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 Lost Cause Guide

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WedgeAntilles
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PostSubject: Lost Cause Guide   Mon 13 Dec - 0:28

Introduction

Lost Cause is the hardest of the possible 3 chapter 3 options (others being Magnificient Bastards/Containment). It is about fighting a rogue company, whose leader wants to use nuclear weapons on Boston to avenge the death of his family, killed by Zulus. Your job is to stop him in his tracks, stay alive in the fight vs Golf Company and secure the nuclear facilities.

The following Video shows an example how to beat this chapter. Beside the Forward Observer's Task, you get to see how an Infantry Unit Leader can support the defensive setup of your camping location. Full description on youtube.



http://jk2pach.perso.sfr.fr/replay/replay_20101212222652.w3g

Preparation


Don't camp hills like East Hill, unless you have no FO with you. In general don't camp in any hill mid of the map. Heli can surprise you from all directions then (danger zone 360°). Camping cake e.g reduces the arc of danger to 180°. Some of you might want to argue that hills at the edge of the map are not good coz of tank spawn and instant attack. But mid hills are not better. Tanks can still drive up and fire their flame missile out of sight range.
Fire missile of tank is dogdeable. Just need to move enough be4 the missile reaches its target. So if you have a M320 e.g don't be shocked if a tank attacked and killed a teammember. Move up and blow it.
Get Nano Body Armour if you can. It allows you to tank 2 hits from cobra instead of 1, and it will serve you good for other attacks aswell.
Hold Fibs if possible. Instant heal is important when you got hit by tank or heli so you are back at full health for a second hit (need good reaction, though).
If the hill you want to camp has trees let FO take them out (advantage you can do this before you reach hill and straight walk up). Explosives work too but be fast. After chapter change you have ca. 30 seconds be4 spawns trigger.
Cobra definitly triggers (wave 15). All Apache's have in common that they will only trigger with 4+ inital players. First Apache 33% chance (wave 15). Second Apache 16.66666% chance (1/6) Squad Rating over 95k (wave 17). Third Apache 16.66666% chance (1/6) Squad Rating over 135k (wave 18).
3 Chances for Raven Mines. 2 of them entirely Squadrating based, 1 triggers when Squadrating has a certain value and random integer hits 1 (random chance).
Helicopters and Tanks have ca. 500 Truesight Range.
Tanks somehow can view up on hills.
IUL gets controllable Apache, so if you have one he should call it right after chapter change (Permanent until killed). It can help to distract tank shots (especially if you get one that spawns close at you. Apache's called this way stack (if you manage to keep them alive you can have more than one). Cake Hill provides you with a safe zone where you can place Apache's, where they are not seen by the enemy, but won't kill you with their 500 AoE damage in case of destruction.
Force Recon should set several Sentries on Ravenholm Trees in Chapter1 and/or 2 in combination with Comm Array, it is permant vision for the whole team (extremely valueable for FO)
Place gifs/clays/chains around you for early heli warning.
If you have a Sniper mini-marine then hide it away from the team. When the smoke from the first waves clears, sneak it on a nearby hill to town, Golf wont care
about 1 invisible mini sniper killing them all (they only go after hero units).
If you have a MQ-3 Predator, you can use it in a similar way to a sniper or help your team by fighting/taunting helicopters/tanks.
Winning Lost Cause is nearly only about having a decent Forward Observer, who takes out everything from range. He is the character who allows you to kill his Golf Company pendant fast, efficient and maintain your camping position, without being shelled to smithereens. Other than that you need some firepower to kill off incoming waves, possible containing some long range damage to deal with the above mentioned threats, that might leak through TOT. Armieing in Lost Cause is very dangerous, because of ranged enemies, nasty claymore surprises and truesight helicopters.
Possibly prepare for Lost Cause in chapter 2, to increase survival chances.

The Beginning

Try to kill Lt.Oliver ASAP. Even if this means you have to kill techs, i would pay the price. He is the most dangerous enemy after you survived Helis and Tanks. As long as Lt.Oliver is alive, watch the minimap carefully to see the impact location of enemy Fire Missions and dodge accordingly.
Communications Array is close to must have due to shared Vision of the spells i mentioned in my CE Guide (who are not seen by Golf). Feel free to shoot Flares as long as you do not get yourself caught in the Radius. You can cast them with some distance to hill. It will not help Golf to see an area empty of enemies unlike your team because Golf will walk/fly/drive in. When you camp cake (180° danger zone) make sure to keep west side and Northeast Side flared (south east in the beginning for tank spawn, too). Use Smoke Grenades and White Phosphorus on choke Points to slow down the enemy advance and grant you more reaction time. Side Note: Marksman is perfectly suited to One Shot Helis with Crits before they can attack when holding 2 sight items(2 fl or fl+sam'r) even without additional sight spells. As an alternative this can be done by a machinegunner, due to his attackspeed although he just has 200 range more than an Apache. Orbital Artillery is a Gamewinner in this Chapter to kill Lt.Oliver in town. TOT Mission can kill of spawning tanks and charging Helicopters and is useful over the whole course of this chapter.

The Midgame

Once you survived tanks helis and killed LT.Oliver, game will be a whole lot easier. Raven Mines send by golf are easy to kill. Agents are tougher due to imba evade and advanced magic resistance, but since you hold a static position you should be aware of your surroundings and either kill them off per gunfire or spells/items. What really can spoil ur game here are enemy marksman. Why u might ask. They have scope and they use it. The bug here is: The enemy knows where you are all the time (this mechanism causes Zulus to follow you all the time). But speaking of golf they still need sight on you so they can attack you. Scope grants this sight. As long as they don't crit you can survive their hits, but when they do...
So still use sights spell around you and kill them fast (and you might get additional apache longbows, depending on SR). In ace's versions Golf gets no Snipers. Kill off remaining minis charging at hill. NEVER let them reach hilltop. IF a Flamethrower is near you at this time he uses Flameburst vs you (beside Golf being able to shoot at you).

The Ending

When you get the message you have to secure Ravenholm, don't rush it. Take your time. You have 5 another minutes. First Raven needs to be clean, atleast tanks should be gone. As long as there are still enemies in Raven and you have no option to kill them from afar (FO/DO not present/dead), advance with caution. Kill off the last wave charging at you mainly containing Flamethrowers and Riflemen DON'T GO before this wave spawned, it will get you killed by minies still spawning. Then pick a hill near Raven, when tanks are still present make sure it has some distance to Raven so tanks do not detect you with their "close range maphack". When there are no tanks you can safely choose a hill close to Raven. When you cleared town previously by ranged attacks you can straightly walk in. Whichever way you choose make sure to use Tactical Maneuver on each other (you can even do invis knife when you change to knife before TM) when you go to Ravenholm. Walk near to Residence41, maybe use a Last TOT Mission as FO. And then (if Rasczak does not come) you get to know Capt.Barnes was right on his plan, because there were no survivors found and all this fighting with Golf Company was a terrible waste of human life, they were not really the Bad Guys in the end it was you.


Last edited by WedgeAntilles on Fri 4 Feb - 20:31; edited 5 times in total
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PostSubject: Re: Lost Cause Guide   Wed 12 Jan - 21:37

Some things missing in this guide
- East/West hills are the only alternative when you don't have artillery support (most of my LC wins were on east hill)
- IUL artillery wont help much on far hills
- If you cant match/outrange enemy marksmen (who have hill sight, but no true sight) then this chapter is not winnable
- Cake hill can spawn tanks on you, center hills cant (although more chopper surprises)
- Super Gargs
- IUL Apaches should hover over hills so enemy troops don't see them (again, snipers/marksmen will see them)
- Choppers explode and damage ground ( 500+ )
- Taking out the town tanks is the only way to secure the town, so again, if the team doesn't have the range, just quit the game
- GIFS should be placed in such a way neither ToT or enemy troops can shoot them down fast
- Laying a WP in center of town can do wonders
- Lots of Super Gargs
- Prepare for LC before the chapter changes to LC, this minimizes casualties
- Use (SPAM!) smoke grenades/WP to slow the enemy advance, spam side arm, shotguns (but save nades for groups of 3+), always reload sidearms asap
- Spamming ToT the whole chapter can help quite a bit, especially on east hill
- If you have a Sniper mini-marine then hide it away from the team. When the smoke from the first waves clears, sneak it on a nearby hill to town, Golf wont care about 1 invisible mini sniper killing them all (they only go after hero units)
- Same as above for the predetor MQ, although the team can also use it as chopper/tank bait
- Practice a game called 'Dodge FM' and only use the minimap playing ... >.>
- Did I mention Super Gargs?
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PostSubject: Re: Lost Cause Guide   Fri 14 Jan - 19:32

Nova wrote:
Some things missing in this guide
- East/West hills are the only alternative when you don't have artillery support (most of my LC wins were on east hill)
That is the problem. To have or not to have an FO is the question (aka no FO= nearly free loss). However i agree that alternatives are important. I will include them
- IUL artillery wont help much on far hills
True dat.
- If you cant match/outrange enemy marksmen (who have hill sight, but no true sight) then this chapter is not winnable
True, but if you don't have classes that can do that (FT,CE, NC, Rifle), than chances to win LC are low anyway
- Cake hill can spawn tanks on you, center hills cant (although more chopper surprises)
It is true, that center hills won't spawn tanks. But it doesn't mean you are safe from tanks passing by on their way to town. There are so many spawnpoints for tanks, that no hill is 100% safe from them. That is why i prefer cake hill. Danger from tanks the same, less chopper danger.
- Super Gargs
Yea, have to watch out for them
- IUL Apaches should hover over hills so enemy troops don't see them (again, snipers/marksmen will see them)
Will include that
- Choppers explode and damage ground ( 500+ )
They also damage air
- Taking out the town tanks is the only way to secure the town, so again, if the team doesn't have the range, just quit the game
I think i sort of mentioned this. Maybe not in such a clear way
- GIFS should be placed in such a way neither ToT or enemy troops can shoot them down fast
Really :O?
- Laying a WP in center of town can do wonders
Yes
- Lots of Super Gargs
What, where?
- Prepare for LC before the chapter changes to LC, this minimizes casualties
Noted
- Use (SPAM!) smoke grenades/WP to slow the enemy advance, spam side arm, shotguns (but save nades for groups of 3+), always reload sidearms asap
Noted
- Spamming ToT the whole chapter can help quite a bit, especially on east hill
Depends on SR (high Sr can spawn Apaches). Most of the major threats spawn at the beginning of LC.
- If you have a Sniper mini-marine then hide it away from the team. When the smoke from the first waves clears, sneak it on a nearby hill to town, Golf wont care
about 1 invisible mini sniper killing them all (they only go after hero units)
Good Idea
- Same as above for the predetor MQ, although the team can also use it as chopper/tank bait
Same
- Practice a game called 'Dodge FM' and only use the minimap playing ... >.>
With a good FO, this game hopefully won't last for a very long time Wink.
- Did I mention Super Gargs?
No you didn't. bounce
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PostSubject: Re: Lost Cause Guide   Thu 7 Apr - 1:53

I like this guide overall

I found with a small team and an FO you can stick it out in a airfield tower to large sucess since you can tank a lot more. MG in a tower with nano armor can tank a lot of hits while still gunning things down
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PostSubject: Re: Lost Cause Guide   Thu 7 Apr - 6:04

this just in:
4 -8 clays below residence 41 to the two houses at south town will kill oliver most of the time.

Just remember to set them to victim detonation when chapter switches. Chances are oliver will step on them before a tank comes (tanks have field light range for true sight).
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PostSubject: Re: Lost Cause Guide   Thu 7 Apr - 22:14

Nova wrote:
this just in:
4 -8 clays below residence 41 to the two houses at south town will kill oliver most of the time.

Just remember to set them to victim detonation when chapter switches. Chances are oliver will step on them before a tank comes (tanks have field light range for true sight).

a screenshot would be helpful for anyone reading this
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PostSubject: Re: Lost Cause Guide   Fri 22 Apr - 6:42

http://www.mediafire.com/?b9t2k4ia3ifliv8

LC replay collection + generic class guide.

All 4 replays had a rigged aspect in them (e.g. minis/chaingun/shiva/luck)

Update:
Clays will only work if oliver's group is the first to arrive town.
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