I guess the planning cycle for ToS is: decide tactics - select titans - develop pilots - adjust titans (factory) - play it out - start it over...
So starting with tactics, I think I'd like to try out different ones, being new to this game. For example I haven't decided on weapons but I'll try all kinds of them - haven't yet tried unguided titans, so somebody would need to develop a good unguided skill. I spotted the Scouting skill early on and decided I'd like to experiment at least with that - doing recon work and ambushing, don't know how much you can really do with that in this game... that was maybe a bit problematic though as then I went for int/ins stats and specialization in guided missiles early on.
Given the early experiences with the game - my titan getting destroyed in the tutorial and the leader dying when I accidentally clicked "dodge" instead of "run" - when I had to restart the squad I went for the Green squad. Put maybe a half of the points in stats (I hear initially they are cheaper), which mostly resulted in one stat being super. (In case of Beluga, I put about 480 pts into stats, so it has 17 for Reaction from the start.) I think I could have put more into stats, since the skills soon maxed out (look at Light skills for ex.). But then again this approach created some of the financial problems, I have pilots with high XP but without the exact skills that would match the salaries.
My best pilot seems to be Borg, since he's properly balanced with good potential for combat skills, and the icelord he's had from day one is very enjoyable, racking up XP all the time. I'm planning to keep him energy/short ranged and even in that icelord for a while without any other real specialties. Beluga with its dagger is working to expectations too, as others first pulled its weight and it has good potential. My plan is to make it the dedicated energy damage dealer and put it into a big titan (heavy/assault pref.) sometime soonish. Puma in the beginning had the pack hunter, which was a bit problematic since the close ranged guided missile set is not very intuitive to use. Hydra's will-o-wisp was upgraded to the mirage, I have a faint idea what you can do with it, but I don't think I can use missile titans to their max yet. (Just learned the importance of scanner + links for long range missiles.) Puma and Hydra are supposed to be scouts, but that's maybe not the best idea with long ranged support titans... maybe I could put Hydra into a heavier mech and keep Puma as a Light scout. Given the very high wits of the girls, their mechs could be loaded to the hilt with electronics systems. Wolverine has been doing his job with the swift death, the only issue seems to be overheating in long machine gun duels, but still he's not a top killer yet. I think I'll upgrade his instinct and keep him as a scout/light, could develop his Defensive skill - he needs a few of the Other skills to upgrade his Damage Control, as that turned out to be a very critical skill for my squad . I'm giving him a bit of all-around weapons capability for the future - other pilots would need to develop secondaries too, because many titans use multiple weapon types. Could maybe do with some suggestions for the upgrade path... Well, so far it's been a bit difficult to make the money for all those titan upgrades
I've noticed you'd need different titans/loadouts for different kinds of missions in Savannah, for example napalm/flamethrowers would have been very useful in the last mission... So I'm thinking I'd eventually recruit the 6th pilot (unicorn at first and a bigger cannon titan later; or a dedicated R/Scout with high ins?) and keep a total of 8 mechs. I'll aim to get more S ranged titans with high damage (instead some of those current close range ones) to work better in the ambushes without having to rush in close. One of the titans could be a specialized neutron blaster rig, since that could give me nice bounties, better salvage and maybe I can collect a nice med titan on the battlefield soonish. (Capturing the manticore from the very last mission would have just been so nice, I was considering it for one of my pilots, was it Hydra now.) I figured big titans mean more damage, more kills and thus more XP - so that would be the natural upgrade path for most pilots, or does that have other financial considerations besides the initial cost? The ideal force composition at some point further in the future could be 1-2 x R; 1 x L; 1-2 x M; 1-2 x H and 2 x A chassis class titans. Would there be a point in running more recons/light with high salary pilots or is it better to concentrate even more on the heavier end of the scale?
< Message edited by varis2000 -- 1/6/2008 12:02:25 PM >