Tips, tricks and trivia about NOTD

Discussion in 'NOTD Discussion' started by Gattu, Apr 2, 2013.

  1. Gattu

    Gattu Well-Known Member

    So this thread is basically about the cool game mechanics you vets know but the average player may not and want to share and contribute or you may want to say things all players should already know.
    There is no dumb or obvious tips/tricks/trivia but please make an effort to check the thread and think before posting.

    So i'll start. I'll add more when I can remember them.

    The maximum amount of civs you can rescue in alpha is 53, +1 rep if you can answer why.

    Any mob stunned at the base of a ramp will derp out and run the other way for abit. This is most/best used on the first titan in alpha. So you can have a team with no cc (crowd control) abilities and the marksman can just mono it, preventing the titan from even reaching the first level at fort.
  2. TheWolf
    • Donator

    TheWolf Surgeon of Death

    shouldnt it be even more? 52 is max from the bonusmisson after doing either Vent(A route) or nexi (b route) and a few from the colonyship in top of the map (3 per hex so 6 again).
    so shouldnt it be 58?
  3. Omega Death
    • Donator

    Omega Death Alpha Weltall

    Because you can rescue civs from the Delta-2 side mission?
  4. Gattu

    Gattu Well-Known Member

    Oh snap I total forgot about those civs from that ship. I never touched the hex during alpha so I assumed you couldn't get them.

    If you can get them, then the number is bumped to be 59 instead.
    I'll give you a +1 if someone can confirm the crashed ship gives 6 civs during alpha.

    Delta mission? I never seen that in the bonus objective list during alpha.

    As the order flamer tank in alpha, during the seth fight, keep your vengence at level 1 to have a better chance of keeping his agro on you. After the fight you can spend the points.
  5. Omega Death
    • Donator

    Omega Death Alpha Weltall

    Delta-2 is that colony ship with 2 hexes on lag forest, where you can rescue more 6 civs, as Wolf said.
  6. Gattu

    Gattu Well-Known Member

    Wiki-ed it and delta mission checks out. The extra civ (59)is still accounted for, another +1 is still up for grabs.
  7. TheWolf
    • Donator

    TheWolf Surgeon of Death

    yea last one would prolly be faricia or john anderton from the stasis chambers if they survive till the end. wonder if ogi/ivan counts as civ
  8. Scorpione

    Scorpione Well-Known Member

    it is faricia.
    John is in sec.
    59 total civs in alpha
    6 from ship indeed
    ogi/ivan doesnt
    Tips and trick? reload at 0 with all weapons. How? study character shooting animation.
  9. Lyanden

    Lyanden Well-Known Member

    Exp System
    There is no exp "sharing" in the sense that if you kill a target and teammates are beside you, the exp is "split" among the team.

    There is instead a slightly complicated and situation based experience bonus system (medic/recon factor + enemy type + enemies with innate global bonus exp). In general though, if you kill something, you get 100% of the exp from whatever was killed and everyone near you will get bonus exp.

    This means that for the most part, an Enemy when killed by a lone ranger will give the yield 100% exp. Killed with the whole team beside you will generate something closer to 180% exp.

    To be efficient Exp-wise, have the team always beside each other


    Ammo and splash can be "abused" to the point where Gauss rifles will be efficient weapons given the right positioning. The mechanic holds especially true for the start of EC Company with the initial wave from the mining camp.

    This can be accomplished by positioning the team in such a way that the only time they shoot is when the enemy is in a "killzone" to make sure that each bullet hits as many targets as possible.

    Sieges are particularly bloody engagements because the defenders can usually determine where the engagements occur, abuse this.

    Consequently, this means that doing crystals is very very wasteful ammowise if the team hangs out at the middle or even the mouth of it as they will start shooting at targets before the multidirectional wave enters the 'funnel' entrance as compared to the team sitting at the furthest part/inside most area of that holdout spot.
    The same holds true for the truck holdout spot.

    It is also why holding at the dome B high ground is technically better compared to the 'traditionally NA used' "ec muta high ground" as it forces the horde into a tight funnel. Shooting at targets form the dome B highground at targets passing through the center square is counterproductive to this.

    Properly used, a Delta Commando with attentive micro can use Bring them Down with the Gravity Grenades to force the hordes into bigger splash prone clumps and can raise the team's bullet:damage efficiency by quite a margin.


    Cronus's 4 directional laser can be canceled if it is stunned at the proper time. Demeter's stuns too can be canceled by a team's own stun if fired at the right moment (stun when she "uses her eyes" if on the same terrain level).


    The rating loss from the Apollo dome shut down mission is nothing. Rating loss that is very easily regained at the end of the storyline is nothing compared to the risk of wading through the hordes to get to the hexes. Ignore it and sit tight.


    Knives slow targets by quite a bit and have a range longer than most enemy melee attacks. Great for kitting. Get acquainted with their area of effect (currently seems to hit the back at some points) and you just became even more untouchable.

    Knives do not slow infestors (or at least they don't slow infestors as much) in nightmare games. It seems the exp piñata activate sprint or utilize some other speed boost mechanic to negate this.


    Very basic, but HE and AP ammo debuffs do not benefit only the person who has the item equipped.

    The -1 armor from AP for example is applied to the enemy itself. This means that anyone shooting at the same target will benefit from the -1 armor on the target.

    The same goes with HE ammo. If I had a sniper rifle and shot an Agron with HE ammo, and a demo proceeded to satchel the same Agron, the beast takes +50% damage from the Satchel.

    Decide for yourself who is best assigned to hold these items based on the team's play style. They are not always "best" on the DPS characters.

    Also, the HE debuff affects Flamer damage, L3, Stinger, Laser rifles and a host of other talents.
    It is basically an attack directed Fire Vulnerability.

    %damage modifying ammo mods seem to buff all talent based damage as well which is why lots of MMs and Mandos love HP ammo. (HP Ammo + Osok / Nuke in addition to buffing their regular attacks)


    All enemies have different attack priority levels. If left alone to choose their targets, a character will automatically shoot an Infestor over the ghouls that are closing in.

    Larvae, Beastlings and Slashers have a lower priority than most enemies as well.

    This however, is not something only the enemies can use. It is possible to un-equip your weapon and be considered a lower priority target for enemies. The L3 grenade launcher seems to have exhibited this property as well in the past (not sure if it still works), likely due to the fact that it replaces your "attack command" with a "skill command" that produces grenades (technically meaning that if you have the L3 on, the enemies think you can't attack).

    Show Spoiler

    Strangely enough, enemies have a weird attack priority preference for female civilians. Even now that their HP are equal to their male counterparts. To confirm this, try to rescue civilians from in EC company from Apollo and do not send them to the rescue point. Proceed to send the civs to an enemy with no splash damage (no banes/mutas/agrons) and watch in wonder as the command card shows only the females dying first.

    Had (ab)used this in the past as a DPS Assault with Crowbar, keeping 1 female civ behind me while in front of Dome A proceeding to not take a single hit except from the occasional far spawning inf marine).
  10. Ryan III

    Ryan III Well-Known Member

    Tip: Demotank outclasses asstank in every way early game because of better taunt and spiked armor
  11. brizingr5

    brizingr5 Member

    Even though you can't see them, you can still assign Command Groups by using ctrl/shift + 1-0. This is useful when trying to control mini's, civilians, or a leaver player, rather than just death-balling everything.
    • Agree Agree x 1
  12. Extifer
    • Warden
    • Donator

    Extifer Stiffy is what Lyanden calls me.

    As for game tips,tricks, and advice as the author intended I don't know if this was mentioned or not, but one useful thing to do when you want minis to move away from a dangerous position is to shoot them. Also for MM anytime you are at a bad angle for mono you can switch your camera angle by pressing insert key on your keyboard. It's very useful during holdouts and tight situations.
  13. Gattu

    Gattu Well-Known Member

    Haha thanks Extifer
    As the order flamer before ivax drop all your armour from your inventory and use a c6 or c4. Prioritise giving KA to the person most prone to dying. You can keep the RA if you're not confident during ivax but during perses you can be armourless and would still have the most survivability so drop that RA for someone else to use.
  14. Scorpione

    Scorpione Well-Known Member

    The closer to target the more damage flamer does.
    Sap of demo is mainly good when ahead of team x+f and sap infestor n wait for them, sapping ely and tell team 2 focus the 2x BB. Stopping charge momentum of any zombie towards u/team, sap queen during shriek and help team instead of taking until they are off stun, sap/look memo while chasing him, sap huggers that have allies hugged, sap devs, bane, beasts getting close to team.

    Exhaust of tech is very nice while at hold outs to spam, however never spam vs a boss. Can result on blindness and it going in the middle of whole team risking to get weak classes killed.
    Cockpit, its very simple keep close when stuff is near open when safe. You could have it open most of the time, but that's only if you know ho not to go thru an agron and not to face plant. Also remember to close it if you see something eg agron, dev, infestor dying near.
    The last problem for a tech should be needing medical assistance.
    Also if going weapons and no engi present take 3 on drone. Only way to heal SC which u can still get with closed cockpit.
    This goes for many people, if 2 weapon techs, array level 2 and 2 stack, it works weapon dmg eg 100 + 40% 140 + 40% of 140 = 196. Giving
    Nearly a 100% increase together.
    If motm you can spam crawlers all over the map leave scrap... Call that scrap emergency hp.

    Flamer, don't get vengance until after seth+demeter, yes stay at 3smite. Actually helps vs stuns.

    SN: that was an inside joke... But u constantly say it on chat etc. In a tips n trick thread stating that a light class is tank is stupid. There are 3 light classes that "can" tank but need armor, since without right armor they cannot tank specific things. Also an amm isn't a "bad" tank. You can tank bosses with it with right armor and stun em down... So you are tanking less than a flamer. Delta mando is op boss tank with armors. Alignments can be healed, boss can be vortexed/blinded if low hp. Surv rifle can stun with pshot/repulse and also has saline. Chem can spin any boss shrinked. Recon + reflexes. Medic can just self shield. A nano sear makes boss hit slower allowing easier tanking for whomever. A fo can stun lock a boss/waves and would never need 2 replace tank, also u have firebats. Psi ops can use mental projections to tank, Ml allies and tank or push target. Pf can tank/kite but its tricky. Engi can build zoo and have it tank. So you see.... Any class can "tank" if done it right.

    Tip: do not use mob inf FO in the same game I'm in. Your minis won't last long.
  15. SkullCapp

    SkullCapp Well-Known Member

    If you're on high ground, close to edge and there are some enemies walking close to your location, what do you do? You knife em.

    As mm, if you're using Barret and feel that in nm, reloading Barret at 2 mags take too long. Have a pistol on hand and switch to it when mag count down to 2 and immediately reload, quickly switch pistol back to Barret. Same way with HMG.

    For fortmo and asstank, when using taunt, move to middle of team so they can knife em. if you and they feeling brave enough.

    FS Engie, Deso Chem, Arty Fo, and Explomo can make PF jumper's life miserable. Unless PF know how to play safe.
  16. Scorpione

    Scorpione Well-Known Member

    HE and AP on classes that deal long range aoe is the best way to be team efficient.

    Smg works a charm on negative armor.

    Best weapons on ops mando: sg, smg, m5 and p45.
    If you are good at rlds use one of the above, gain max adrenaline, then switch to barret and pew pew pew. You can max adrenaline stinger certain bosses: nazara, athena, hades, apo, ivax(when still far from team), eos(the tank will be outside splash range, tell him 2 do so if u r planning on stinging), lelanthoses.
  17. brizingr5

    brizingr5 Member

    With Explosives Demo, use mines on the hexes for Civilians while inside of Apollo in EC to find where the civs are. Either ping for the designated "civ-saver" to go get them, or go and get them yourself.

    Them same can be done with a Technician making scrap heaps with scavenger drones (If you random one, of course).
  18. FerralTech
    • Donator

    FerralTech Well-Known Member

    Tip for bronze star medal.

    Since predator threat level has been reduced you can attack any mobs or bosses that have vision of your allies without them ever attacking you.
  19. Scorpione

    Scorpione Well-Known Member

    Edit: Press S, Press A, Hold shift Left click on location multiple times to spam with L3
  20. brizingr5

    brizingr5 Member

    Use the normal spell first to cancel your movement, then do that. Otherwise you will walk to your destination, THEN start spamming.

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