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#1 (permalink) |
![]() Join Date: Jun 2012
Posts: 3
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Hey everyone.
I signed up to share my two pence about Invasion mode, specifically for the stage ‘Outside Agro-Center’. This mini-guide will be broken down into sections as follow: - Strategy tips - Nanomachine tips - Purchase tips - Video help - Breakdown of the waves (Important!) Please note that the following tips are what worked for me and my partner upon completing Agro-Centre with just the two of us. These are not golden rules and may not work for everyone: -------------- Strategy tips -------------- ![]() The 'Elephant' strategy (in-joke lol): Not really a strategy, but this could be your default camping spot - try to stay on the set of stairs by the LEFT side of the blue elephant slides (as shown in the screenshot above). This is because on the lowest level, there is an extra set of red benches for good cover. On the opposite side of the map, there is none on the ‘left’ side of the red benches near the fountain (just a neon blue empty floor space) and not ideal for cover when the sneaky red rapid shooters run down and attack you there. Why stay on the ‘left’ stairs? This is just personal preference – your character is right-handed for shooting. It is naturally easier to shoot to the left (if you are standing on the right side of the stairs) and if you are hiding behind the wall on the left side, the aim is also smoother when aiming to the left. Test it out. If you do camp on the left of the blue slides, (whilst facing up the stairs) the rocket Hercules will spawn from the bridge to the left of you and all the gatling Hercules will spawn on the bridge to the right. This gives you time to snipe the gatling bosses as soon as they spawn on the right bridge and the rocket bosses will take much longer to walk to you. There is only one exception – on waves 15 and 20 a rocket boss will spawn from the right side of the bridge. In fact these waves contain 2 rocket bosses from either side, so be very careful! NOTE: On wave 26, you need to camp on the RIGHT set of stairs by the elephant slides. Reason is because there are 4 red robots positioned on the left (where you usually camp), and the right side is empty. On wave 27, resume to the left side again. When you camp at the bottom of the stairs, please refrain from running around too much. Try to group next to the stairs entrance - this is to keep enemies focused on that one entrance you are shooting towards. You do not want to divert enemies so that they run down the stairs on the left of you. It makes life harder trying to eliminate attacks from two directions. ------------------ Nanomachine tips ------------------ To help all maximize on points, I suggest you equip the 'Point Gathering' and 'Point Collection' skills with the sniper class and used this class for waves 1-15. For each kill it gives 42 points instead of the default 30 points and for the Hercules bosses, it gives 280 points instead of 200. Another skill you really should equip is the 'Blast Protection'. Waves 30+ can get real UGLY with cheap grenade deaths. Enemies will throw them at you constantly and if you are shielding, you may not get away from the blast impact fast enough, maybe even die if you were already pre-damaged. So do yourself a favour, equip that skill and it will hopefully save you from using a medi-pack. A helpful skill you could equip is 'Ammunition Pouch'. We equipped this skill with Heavy Gunner class (520 machine gun bullets instead of 400 and 83 sniper bullets instead of 64). We were often able to rely on one set of ammo pack per 2-3 waves. It also helps greatly for waves 40+, since it is not a good idea to be low on ammo when there are 20+ robots shooting towards you. No point risking a medi-pack because you had to get ammo during wildfire. At the very least, you should also try to equip the ‘Medi-Pouch I’ nano. If you have unlocked ‘Medi-Pouch II’, I suggest you equip BOTH nanos with your main class. This would enable you to purchase up to 5 health packs and provides great help for the later rounds. -------------- Purchase tips -------------- Everyone knows the Raow-SR1 sniper rifle as a secondary weapon is the best option available for quick robot demolition. Chaff grenades are helpful from waves 30+. For those who don’t know, Chaff grenades make enemies kill each other for a limited period of time. You won’t get any points for the kills, but at least it will help when you are crowded. If possible you should purchase the Raow-S7 shotgun at the end of wave 35, this kills the Hollow Children zombies fast with 5-6 shots. (If you have good perks, the striker class’ default shotgun can also kill Hollow Children with 5-6 shots. It has a slower rate of fire, but works. It might be of advantage to choose a striker class for waves 36-40, since you will have the shotgun for close-range enemies and Raow-SR1 for ranged enemies.) Shield tip: If you are to buy a shield, please make sure you buy the 'LE-18' pistol (180 bullets default or 234 bullets with 'Ammunition Pouch' skill equipped) or the 'Yamato-0' handgun (DLC content - 60 bullets default or 78 bullets with 'Ammunition Pouch' skill). The Yamato-0 handgun is the better option since it acts similar to a magnum - very strong piercing power and strips off the red robots armour quickly. ----------- Video help ----------- For waves 1-50 on Shibuya, visit the following channels: http://www.youtube.com/user/HIWIND100/videos http://www.youtube.com/user/z30Tora/videos For waves 1-50 on Agro-Centre, visit my channel as I have not yet seen anyone else upload a full run: (Part 1) Find the rest in my 2-player playlist: http://www.youtube.com/playlist?list...7&feature=plcp For waves 1-50 on Underground Warehouse, visit my channel (same applies, I have not yet seen anyone else upload a full run): (Part 1) Find up to wave 49 in my videos section. (Waves 49-50 complete, this is a separate run.) Last edited by SecretDecay; 06-03-2012 at 11:22 PM. |
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#2 (permalink) |
![]() Join Date: Jun 2012
Posts: 3
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Breakdown of the waves (Courtesy of Fenrir_Type-II) -------------------------------------------------------------- WAVES 1-5: Simple stuff here, every enemy is a green Assault Shooter, after wave 2 some will appear with shields which are more difficult to hit and just as damaging as regular Assault Shooters. On wave 5, 2 Hercules boss enemies will appear with gatling guns, they are easy enough to kill as long as you maintain good cover and have adequate ammo. Special Note: On wave 2, 3 shielded enemies will appear from the spawn zone across both bridges, it is easiest to have 2 players equip a grenade and use this to blow up each set of 3 shields as soon as they spawn. WAVES 6-10: More green Assault Shooters here but this time with added Simians (the brown monkey-like robots). Simians are very easy to kill even with melee and don't do much damage but be careful to not let them surround you as they can deal a lot of damage in groups. Once again there will be 2 Hercules bosses on wave 10 each with a gatling gun weapon, deal with them just like wave 5 and you will be fine. WAVES 11-15: Wave 11 begins with Deadeye sniper robots: these will not be difficult to kill as they are slow to fire and have a small amount of health points. Wave 12 onwards will be a mixture of Deadeyes and green Assault Shooters so more of the same as what you fought on waves 1-10. Simple. The only danger here is on wave 15 when 2 Hercules boss enemies spawn, both with ROCKETS. If you see these bosses then eliminate them as soon as possible as they can kill you instantly. Remember this when fighting them in later rounds also. WAVES 16-20: Wave 16 begins with more Deadeye snipers and a new enemy - Creepers (red crabs). Be careful not to let these enemies curl up into a ball anywhere near your character, as they will explode and possibly instantly kill you depending on your level and equipped nanos: basically, they are mobile grenades. Thankfully they only appear on wave 16 so you only need to put up with the annoying sound they make for one stage only. Waves 17-20 are all a mixture of Deadeyes, Simians and Assault Shooters. Once again wave 20 contains 2 rocket Hercules so be patient and stay alert to their presence and they won't cause any problems whatsoever. Special note: Waves 17 and 18 both contain a gatling Hercules boss - 17 is all Deadeyes and Simians plus the boss and 18 is all shielded Assault Shooters and a boss. Be wary of these bosses as they can easily catch a player out. WAVES 21-25: You will face another new enemy within these 5 waves - Golems, which are black riot robots equipped with a shotgun and ‘roundhouse’ melee capabilities. These enemies are only a threat when relatively close, from distance they should not trouble you. Just don't let them get close, that is the best advice I can give. If they get close and you also have other enemies shooting you from distance, then you could get yourself into a pretty pickle. Aside from Golems, watch out for Assault Shooters and Simians which will also spawn. The wave 25 bosses will comprise of 1 gatling Hercules and 1 rocket Hercules, the gatling usually makes its way to the players first whilst the rocket boss will wander around and surprise you on occasion. Have your wits about you and don't randomly run out of cover or the rocket boss might make you pay. Deal with them 2 and it is onto wave 26. WAVES 26-30: These 5 waves change up the base enemies drastically. Instead of Assault Shooters, you will now face off against various Jarhead type enemies. These include red pistol shooter Jarheads, dark blue baton/melee Jarheads, white shielded Jarheads and light blue sniper Jarheads. The most dangerous Jarheads are the red and light blue types as they deal a lot of damage and are highly accurate, white and dark blue types rely more on getting close to you to deal damage thus they should be taken care of before they ever get close. At this stage all Jarheads will require 3-4 RAOW sniper shots to kill them. Be wary of Simians and Golems attacking you during these waves also, they like to rush at you silently without you knowing what the hell has hit you. As for bosses, once again there is 1 gatling and 1 rocket Hercules, repeat the strategy from before but this time be aware that they will absorb more of your bullets before going down. WAVES 31-35: Tube Gunners will make their first appearance during waves 31-35. These are spider-like enemies which begin as enclosed tubes but open up and fire a barrage of machine gun bullets. These can be damaging but only from mid to close range. If you keep them away from you then they are so weak it is untrue. I also recommend not wasting RAOW sniper ammo to kill them as the default weapons for the Heavy Gunner and Soldier destroy them just as quick, if not quicker than said sniper rifle. Every other enemy will be Jarheads of varying types, and once again be on the lookout for any random Simians and Golems that may rush you. 2 bosses, 1 gatling, 1 rocket, you know the drill. WAVES 36-40: This is when the mode can start feeling a little tougher for most players. Right in front of you at the beginning of wave 36 will be Hollow Children (the prototype "zombie" enemies). They may look bare-bones and weak but believe me, they take one hell of a beating to take down: 6 RAOW sniper bullets or almost a full light-machine gun clip, for example. I suggest throwing a frag, sticky or remote grenade at the large group as soon as wave 36 begins: you should be able to take most if not all, down right away saving you any aggravation they might otherwise cause. Then simply run down to the suggested camping spot outlined earlier to take out the remaining Hollow Children and red Jarheads which will also have spawned on this wave. Every wave from 36-40 will feature a number of Hollow Children and they frequently can sneak up silently behind you, always be on your guard as Hollow Children mixed with aggressive Jarheads is not a good combination whatsoever! Also, wave 40 does not just contain 2 Hercules bosses but FOUR! 2 rocket and 2 gatling. These can catch out a lot of players so be sure to watch out for bosses coming from up high or below, assign a player or players to target the bosses while the other player(s) targets regular enemies. Golems may also rush the player so stick to your guns and you should beat wave 40 without too much strife. Special Note: A shotgun, whether bought or the default Striker shotgun works very well against Hollow Children, I would personally recommend using a Striker as this means you can buy a secondary sniper rifle for long-range enemies. WAVES 41-45: Here comes the pain, haha. This is when the mode starts heating up greatly. This is when shields are not simply a bonus item to purchase but a mandatory buy! These waves introduce one of the most dangerous enemies within Invasion: Rapid Shooters. They are red variants of Assault Shooters and will give you nightmares. As soon as wave 41 begins, head towards the camping spot and then turn around as the rapid assault (pun intended) begins. Wave 41 comprises of only Rapid Shooters, do not let them get close or they will mess you up, make sure the shield wielding players block off the Rapids from getting close and the attacking players shoot them quickly. I cannot reiterate that eliminating Rapid Shooters as fast as you can will save you a LOT of frustration. After wave 41 ends you will see a reappearance of green Assault Shooters, this time they are a lot stronger and more accurate: underestimate them and you will pay for it. Shielded Assault Shooters, Rapid Shooters and Deadeyes are what you will face from waves 41-45. These will be some of the hardest waves you will face but as long as your shield users remain solid and your attackers stay accurate and calm, you can get by. Once again there are 4 bosses on wave 45, be very wary of the rocket ones and be aware that all bosses will take a lot of damage before they die now. That is all for the penultimate 5 set of waves, onto the final 5 now. Last edited by SecretDecay; 06-03-2012 at 11:35 PM. |
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#3 (permalink) |
![]() Join Date: Jun 2012
Posts: 3
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WAVES 46-50:
I think during this stage every player should buy a shield if possible, these 5 stages will really test your mettle and you will need all the defensive help you can manage. Wave 46 will begin with 2 players on the separate sides of the fountain, basically 2 players on one bridge of the fountain and the other 2 on the opposite bridge adjacent to the fountain. You will have red and blue Jarheads nearby along with a new enemy – the Gunboxes (blue cubes of doom as I like to call it). These cubed robots have laser sights much like the Deadeye and light blue Jarhead enemies but they fire a machine gun at you as opposed to one sniper bullet. They are highly accurate and highly damaging, they also require a lot of damage to destroy them. My recommendation would be to evade and escape all the initial enemies on wave 46 through clever shield positioning and possibly Chaff grenades and head to the blue slides camping zone before beginning the attack. Dark blue Jarheads will rush you and red Jarheads will also appear. Try and take out the dark blue ones with the shields to save ammo, snipe the red ones from afar. Once all Jarheads are dead, slowly move around the stage and take out the blue cubes. With wave 46 out of the way, be prepared for the following 4 waves to feature all varieties of Jarheads, the return of red Rapid Shooters, Simians and Golems. Wave 50 also contains numerous Hollow Children which are a great threat if red Jarheads and Rapid Shooters are nearby. Just do your best to shield from the projectile enemies and have 1 or 2 players take out the Hollow Children from cover. The final waves are all about being shot at accurately from afar and having many close range enemies rush you simultaneously. It is a daunting prospect but just stay resolute and throw any Chaff grenades if the situation gets hairy. If you can make wave 50 with a few health packs between each player then there is a great chance you will be able to complete the mode. As for bosses on wave 50, there are 4 Hercules bosses, again 2 rockets and 2 gatlings - the strongest ones you will have faced so far in terms of defense and damage output. They are especially difficult on wave 50 with everything else that is being thrown at you but use your shields correctly and the attacking players will have enough room to manouever and kill them. Congratulations, you have now beaten Agro-Center on Invasion! --------------------------- That is all the help I can offer for this map. Special thanks to Fenrir for providing help on the entire section of ‘Breakdown of the waves’. We don’t know ‘Shibuya’ or ‘Underground Warehouse’ well-enough to write about it. Good luck! Last edited by SecretDecay; 06-03-2012 at 11:16 PM. |
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#4 (permalink) |
![]() Join Date: Dec 2010
Posts: 121
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awesome guide man, thx very much, id been watchin yous on youtube prior, i find outside agro the hardest to beat and have struggled to nail this one, ive gotten to level 50 only to die. Anyways thx, ill read your tips and hopefully get this beat.
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