Jun's Guide to Apollo Sec - WIP

Discussion in 'Strategy and Tactics' started by KatsuraJun, Feb 8, 2012.

  1. KatsuraJun

    KatsuraJun New Member

    -----Introduction-----

    Welcome to the final storyline of Night of the Dead - Apollo Sec. To a newcomer, Apollo is very confusing. Bosses all have their own very unique mechanics, and often require more than simply grouping up and unloading lead. Certain events often require prior knowledge or quick reflexes to survive (I'm looking at you, slashers). But hey, no worries. That's what this guide is for right? Prior knowledge.

    -----Classes in Apollo-----

    [Old Classes]

    First off, since you ARE attempting Apollo, I'll assume you already know the roles and purpose of most classes in higher difficulty games. Make sure your team has a decent amount of DPS - that means, Combat Riflemen, Combat Engineers and Subtlety Marksmen are all fair choices. Your team might want to consider using a Nano Medic with one point in surgical laser over a Field Aid medic as well, for two reasons; the tank in this storyline doesn't need shielding or weaving, and Volatile Injection makes one of the bosses easier to fight. A runner is also necessary for many of the objectives, and either the Subtlety Marksman or Mobility Recon serve this role quite well.

    [New Classes]

    The two new classes available in Apollo Sec are the Technician and Psi Ops, replacing the Assault and Commando respectively.

    Weapons Technician - Weapons Technicians provide a plethora of useful supportive skills, including mass crowd control in the form of Mad Spark, a team-wide damage buff in the form of Weapons Array, and improved frontal sight, sight up ledges and a controllable flying drone - all of which makes scouting up places like hill or in fort much easier and quicker. Finally, his Tier 3 ability, the Bogey Beast, is a powerful turret that adds to his mob control abilities; its ability to create Open Wounds on whatever it fires upon is important during one of the bosses of Apollo.

    Modifications Technician - Serves as the main tank of Apollo. And a DPS. That's right. A DPSing Tank. One look at his Tier 3, March of the Machines, is all that needs to be said: +300% Damage, Armor, and Health. A toggled Time to Die on steroids, essentially. It's no surprise that most people name this Technician the "MotM Tech." Coupled with his weapons proficiency talent that adds 24% damage and attack speed onto his already monstrous buff, the Modifications Technician is a force to be reckoned with - virtually invincible with high firepower. His Tier 3 however, has one weakness; it assigns random attack commands on everyone near him, including allies. If not properly microed, he could blow a teammate's face off accidentally. It's recommended that you find the Barrett and hand it to the MotM Technician, due to it's incredible firepower and inability to target allies, essentially negating March of the Machine's drawback.

    Telepathy Psi Ops -

    Mind Mastery Psi Ops - Serves an irreplaceable supporting role with two main skills: Force Push, which pushes back and stuns enemy mob and bosses, and Inception, which slows down all enemy movements down to a miserable 10%, while you still move at 100% speed and your allies at 60%. On top of that, you gain a whopping +200% damage for the duration of the ability, though she is not a DPS class. These two skills will see use all throughout Apollo, will save the lives of you and your teammates (Or kill them if you push incorrectly). She can serve as the backup runner as well, if your Subtlety Marksman happens to die at any point in the game - between Force Push, Inception, and her automatic cloaking on-hit, the Mind Mastery Psi is an incredibly tenacious running class, her only problem being merely that she's slower than the Marksman's Shadowstep.

    -----The Campaign-----

    [Common Route]

    -Part One: Teams A and B-

    The first thing different off the bat that you'll notice about Apollo is that unlike previous storylines, players are split into two teams - A and B, and spawn in two completely different locations. Team A consists of odd numbered player slots and spawns in the Airlocks, while Team B consists of even numbered ones and spawns near Dome A in Apollo. Team A must run over to the east gate of Apollo and unlock it before 5 minutes are up - or else a stalker army slaughters Team B.

    Watch out for:
    - Huggers near Team A. They may spawn outside the south gate of airlocks, so Team A must stick together as they exit.
    - Stop Signs near Team B. Team B should stay behind the stop signs, or else they risk aggroing a Mini Tartarus or popping a small army of ghouls.

    -Part Two: More Huggers, Scouting, the Armory-

    After releasing Team B from Apollo, players should split into two groups to scour the map for items. Because players only start with Gauss Pistols in this storyline, it is imperative to retrieve stronger weapons as soon as possible, before activating the next objective. The easiest way to do this is to have Team A scout the southern half of the map, while Team B covers the northern half. Make sure to stay away from the armory, including the ramps leading to the upper walls surrounding it for now - you don't want to start the objective too early. While scouting, you may encounter a familiar face - Charlie the infestor. Shoot AND knife her until she says stop - you will gain a hefty amount of experience, enough for a level up. At 11 minutes, both teams should start heading back towards the Armory, and activate the objective. Failing to do so by 13 minutes will result in one point of rating being subtracted from all players.

    Watch out for:
    - Huggers. If Team A didn't encounter huggers in the southern exit of Airlocks, that means they spawned in the northern exit, right below comms. The team scouting that area must stuck together as 4, as there are 3 huggers.
    - Infestors. Much like in vet and Alpha, infestors hatch banelings when attacked. Make sure you call teammates over to kill infestors, and inform the team if you have failed to kill one.

    -Part Three: Holdout, and Deimos, the First Boss-

    Get ready, because a horde of enemies are incoming. Hole up in either the lower arm of the armory, or at fort. Incoming are normal Zombies, Clicklings, Gargoyles, and Infested Marines. The Psi Ops of the team should avoid using skills at this time, and save her energy up while the team slaughters the incoming waves. After a few minutes, Deimos will appear.

    Deimos is essentially a giant infested marine, complete with a ranged attack and a couple of unique mechanics:
    1. Deimos' attacks are completely unaffected by armor, making him effectively untankable for extended periods of time. The only way to truly tank him indefinitely is use Ivan while he's healed by an FA medic. Without a medic, he can only tank for some time. However, you don't need to facetank Deimos, so the latter is enough.
    2. Deimos will periodically lay eggs, hatching out minions which basically look like big zombies. They hit as hard as agrons, and if you fail to kill them, they'll explode into napalm fire that hurts you and heals Deimos - basically, kill them while they're still eggs. Weapons with splash are a good countermeasure to the minions.

    There are a variety of strategies to beating Deimos. The most common and painless one is for the team to move back a bit, and have Ivan/Ogilvy stand in front. When Deimos arrives, the Psi Ops and Weapons Technician will rotate Force Push and Mad Spark - because of cooldowns, the Psi will usually push two or three times before the Technician uses Mad Spark. While Deimos will be able to attack a few times between pushes, Ivan's rapid regeneration will allow him to tank those small number of hits. If the situation is going down the shitter (Ivan died, Weapons Technician didn't get Mad Spark), there is still hope. The Psi Ops can turn her other skill on and off while attacking - Blackout. Repeatedly blinding Deimos will render him incapable of attacking, only getting a few hits off between blinds. This is a less reliable tactic than Force Pushing, however, so I'd only fall back on it in desperation.

    -Part Four: Seth and the Communcations Tower-

    Once Deimos falls, you are now safe to leave the armory/fort. Head down to Seth and take him out - he's no different here. The Technician should have at least 7 armor - hardly a difficult task considering his high base armor. Grab the Stinger from Seth's corpse, and hand it to the Psi Ops - she needs the experience. At this point, you can either scout the map more thoroughly again, or head to Fort - the choice is yours. Either way, you eventually want the team to head there. Stay in the middle, as the next wave consists of Infested Marines and Agrons, rendering the arms unsafe. Send your Subtlety Marksman or Psi Ops to Comms, hit it and run back. You can put a road flare on the left arm to make it easier to shoot the incoming enemies. Have the Psi Ops sting the incoming waves, as you want her to have Inception as soon as possible. When the wave is over, pass the Stinger onto the Subtlety Marskman, and head back to where Team B started - inside Apollo, and prepare for the next boss.

    -Part Five: The Mini-Tarts, and Nazara, the Second Boss-

    On the way to Apollo, or inside it, you will find around five Mini-Tartaruses, weakened versions of the first boss in EC. They're basically big damage soaks, and have no unique abilities. Dispatch them, and walk to Dome A, as you want to fight Nazara here. Have the Marksman run to labs, and run back. After a brief scene, Nazara will spawn.

    Appearing as a giant floating fortress with Void Ray lasers, Nazara is a fairly unique boss in that the main threat doesn't come from Nazara herself. Her attack is damaging, but not devastating, and a RA or KA will make it completely safe to tank. However, she has three unique abilities.
    1. She will drop X1 Drones, similar to the Combat Engineer's, to fire on your team. Kill them as soon as possible. A convenient way to do this is to have the Subtlety Marksman use Stinger on her, while the Technician tanks from a distance, as Nazara's attack is quite long ranged.
    2. She will "Assume Direct Control" (Coupled with a voice prompt) of a random unit in the area, buffing their statistics to an insane level when stacked. This is why you must make sure to kill the X1 Drones, though she can control normal infected as well.
    3. At half health, she will clone herself, making a number of duplicate Nazaras. These duplicates, however, will die much faster, and deal 90% less damage - indicated by checking their status. The easiest way to deal with this is to have the Nano Medic use Volatile Injection on Nazara before she clones - the real one will still have Volatile Injection on her. The Marksman can also quickly wipe out the clones by firing the Stinger into the group of Nazaras repeatedly, quickly wiping out the clones.

    Nazara should fall easily, but don't get comfortable; the next part of Apollo is also the most notorious part of the storyline.

    -Part Six: Frickin' Laser Beams-

    HAL, the computer in charge of managing Apollo went nuts. What does that mean? First, all those nice turrets that used to help you in the other storylines are now hostile and will kill you if you're near them. So steer clear. Second, giant laser beams from the sky are now trying to kill you. Hold fire, and move. Do NOT sprint. Sprinting will speed up the laser beams to compensate. The Marksman should use Shadowstep to speed up the team, the medic should make sure nobody is crippled, and the Psi Ops should quickly hit Inception immediately; it slows down the laser beams significantly, allowing people to escape from inside Apollo, and she should hit it again as soon as it comes off cooldown, but NOT use it again after that, as you will need it to be off cooldown for an event coming up. The Gravity Gun is great here for saving people that are falling behind.

    The team should swiftly move towards the Mining Site - the first area you head to in Easy Company. Have three people stand on the hexagons, and wait for the dialogue to run to its end. At this point, you will be prompted to head to one of two places - either the Mining Site you're standing at if you're lucky, or that weird computer at the northern gate of airlocks that you probably always wondered what the hell was for. Yeah. It's for this. If you are unlucky, and have to go there, the Psi should hit inception again, and move. Make sure you AVOID the interior of airlocks - go around it, along the left side, because there's a small army that just spawned in there.

    Either way, unlucky or lucky. the main event starts when you reach the designated computer. The way it works is this - people need to stand on the hexagons, which will slowly build up the bar up top to shut HAL down. If all three people are on hexagons, it will rise in increments of 3. If only two people are on, it will rise in an increment of 1. If only one person is on, it will decrease in increments of 1. If nobody is on, then it will drop in increments of 3. The Lasers will track people on the hexagons, so it's essentially a game of hot potato. The Psi Ops should hit inception immediately when the bar comes up, allowing it to fill to around 70%. The rest of the bar is up to the team, to dance on and off the hexagons as the lasers chase them. If the laser is coming for you, MOVE OFF, and have someone else move on as soon as it's clear. The lasers will decimate you, so do not underestimate their damage potential. The Modifications Technician can, however, tank the laser IF he has his ultimate - March of the Machines - so long as he has the energy. I'd recommend equipping him with the Barrett if you try this, to avoid accidentally killing a teammate.

    After HAL is shut down, everyone should steer clear as far from the lasers as possible, until the cutscene is over and they disappear.

    -Part Seven: Finding Bergmann, and Apoptosis, the Third Boss-

    At this point, everyone should regroup in an area nearby with good visibility, and heal up. Some dialogue will occur, and the game will prompt you to search for Bergmann in nine different areas on the map, but ignore it and stay put - the game will tell you where he is later, and slashers and agrons are incoming; you need to hold them off first. Continue waiting until the game locates Bergmann. At this point, the team should head towards the mutalisk holdout ramp in Easy Company - as in, the place you stay to fight off waves after beating Erebos First Form in the Easy Company Campaign. If the Weapons Technician has the Bogey Beast, have it shoot the Modifications Technician five times to gain 5 stacks of open wounds. Alternatively, if you have a Field Support Engineer, have him Mind Control a few Agrons and have them attack the Modifications Technician to create open wounds. If neither of these are possible, have the Modifications Technician tank a few agrons to get MULTIPLE stacks of open wounds - either way, he will need them for the next boss. Meanwhile, the Subtlety marksman should head towards Bergmann's location. When the Modifications Technician has a sufficient number of open wounds, the Marksman should activate the event and run back to the mutalisk holdout ramp. The third boss of Apollo is coming.

    Apoptosis, a flying Leviathan, is a very strange boss. To begin with, your entire screen will become dark, making it difficult to see. Inception can brighten the screen temporarily, but it will fade back to darkness after it's over. Apoptosis himself cannot be hurt by anyone WITHOUT Open Wounds - which is why the Technician needed to get multiple stacks of them before fighting him. Apoptosis will drop huggers during the battle, and it is the job of the team to kill them quickly, while the Technician essentially solos Apoptosis - preferably with the Barrett, or if not possible, the shotgun. The team should steer clear from Apoptosis and the Technician, as to avoid drawing its aggro or being tked, focusing on taking out huggers from afar. Depending on the number of open wounds the Technicians has, this battle will be either very short or very long. If you happen to get some open wounds from Apoptosis during the fight, and you are not the Modifications Technician, you can choose to shoot at Apoptosis to speed up the process, but first and foremost is still taking out huggers that Apoptosis will spawn throughout the battle.

    If your Technician doesn't have March of the Machines by the fight, then things will get a bit more complicated. First, make sure the entire team has at least one stack of medkits. Second, the entire team should CAREFULLY tank an agron, gaining at least one stack of open wounds. Squishy classes need to be especially careful when doing this. Move to an open area with plenty of space to maneuver. When the fight starts, the Psi Ops should inception as soon as Apoptosis comes into sight, and everyone should unload as much firepower as possible into the beast. Watch out for huggers as usual, and have the lighter classes steer as far away from Apoptosis as possible. Everyone should use medkits liberally to keep themselves healthy - Apoptosis is a fast boss, and a flyer at that, and getting caught off guard means death.

    -Part Eight: Activating IVAX-

    After Apoptosis is dead, close up the Open Wounds on the Technician and anyone that got some from the fight. When everyone is fully healed, head out to the starport and activate IVAX. Stick as close to him as possible - incoming are swarms, and I mean SWARMS of Agrons. Contrary to instinct, the Psi Ops should NOT use Inception during this part, because it will be required for something else soon. Move around as needed, use force push and mad spark to hold off the Agrons, as Ivax won't be able to kill them fast enough. After holding off the waves with Ivax for a short time, you will be prompted to bring it to Apollo. Head north, still sticking as close to Ivax as possible. You will soon see a prompt, telling you that more zombies are incoming. Slashers will pop up, and the Psi will need to hit inception as soon as they do - because some of them can and will show up right under your feet. Kill them fast, because HAL will soon override your control of Ivax. As soon as HAL begins taking control of the walker, start running straight back to the mutalisk ramp - lag behind and Ivax will tear your face off with a few shots.

    -Part Nine: Decision Point-

    At this point, you need to decide whether to do route A or B. If your medic is dead, I recommend you pick B. If your Psi is dead, I recommend you pick A. If both are still alive and kicking, it's your choice. If you decide to pick B, head down the ramp.

    [Route A]

    WIP

    [Route B]

    -Part Ten: Activating the Thors, and Athena, the Fourth Boss-

    At this point, you will need to take control of the Thors sitting in airlocks. There are four in the right side of airlocks, where you killed the eggs in Easy Company, and one in the left side of airlocks, right below the ship from which you save civilians from in Easy Company. Grab them fast - a massive wave is incoming, and you need these things. A person can only pilot one Thor at a time, so have five people wait at the hexagons for the prompt to appear. If your Psi Ops is still alive, move to the top of the mutalisk ramp with the Thors, and fight off the incoming wave. Have your Psi save her energy, as it will be needed for the fight. If she's dead, move north into the room the first form of Erebos spawns in. Use high ground to fight off the incoming wave - besides Devourers, immortals, and the usual fare, MULTIPLE Lelantos will appear (The Brood Lords). Unload the strongest weapons you have into them and kill them as fast as you can - the next boss, Athena, is coming soon.

    Athena takes the form of a massive Brutalisk. She is untankable. Plain and simple. Her attacks have a laser rifle-esque effect in that each point of armor increases her damage output, rather than decreases. Light classes cannot tank her either, as she attacks ridiculously fast, ripping anything she targets into shreds. On top of that, she will periodically stun a random marine she has vision of for a whooping 7 seconds. And if that's not enough, she is normally invulnerable to damage. The only way to damage her is to destroy Cellular Structures, which appear as eggs that she lays periodically, while she is near them - a safe bet is when she's standing on the creep they spawn. Doing this will weaken her for 10 seconds, temporarily removing her invulnerability for the duration. There are two strategies to fighting her, depending on whether or not your Psi Ops is alive.

    If your Psi Ops is alive, the battle is fairly painless. When Athena begins to climb the first ramp up the Mutalisk holdout point, Force Push her back. She will walk back a bit before she comes back, allowing Force Push to come off cooldown by the time she attempts to climb the ramp again. Meanwhile, whoever has the stinger should fire it at her every time she attempts to climb - eventually she'll lay a Cellular Structure, and the splash from the stinger will destroy it, weakening her. At this point, the Psi Ops should hit inception, and the entire team should blast Athena to pieces. Use the strike cannons on the Thors to inflict terrible, terrible damage on her. With any luck, she'll fall with one try. If not, just rinse and repeat the process.

    If your Psi Ops is dead, the battle becomes far more difficult. As soon as she spawns, destroy the rocks near the reactor room (The circular path right outside the Helipad). To put it simply, you will kite Athena in a circle with your Thors, waiting for her to lay a cellular structure. If someone gets stunned by her random stun ability, use Gravity Gun to pick them up and drag them along. As you continue moving in this circular path, eventually you'll pass over a Cellular Structure from a previous loop. Disable her as soon as she's near it (preferably Mad Spark), and knife the Cellular Structure to death. As soon as she's weakened, blast her with everything you have. Use the strike cannons on the Thor to inflict terrible, terrible damage on her. If she fails to die, rinse and repeat. Zombies WILL be coming at you from the front as you do this, so make sure your team is capable of clearing them out quickly; shotguns, AoE skills, and even the Stinger will be useful for this. But no matter what, don't stop moving, because Athena sure won't wait for you.

    -Part Eleven: Holdout, Slashers, and Destroying the Domes-

    After Athena falls, the final holdout of the game begins. Waves upon waves of devourers, clicklings, zombies, immortals, and Agrons will be sent at you. If you're sitting comfortably on top of the Mutalisk ramp, then you can simply wait it out there. If you had to use the circle kite strategy on Athena, move to the helipad's high ground to fight off the horde. Regardless of where you fight, ball up tightly with your Thors - and I mean TIGHTLY, because eventually, a dialogue prompt will show up, and Koller will inform you that infested are detected right under you.

    By infested, what he means to say is, a dozen slashers are gonna unburrow around your location and tear your face off. As soon as they show up, the Psi should hit Inception, and the team should focus their fire on the beasts and destroy them. If the Psi is dead, throw a Mad Spark, slam Repulse, use Mindblast, Countermeasures, Gravity Gun - whatever is needed to distract them temporarily and kill them as fast as possible. After this ordeal is over (And don't worry, that's the last SURPRISE SLASHER event in the campaign), you are informed that you need to destroy the Bio Domes - A, B, C and D. You have two options at this point: either you can send the Marksman or Psi with a stinger out to blast the domes to bits, and move on to the final boss, or have the team move out and search for Shiva, which has just dropped on the map. If you decide to search for Shiva, be warned - Gargoyles, Wraiths, Agrons, Devourers wander the map - most concentrated near the center, around Infestor Alley. While they're nothing like the swarm you just faced, it's easy to get overwhelmed alone. Stay careful during your search. Once you find it, regroup, hand the Shiva to the Modifications Technician, and send the Marksman or Psi with the stinger to finish off the domes. Make sure everyone has some kind of power weapon on hand and get ready, because you're about to be teleported to the final boss.

    -Part Twelve: Hades, First Form-

    The team, and any allied units will immediately be teleported to a zoomed in area of the map - above the north gate of airlocks. This will be the boundaries of your fight. You will have a few seconds to locate your character, and any allied units under your control before Hades spawns. It is important to note that any infested units under the mind control of a Field Nexus will instantly be killed when the battle starts. Marines, Thors and Ivan are exempt from this.

    The first form of Hades appears as a massive Hatchery. He is unique in that he has no attacks of his own. Instead, he has an array of powerful abilities to make up for that fact:

    1. Volatile Injection. That's right. Hades has his own version of Volatile Injection. He will spit green goo at a randomly selected player. After a few seconds, the goo will explode - no damage will be dealt to the player in question, but everyone near the player will take severe damage. For this reason, it would be wise for everyone to spread out during the fight.
    2. Spine Crawlers. Hades will continually spawn enormous Spine Crawlers throughout the battle, with enormous range to boot. Kill these quickly with burst damage - use the Thors or Stingers to take them out, because there's no limit to how many can spawn.
    3. Enrage. Hades will occasionally buff his Spin Crawlers with the Enrage buff, giving them a bonus 200% attack speed. Avoid any living spine crawlers during this time. In addition, Hades himself will burn anything close to him - not that you should be anywhere near him to begin with.
    4. Black Holes. Hades will call down Black Holes all over the battlefield, that deal 35 damage per second with a chance to cripple in the area they appear in. Stay far away from these things, as their hitbox is larger than the graphic - this is possibly Hades' most deadly attack.

    The Stinger is to be used liberally at this point; I recommend giving them to the Subtlety Marksman, and if you find another Stinger, the other to the Psi Ops. Hades is so large that the splash has no risk of damaging anyone nearby.

    If you have the Shiva, start moving towards the top of the map when Hades gets low on health; 5000 or so is a safe bet.

    -Part Thirteen: Hades, Second Form-

    Hades' second form is drastically different from his first form. Unlike before, he can now move, and has a powerful and incredibly long range attack. He will no longer spawn Spine Crawlers, nor will he call down Black Holes. He still has Volatile Injection, however, so the team should still avoid balling up. The Modifications Technician can tank him so long as he has March of the Machines, but whether or not the team can kill Hades before his energy runs out is another question. Mobs will be coming in from every direction, so stay alert even as the Technician is tanking Hades. Fortunately, Hades is slow moving, so if the team lacks the DPS to knock out Hades before the Technician runs out of energy, he can always retreat and wait for his energy to fill up; at this time, simply avoid Hades, because his attack most likely outranges your weapons, unless you're holding the Stinger; in that case, keep shooting as you avoid him.

    Additionally, mining drones will be dropped down as reinforcements at this time - they look like giant SCVs, and attack with a laser beam. Attacking from the same angle as them will increase the damage you do to Hades, so reposition yourself when they appear, while still minding your distance between you and your teammates.

    If you have the Shiva, have the Modifications Technician activate March of the Machines and fire it at Hades as soon as he spawns, and he will die instantly.

    ---

    Either way, Hades 2 will eventually fall, after a long and grueling (or short and painless) battle. Congratulations! You have just completed route B of Apollo.


    ------Possible Team Compositions------

    -Team 1-

    Designed for: Route B

    Modifications Technician
    Mind Mastery Psi Ops
    Weapons Technician
    Weapons Technician
    Field Aid Medic
    Combat Rifleman
    Surveillance Recon
    Subtlety Marksman

    Pros - This is perhaps the composition I'd most recommend to teams with an exceptional (4 or more) amount of newbies to Apollo. This composition contains a fair amount of failure-proof classes; that is, two Weapons Technicians, a Combat Rifleman and a Surveillance Recon. For the most part, it's hard to mess up with these classes, and double Mad Spark means that a panic button is always on ready, as well as making Deimos a cakewalk. Twin weapons array covers the missing DPS class.

    Cons - Not many cons, actually, besides the fact that the safety is overkill for experienced players. It's much more efficient to pick another, more effective composition if everyone can pull their own weight.

    -Team 2-

    Designed for: Route B

    Modifications Technician
    Weapons Technician
    Weapons Technician
    Subtlety Marksman
    Mobility Recon
    Surveillance Recon
    Combat Rifleman
    Nano Medic

    Pros - It works for teams without anyone at 10k+ experience. Mimics the functionality of "standard" teams. I suppose you could attempt a B route with this team.

    Cons - Oh boy is there many. Escape + Countermeasures works as a poor man's Inception in this case, except it doesn't work against lasers and it doesn't boost the recon's damage. Twin Mad Sparks can substitute the lack of Force Push for Deimos to an extent. While it is possible to run a Field Aid medic here, I feel that a Nano Medic is almost imperative because of the lack of mob control until Bogey Beast with the lack of Force Push or Boom! Headshot. MobCons can also act as a backup runner in this case in place of Psi Ops.

    -Team 3-

    Designed for: Route A

    Modifications Technician
    Explosives Demolition
    Explosives Demolition
    Surveillance Recon
    Weapons Technician
    Weapons Technician
    Subtlety Marksman
    Nano Medic

    Pros - Works for any team that lacks 10k exp members. While it doesn't copy the functionality of standard team, the insane anti-mob power of Mad Spark + Satchel, Firewall and Volatile Injection means this is a strong comp for A runs, though not so much B. Furthermore, Deimos and his minions will be annihilated through satchel + mad spark spam.

    Cons - Definitely not a good comp for B runs. Lack of DPS means that Athena will become quite an issue, since it's unlikely you can knock her out in one go. Nothing in this team besides Shadowstep aids during the Laser portion of the storyline either, so it will purely fall on team coordination.

    -Team 4-

    Designed for: Route A

    Modifications Technician
    Fortitude Demolitions
    Field Aid Medic
    Weapons Technician
    Weapons Technician
    Subtlety Marksman
    Combat Rifleman
    Surveillance Recon

    Pros - Another A-route oriented sub 10k exp team. Combined with Nano Shield, the Fortitudes Demo has strong anti-mob control during the reactor holdout during A route - though not as strong as Mad Spark + Satchel spam. However, this team pushes out more DPS than the previous team. Fortitude Demo + Nano Shield can also tank Deimos.

    Cons - Similar to the previous team, in that it's very poorly suited to take on B route, and it has little to aid the team during the laser portion of the storyline.

    -Team 5-

    Designed for: Route B

    Modifications Technician
    Mind Mastery Psi Ops
    Weapons Technician
    Surveillance Recon
    Subtlety Marksman
    Combat Engineer
    Nano Medic
    Combat Rifleman

    Pros - With a healthy source of damage from 4 DPS classes and plenty of support/utility roles, this is a composition I'd recommend to any team comfortable with Apollo, as it covers every possible need you would have throughout the campaign.

    Cons - While this composition covers almost every possible thing you'd need for Apollo, that in turn is also it's weakness; everyone needs to pull their weight here. If someone dies, there's nobody to replace them, with few exceptions. To further augment this issue is the fact that the medic is Nano - meaning fast heals are out of the question. I wouldn't use this team without a significant amount of people who can grasp their role well and understand the storyline progression.



    So, work in progress at the moment. Critique is appreciated, as well as alternative tactics to dealing with the bosses or hordes - these are simply the ones I usually fall back on. I've almost never seen a Telepathy Psi in recent Apollo games, and I didn't want to write based off experience randoming Psi in EC. Additionally, I've only beaten A route once in recent times (People always want to play B, after all), so I did not feel comfortable writing about it either with only one playthrough of it. Maybe I'll do a few A runs when I get back home this week.
  2. Nicarco
    • Warden
    • Donator

    Nicarco Warden

    RE: Jun's Guide to Apollo Storyline - WIP

    I believe that Deimos doesn't do bonus damage to targets with more armor anymore, he only does a flat 25 /45 armored to targets, and it is only because of the not affected by armor part that people choose to use ivan to tank him, but I could be wrong here.
  3. Cochrane

    Cochrane New Member

    RE: Jun's Guide to Apollo Storyline - WIP

    Hopefully more people will enjoy this story line now.
  4. rockz
    • Donator

    rockz Well-Known Member

    RE: Jun's Guide to Apollo Storyline - WIP

    Ivan has 350 hp and heals himself. That's why he tanks.

    Tech can tank too.
  5. KatsuraJun

    KatsuraJun New Member

    RE: Jun's Guide to Apollo Storyline - WIP

    Ah, I see. I'll change that part then.

    And, the Tech can tank too, but it's not indefinite. It's pretty much until he runs out of drones to eat. KA and RA are both pretty ineffective against him, after all, RA being 100% useless. Much easier to simply use Ivan. Keep in mind this is for new Apollo players too.
  6. Lord NiteShade
    • Wiki Founder
    • Community Leader

    Lord NiteShade NOTD Staff: Wiki Founder/TeamSpeak Admin

    RE: Jun's Guide to Apollo Storyline - WIP

    [​IMG]
  7. Nicarco
    • Warden
    • Donator

    Nicarco Warden

    A few things to mention at the beginning of the guide:

    A: There is no commando in this mode unless randomed, psi ops replaces it. Technician also replaces the flamethrower/assault classes.
    B: All players start with pistol, even those with a different starting weapon normally. Team B also starts with about half normal ammo, though this usually isn't a problem.
    Perhaps talk a bit more about Technician and Psi Ops, as they are only available in this campaign.
  8. KatsuraJun

    KatsuraJun New Member

    Noted and added. Though, I don't want to add the bit about starting with half ammo - it gives the wrong impression that Apollo Sec is short on ammo, when the opposite is true.

    I don't really want to talk more about the Technician and Psi Ops than I already have either, besides elaborating on the uses of the Telepathy tree. I think discussing the general role for these two classes and their trees is more than enough; this is a general Apollo guide after all, not a Psi/Tech guide. While I could add in all manner of tricks and tips you can use with Psi/Tech and various synergies that you can use between weapons and their skills (Mad Spark -> Sting/L3 comes to mind, or Force Push -> Mind Ravage.) I don't really think this is the place for that.

    EDIT: That and I feel like I mention Psi in every other damn sentence of this guide already and what she should be doing. If there are two classes you NEED for an Apollo run, I feel, it's Psi and Tech. Funny that one of them is unlocked at 10k, but oh well. I'm sure there's ways to beat Apollo without a Psi. I'd actually love it if someone informed me how, to add to the guide. I've always played with at least one Psi, so I honestly have no idea on the matter. A slight issue when you consider this guide was designed for newbies to Apollo.
  9. Nicarco
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    Nicarco Warden

    Hmm... well, I think that alpha and apollo aren't designed for newbies, at least only newbies without at least a few 10k+ vets to carry them through.

    On a side note, add that the usual way of rescuing Athena stunned teammates is using the Gravity Gun to pick them up (There might be another way but this is the easiest way).
    Oh, and add that if people take too long to go to the armory, a massive amount of enemies will spawn on top of them (or at least the wiki says, I don't play enough apollo to confirm) and they will be killed.
  10. KatsuraJun

    KatsuraJun New Member

    Added that tip about the Gravity Gun. I have no idea whether the armory thing is true either - I'll make a solo game this weekend and confirm that it's still true. Or perhaps if someone whose seen it recently happen before can confirm it, that'd be great too.

    And that's the way I see it as well (Apollo wasn't designed for teams that don't have someone 10k+ in the lobby).
  11. TheSilenced

    TheSilenced New Member

    the spawn bit is if you open the gate too late a MASSIVE (not talking 10 -12 stalkers) MASSIVE hoard of stalkers will appear somewhere around dome c(perhaps this is random im not sure) IF the gate is open GTFO...and if its not...prepare to get sashimi'd cause 4 marines fighting 30+ stalkers with just damn pistols with no extra lives...even if your a mando you would find it nigh impossible (maybe im just a noob). The only time Ive encountered this is in a -nm game and it pretty much ended there
  12. marloelikeswaffles

    marloelikeswaffles New Member

    Good guide. Short and to the point. A Route is definitely possible without Psi Ops, but the 10k exp for psi is so easy to get (and B is worth considerably more for an insignificant increase in difficulty), so most teams go for B.
  13. KatsuraJun

    KatsuraJun New Member

    Heh, yeah, that's what I'm talking about on the 5 minutes thing. 3 stalkers appear first, then it increases in number until it's just impossible to hold back.

    What we were wondering is if there's anything other than rating penalty for activating armory WAAAY too late though.

    Yeah, the one time I did A route was when our psi died - the person leading us basically went "Welp. A route then." since he didn't want to play circle kite on Athena. Do you know an alternate strategy against Deimos that doesn't involve having an FA med heal Ivan or Force Push though?
  14. Nicarco
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    Nicarco Warden

    Only thing I can think of is having technician tank, though the point of Apollo bosses is that they can't be "tanked" in the traditional way (all the bosses have something that makes tanking not possible), for extended periods of time anyway.
  15. KatsuraJun

    KatsuraJun New Member


    Yeah. While he can tank, it basically involves continually eating drones. It doesn't last forever.

    Perhaps double mad spark would do the trick.
  16. Nicarco
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    Nicarco Warden

    Which would mean either
    A: No technician tank
    B: 3 technicians
    Either of which is bad for Apollo, so Ivan is probably the only practical solution at the moment.
  17. KatsuraJun

    KatsuraJun New Member

    I've done 3 techs before. Twice, to be specific, and we actually won both times. (Though I was playing psi). It's not the best comp, but it's not the worst either. There's a massive amount of crowd control between two bogeys and two mad sparks, and weapons array would essentially always be active. Floodlights stacking level 3 and 2 would on top of that would be great anti-army firepower.

    It's not ideal, of course, but when you consider that this would be a team that lacks anyone 10k+, who would the last couple of people pick? Don't need two Submm, don't need two recons, don't need two motm, don't need to medics, etc...

    Often times, if someone's totally new to Apollo and doesn't know what to pick, I just tell them to go wep tech. It's easy, with a powerful array of skills that honestly don't require much skill.
  18. Ramses II
    • Donator

    Ramses II Help, I can't change my title!

    hold up, 3 technicians is bad? A. it allows for mad spark cycling. B. sensor array stacks with itself. C. different levels of floodlights stack (3 techs means 5%+10%+15%=passive 30% slow lategame. D. multiple bogey beasts is... multiple bogey beasts.
  19. KatsuraJun

    KatsuraJun New Member

    Oh? Weapons array stacks? Even better then.

    On another note, what would you guys think about me adding recommended team compositions?
  20. Ramses II
    • Donator

    Ramses II Help, I can't change my title!

    That would be helpful.

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