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Zernia

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  1. My sniper headshot poor allied soldeir with Sea-Devil. Corpse flyed throught window, which I was mined earlier. Caboom, half building gone and 2 civilians killed. Game End And what I did wrong ?
  2. Throwing can be trained with throwing weapons - knifes, shurikens etc. Almoust anything can be targetted with "a" -key. Early game you can train pick lock with door at your base. Before you get any PK, the door is locked. Go and practise that one.
  3. /spoiler starts Split your team 2 parts. First part goes right side (scout,engineer, silenced sniper rifle wearer) over the railway tunnel, there is secondary route to buildings. Use your scout to spot and elimiate enemies and engi to disarm first explosives (looks like box full of red dynamites, shows as "mined" when engineer spots it). Another explosive its inside of building, and its quite hard place. Safest "non-pk" route I found is: ladders to second floor (to pick those 2 documents), throught the building and use ladders to go to roof. Use explosives to make hole to roof and go to third floor. And use stairs to go down. The explosives are metal terrace (inside of first floor). Second part of team should kill those 2 laser weapon wielders. Dont kill PKs inside of building, wait or try to pull those out of building. When shooting, try to not to destroy the building (there is fuel barrels, dont shoot those....)
  4. Short Character Guide to Silent Storm (ver 0.9) By Zernia general: When you are hitting few last story missions, and have to kill few PKs, you are usually about level 10-12. So I wrote up short guide where to aim those levels. attributes: Str: mostly affects how far you can throw granade/throwing weapons and how much VP your char will have. Dex: minor affect your weapon accurity, but largely affects AP points. Int: minor affect medic/engineer skills, large affect how much exp you get from missions. Chars (and builds): Scout(general): Scouts are best at Melee, Hide and Interrupt. Good at Shoot, Throwing and Spot. Very Bad at Snipe, Engineer and Medicine. Scout(thrower): 10,7,3. First 2 levels use your ability points to throwing speciality and fast throw. Next to points should go Hide in Dark and Night Vision. Your lvl 12 target is Increase Ranged Damage. Good sides this build is that you can sneak and silent kill almoust all opponents, but only way to kill PK is granades. So pick up all chakaras, shurikens and granades when possible. Scout(melee): 4,10,6. Your lvl12 target is Vanguard and Always Inflict Melee Critical. This build is very difficult at beginning, but later on it can kill PKs. Scout(scout): 7,3,10. Scout is second best scout at game. Idea this build is that scout spots enemies for rest of team. Start with Hide in Dark and Night Vision, later continue to Ambush(lvl6). Later Look at Free and Fast Crouching are handy. Sniper(general): Spiners are best at Shooting, Snipe and Spot. Good at Hide and Interrupt. Very Bad at Melee, Burst, Engineer and Medicine. Sniper(sniper): 2,10,8. I always had one build, even there is 2 possible builds for lvl12 chars. First take Look at Free -ability. After that your first aim is Always Inflict Ranged Critical, and later on spot line to Increase Sight Range. This allows you to do snipe shots so far that enemies cannot see you even after your shot. Problem this build is that weapon familiarity is gained very slowly, and you cannot get best critical - death. Good point is that you one shot kill most normal enemies (head shot) and can slowly kill PKs also (hint: aim legs and bleed them to death). Sniper(alternative): 2,10,8. This build allows faster weapon switching. First take Night Hunt and then later aim lvl12 target to master sniper. You dont crit so much, but crits are more deadly. Medic (general): Medic are best at medicine. Good at Shooting and Melee. Very Bad at Burst and Engineering. Medic(medic): 2,8,10. Medics can be supporting class, working as secondary snipers. First levels aim to... Better Careful Shot. After that start doing Master Medic and Know Enemy Health. If you start doing medicine ability-tree too early, you are not getting medicine exp than you could. Lvl12 aim is Little Blood and Prolong Medical Treatment, so you can keep your soldiers alive. Engineer(general): Engineers are best at Engineering and good at Shooting. Very Bad at Snipe. Engineer(PK-driver): 2,8,10. At beginning, keep your engineer Shooting with any weapon, which has good range. First target is Master Engineer. Then Team Spirit, PK technician, Second Skin and Lower PK Noise. When you get sniper-PK, put your engineer to drive it and you will have ultimate enemy-PK-killer. Engineer(destroyer): 2,8,10. Idea of house terminator. First take Burglar and Fast Skill Growth. Then Increase Shot Range, Aim Before Shoot and Demolition. Equip your engineer with rocket launcher and start terminate the buildings. Soldier(general): Best at Shooting and Burst. Good at Melee and Interrupt. Very Bad at Snipe, Engineer and Medicine. Soldier(housecleaner): 9,9,2. I always had housecleaner at my team, cos it so handy. First take Good Shot From Anypose, then Vanguard. At lvl11 you should have controlled long burst, which is enough to kill 2 opponents at opening turn. Soldier(alternative): At level 12 you can get Reduced Recoil also, which makes great HMG user. Bad thing is that other classes are more efficient at that point. Granadier(general): Very Good at Shooting and Throwing, Good at Melee. Very Bad at Snipe, Hide and Medicine. Granadier(thrower): 10,8,2. Your ultimate granadetosser gets its ultimatum at lvl13 - Increase Area Attack Damage. The problem lays that usually granadier has very low int, and not getting very much exp -> getting those 13 levels are very slowly (soldiers has same problem). Althought granadier will save your team with good throwed granades few times during playtime (best record, 6 enemies with one granade). Special thanks to: Nival Interactive for developing game. Bigges to great fan site. DukDuk, first who told me this game. ..ren, my love.
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