fury and Speed. For the meter that decides how many additional deployments you get, 1 medal = 1 foundry, except the medal grants experience whereas the foundry does not. NOTE: If any of your Sgts. get incapacitated, you will get a max of 3 medals in Resilience. If 2 get knocked out, you get 2 medals. I'm pretty sure that if 3 or 4 get knocked out, you'll still get 1 medal. Speed works in this way too in that, no matter how long you take, you'll still get 1 medal.

+++ End Transmission +++

Please respond with revisions to the info in here. I'll try to update the OP with accurate info as it comes in.

konfeta
20th Feb 09, 2:26 PM
This should be hyperspaced to strategy section. Very useful, and I had to learn most of it the hard way as well.

Question, though, is it me or does the resilience score works from how many downed seargeants you have at one time as opposed to how many times they were downed? As in, having only one squad down multiple times is not as big of a hit on Resilience score as having multiple squads down at the same time?

cube13
20th Feb 09, 2:30 PM
I believe that the Listening Posts are a sector bonus, because I captured one in the second mission, and I had additional intel when I got to the 2nd planet.

glenn3e
20th Feb 09, 3:19 PM
I find that I can get high Fury and Speed scores. The trick is to really have a mobile force and be fast. Taking out bosses, be sure to have a loadout that capilizes on their weaknesses. Also, try to prevent losses as much as possible. To get that extra deploy, I usually need 3/4 squad members alive, fury 75%++ and speed usually 3 stars. This on Capt difficulty. Its a challenge, but as long as the boss doesn't mop the floor with me its possible. Speed is always an issue, so sometimes I ignore whole blobs of enemy to go after the boss.

Servius
20th Feb 09, 6:08 PM
OP updated. Thanks for the feedback. Keep it coming.

I'd especially like to know what kind of exp bonus folks see once they get 6 shrines.

Drasius
20th Feb 09, 9:07 PM
Resilience stars will track your guys through the mission, not just check at the end.

Servius
21st Feb 09, 12:29 AM
Thanks. OP updated.

Croaxleigh
21st Feb 09, 12:35 AM
This should be hyperspaced to strategy section.
Your wish is my command. (Also, very informative. Thanks for posting/updating it, Servius!)

ydejin
21st Feb 09, 3:53 AM
Thanks Servius, this has been very helpful.

Servius
21st Feb 09, 8:20 AM
My pleasure! Does anyone know if there's a wiki where this stuff should be posted?

nick2512
21st Feb 09, 9:12 AM
What are combat discipline and weapon melee skills and such?

Servius
21st Feb 09, 11:34 AM
My guess is that combat discipline is your ranged and melee attributes. I have a piece of power armor that grants +1 to each (at the cost of -52 armor or something rediculous like that). I'll try to rememeber to equip it and see what gets boosted.

Regarding Melee Weapon Skill, I don't think it's accuracy, as "accuracy" is used on wargear, and you'd have a ranged one too then. I think it means your chance / attack to do a special (more powerful) melee attack. That's just a guess though.

Rodzaju
21st Feb 09, 11:50 AM
Combat disciplines are the 4 stats you raise when leveling up.
There is an achievement for maxing out a combat discipline & this is how you get it.

Brugale
21st Feb 09, 12:02 PM
Very informative, as well as your other post on "Special weapons".
Thank's a lot Servius.
>:)

konfeta
21st Feb 09, 1:42 PM
By the way, in lieu of this information, in your first two missions where you have to kill an Ork Nob and a Stormboy Nob, you shouldn't go for the Communication array.

Grab the Foundry and the Shrine to recieve the Rosarius/Turret deployment ASAP, then you will get the Artillery Beacon in the mission following those two. The Rosarius and turrets are really, really useful. Especially in boss fights.

Servius
21st Feb 09, 6:15 PM
My pleasure. I think I'm at Day 12 now and finally have 6 Shrines and 6 Foundries. I'll see if the bonus mission exp from shrines is separated out, so I can comment on how significant it is, or if it's just rolled in behind the scenes. I'll also try to see how much of a difference the 6 Foundries have in reducing the amount of mission exp you need to get the additional deployments.

Servius
21st Feb 09, 8:54 PM
Okay, figured a bit out about the additional deployments. See OP again...

Servius
22nd Feb 09, 9:56 AM
Updated OP with info about the benefit of holding 6 foundries.

Glabro
22nd Feb 09, 10:40 AM
It seems that kills by turrets and artillery strikes do not count as your kills, reducing the exp you gain in battle as well as affecting your Fury score. This makes me hesitant to ever deploy them, to say the least.

There's the off chance that turrets and arty strikes deployed by a wargear item you have count, while those granted for "free" in defend missions don't - this bears further investigation.

Rodzaju
22nd Feb 09, 11:04 AM
I have only played 1 defence mission so far.
I deployed both the wargear turret & the free turret.
Both did sterling work & I still got 5 fury stars & 100% enemy kills.
Though funnily enough, I could still see groups of enemies around the map at mission end.

Glabro
22nd Feb 09, 2:12 PM
That would explain it, then. There are enemies to kill on the defense maps beyond what is attacking you. That means I need to revise my tactics, and perhaps have to rely on the turrets more, not less, to give time for my force to eliminate those other enemies.

Arasaka
22nd Feb 09, 7:14 PM
Great information - thanks! This stuff should really be in the manual, or else the tooltips should be more informative.

I had figured on the importance of the Foundries, but clearly underestimated the value of Shrines in relation to Arrays. I usually forget my Artillery Strikes anyway so my restart will have me focus on Foundries/Shrines. I'll probably use Cyrus over Thaddeeus too (on Captain).

Thanks again!

Servius
24th Feb 09, 6:42 PM
OP updated with a bit more info on foundries and experience.

On the turrets, I use them regularly on bosses, to distract the boss from my troops, and I still get 5 Fury medals. On defend missions, they're VERY useful. I usually put 2 kinda close to each other. Far enough appart so that a grenade to one won't blow up the other, but close enough that they can support each other and both open up at the same time. They seem to have somewhat shorter ranges than your HB Devs, so I usually plant them a bit in front of some heavy cover for my HB team and the 3 of them do insane damage and suppression.

Also, you can drop the mines in the middle of mobs. There will be a short delay, like a fuse countdown, before the mines go off, but in this way you can use them like grenades so they take out whole clumps of enemies rather than just the first 2-3 who walk over pre-placed mines.

konfeta
24th Feb 09, 7:30 PM
Heavy Bolters on defense are mostly useful as distractions later. For some reason, the first waves are harder than the latter ones, and Bolter Turrets suffer the brunt of that.

Marduk
24th Feb 09, 7:35 PM
something I noticed: all 6 squads receive the same bonus exp at the end of the mission, and I think that the 6+ shrines bonus is about 30%. It could also be a flat 100some, since my bonus exp without the shrine (got the same stars in the same areas) was ~220, and having the shrine bonus gave ~340.

I let a defend-the-shrine mission expire and fought a battle, then copy-pasted the save from before said mission and won the defense, then re-won the next battle, if anyone's curious as to the method there.