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| Dystopia - General Discussion General Discussion for Dystopia |
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#1 (permalink) |
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Join Date: Nov 2004
Location: MN (Middle of Nowhere, MN)
Age: 25
Posts: 996
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NinjaPirateAssassin's Demo Objective and Tactics Guide
For those of you new to dystopia or feeling slightly overwhelmed, I've put together a "little" guide of the objectives and how to accomplish them in the demo, so even if you don't know exactly where everything is, you should have some idea of what you need to be doing. The explanation is a little long, as I went into as much detail as I could, so I broke it down as much as possible. reading the first part of each section gives you an overview, reading the entire thing gives you exact details on how everything is accomplished throughout the game.
The basic premise for the demo gameplay is that the Punks are attempting to break into a Corporation run facility and destroy it's primary core. The gameplay thus breaks down into three separate sections. The Loading Dock, The Middle Spawn and The Core. If the Core is destroyed before the time expires, the PUNKS win. If the core is not destroyed before the time expires, the CORP wins. The Loading Dock: Establishing a foothold. (PUNKS) - The Punks start in a Headquarters with a cyberjack terminal across from a Corporation building. It is the job of the Punks to break into the Corp building and establish a foothold at the loading docks. This is done by entering the loading docks and hitting the "Capture Spawn" Button on a terminal that is behind a closed cylindrical door that is opened with a button press on the console next to it, labeled "Open Door" conveniently enough. When the punks capture the loading docks, their spawn point will be moved up to the loading docks lower room. There are three ways to get into the loading dock. You can go in through the front door, the loading dock elevator, and the back door. (The Front Door) - The front door is the simpilest because anybody can do it without any help. It is also the most contested. When the punks leave the HQ the front door is the first thing you'll come across. It is the room with all the glass windows. To open the first set of inner doors you must climb up the ladder and press the button on the terminal. (this can also be done by your hacker, but his resources are better used elsewhere) Once you're past that first door, all other doors can be opened manually and without help, so it's basically a strait shot through the building. I do not suggest this route if you do not have a good knowledge of the interior of the building, because you can easily get confused as to where you are going. However, The Doors in the main hallway are labeled with graphical signs that hang from the ceiling. (The Loading Bay Door) - This is By Far the shortest route to the loading dock. To get to it, once you leave your HQ and make the jump to the corporate building, go to the right side, through the metal fence door, and about 3/4 the way down the side of the building is a garage door. This is the loading bay door. It requires your Decker/hacker to open it from cyberspace, and can be opened or closed by the defenders via terminals inside the door. The loading dock capture point is located at the bottom of the elevator, which can also be reached by a set of ladders. (The Back Door) - The back door is the hardest for the Corps to Defend. It offers a short distance to the loading dock, and cannot be closed by anything other than a Corp Decker/Hacker. To get to the back door, simply continue past the loading bay doors all the way around the back of the building. Once the door is open, you can either go the long way down the first ladder you come to, which leads through a set of hallways to the room below the elevator, Or through the door that can be seen next to the ladder, which leads to the primary interior hallway, and is right across the hall from the Corp Decker Room, which is right next to the top of the elevator room. (CORPS) - The Plan here is simple, keep the Punks from reaching the loading dock capture terminal at any cost. This tends to be the hardest to defend, because the dock capture only takes about 5 seconds to perform, by far the shortest of any of the objectives. Your spawn is on the first floor of the building, about halfway between the front door and the loading dock. Remember, you are on DEFENSE here, so try not to open any doors that will make it easy for the Punks to capture (ie: The loading bay elevator) To make it harder for the Punks, you can have a decker enter cyberspace from the terminal in te room just outside the top of the elevator. His only job is to try and keep the back door closed and the Punks Hacker distracted. Your defense should be able to close the loading dock door from the inside any time it is opened. Once the Punks have captured the Loading Dock, Their spawn moves to the Loading Dock Capture Room, and the Corp Spawn moves up one floor. The Middle Spawn, Moving up in the world: (PUNKS) - Your new objective is to capture the middle spawn, which is now held by the Corp team. They do not spawn directly on top of the capture location, but two hallways away around a pair of corners. This means that if you are able to take out the defenders in one concentrated push, you will have between 15 and 30 seconds to attempt to capture the spawn. This can ONLY BE DONE BY A DECKER/HACKER. There are two ways to reach the central spawn from your new spawn location. Both require that you first go up the ladder/elevator and through the door into the decker/ammo room. The objective is located inside a large square room on the second floor. The inside of the first door has a large glass object with an energy beam in the center of the room. The second door leads to a small enclosed room with the Decker Terminal, which is how you are required to capture the spawn. (The Front Stairs) - After you leave the ammo room, you should see a set of stairs on one end of the main hallway. The LEFT set of the stairs lead to the junction of the two hallways on the second floor. The hallway to the right leads to the corp spawn, the hallway to the left leads to the objective. The RIGHT set of the stairs leads directly to the exterior of the objective room. Both stairwells are guarded by a pair of turrets that are initially targetting PUNKS. There are three ways to get past them. First, your decker can change their target from cyberspace. Secondly the turrets themselves can be temporarily disabled by weapons fire (machine guns work best) and thirdly, the turrets can not acquire cloaked targets. (The Maintenance Hatch) - The second way to the objective is through the maintenance hatch. To reach it, enter the door at the opposite side of the hallway at the farthest end from the stairs. It is initially closed, blocking the ladder upwards, and must be opened by your Decker. When opened, it leads to a small room that is next to the second floor entrance of the LEFT set of stairs, or at the junction of the hallways to the objective and the corp spawn. (The CORP spawn is the hallway strait ahead, the objective is to your left.) (CORPS) - Again, it's all about defense. This time you spawn around the back side of the objective room. You can employ a decker in the middle spawn capture point to attempt to counter the punks decker. Because you initially control the turrets on the stairs, they are the best place to set up your first defense, shooting anything that enters into that hallway. Leave a small team at the objective to protect your Decker and prevent somebody from sneaking a cloaker in and capping it when you're not looking. Once the maintenance hatch and/or the turrets have been comprimised, the entire team should fall back and defend the objective room. The heavies and mediums should be guarding the doors to the stairwell and the maitinence hatch room, while the lights and/or mediums guard the inner rooms. And remember, your decker can always re-close the hatch and re-take the turrets. When the Middle Spawn is Captured, the Punks spawn will be moved to the spawn previously held by the Corps, and the Corps spawn will be moved to the third floor. The Core: Breach Imminent Captain! (PUNKS) - This is it, the final push. There is only one way to the core, and the corp spawns between you and it. It also has automated defenses in the form of turrets and a shield that are controled from the cyberjack terminal that you used to capture your current spawn, so make sure your decker disables them. Also note that if you're not careful the corps can recapture your spawn by using the cyberdeck terminal, so watch for cloakers trying to sneak past you, or set up a simple defense of your terminal so that you know when the enemy is trying to recapture. The core can be reached by first taking the door to your immediate left after leaving the spawn. This leads to a long hallway that branches off in two directions. They both meet up at the same location, and are the same length, so direction is arbitrary. The hallways meet up at the airlock. The airlock takes 5-10 seconds to cycle, and only cycles when you press the button on the terminal located at both ends of any of the airlock doors (there are three). It cycles between the outer door (the first door the punks reach) and the two inner doors (Corp spawn locations). This is the major bottleneck for this part of the fight. Expect to see lots of blasting and blowing up and dying en masse here. The corp spawn is split up into two sections, one on each side of the inner door. They have shields to prevent you from being able to blast them as soon as they spawn. The spawn rooms are in giant hallway rooms, and at the far end of the hallways is the door to the core room. Once inside the core room, shoot the blue glowing sphere until it is destroyed. (CORPS) - You have fallen back as far as you can. Now you have no choice but to hold. There are two things you need to accomplish at this point. Prevent the punks from destroying the core, and try to recap the middle spawn. Your spawn splits you up into two groups, so be careful that you defend each of the hallways, or the punks will be able to go around you. The core is fairly weak, and can only withstand about 15-20 seconds of fire from a *single* person. Your best bet is to place a couple of people in the core room to take out the light cloakers that will speed past your defenses, and have the rest of your team blockade the airlock doors. I've seen many games where the corp attempts to enter the airlock, and then gets blasted as soon as they leave. The airlock is a major bottleneck, use it. Let the punks into it, and blast them as they try to clear the doors. You can attempt a push on the middle spawn cap, but the punks now spawn between you and it, and they will spawn before you get there. Your best bet is to try and sneak out a cloaker or two to slip past the punks and into the often ungaurded decker terminal. Some notes: With friendly fire on, make use of voice communication when you're using explosives like the rocket launcher, this will prevent most of your TK's. Also note that if you use thermal to detect cloakers, all of your assited IFF is removed. The only thing you have is the difference in the models, so try and practice identifying friendly models when you're spawning to cut down on your TK's. Also note that you can see the cloakers shimmer when they move, so you don't *need* thermal. I'll post a little guide to Decking/Hacking/Cyberjacking in the near future. Hope this was useful to somebody.
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a.k.a. NinjaPirateAssassin Celibacy is not Hereditary. Everybody should believe in something - I believe I'll have another drink. Happiness is like wetting your pants, everyone can see it but only you can feel the warmth. Flying is easy, Just throw yourself at the ground and miss!
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#2 (permalink) |
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Join Date: Jul 2003
Location: UK
Age: 24
Posts: 1,166
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Re: NinjaPirateAssassin's Demo Objective and Tactics Guide
Great guide NPA!
Also check out the walkthrough at the end of the new player guide. http://dystopia-game.com/newplayerguide/#vaccine
__________________
Wintermute ![]() ![]() Play EVE online. It's like being an accounting addict in space. www.MakePovertyHistory.com |
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#5 (permalink) |
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Join Date: Nov 2003
Location: Arizona
Age: 34
Posts: 183
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Re: NinjaPirateAssassin's Demo Objective and Tactics Guide
[The Loading Dock: Establishing a foothold]
[(Corps)] Here is one advanced strategy which is very easy to execute. The Corps at this point can also make the future objectives more difficult for the Punks by sending a Decker with the battery-like SCS upgrade (74 energy rather than the standard 50) to reinforce the defences in Middle Spawn and Core. A Corps Decker with 74 energy can place one ICE mine on each of the two terminals to Middle Spawn (the yellow room), then travel to the Core terminals (red room) and place one ICE mine on each of the two terminals there. Because the Punks at this point are blocked by unhackable Information Concealment Engines from getting into these terminal rooms, but the Corps can move into all areas from here (kinda like a proxy), this is very easy, takes about 60-90 seconds, and can only be stopped by a Punk katana to the back of the Decker at the Dock's terminal. A fresh corp Decker should be ready to take over and make the Punks' Deckers life difficult in the green room once this Corp Decker is out of energy. Last edited by shroompicker; 09-30-2005 at 05:11 PM. |
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#6 (permalink) |
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Join Date: Oct 2004
Location: CA
Age: 20
Posts: 18
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Re: NinjaPirateAssassin's Demo Objective and Tactics Guide
A couple of additions to Ninja's Overview (btw nicely done!) that pertain to dys_vaccine:
There are two ways to get to maintenance access. You can go towards the decking room up the ladder, or you can go to the back of the punk spawn to a set of sliding doors. There is a force field in the middle of the room so you can only pass accross it OUT of the spawn; it will not allow anybody to go past it INTO the spawn. Just jump through it to pass (it may take a couple of tries) and then you go to the next set of sliding doors. Proceed to the right and go up the ladder (this is the same room that connects to the back door you may have used when capturing the first objective spawn), and then when you get to the next floor go up the ladder to your right and you'll go through the maintenance hatch. This route is typically safer because you avoid passing through the hallway that leads to the turrets, which can be filled with action that you're probably going to want to slip past so you can sneak in to the level 2 security room and capture the corps spawn. Also, once the Punks have completed Objective 2 by capturing the level 2 Corps spawn, the Corps can push the Punks back from TWO terminal locations. The first one was already stated: if you can manage to get down to the Level 2 security room decking terminal you can hack from there. But if they're defending that room as well (and the Punks should be while still going for the core) it's easier to go past the level 2 room and go down the stairs, past the sentry turrets (or down the maintenance hatch) and get into the decking/ammo room that is above the docks spawn. You'll have to be cloaked for this because the sentry guns will shoot at you if they see you, and you don't want to attract attention. While the Punks have the Level 2 Corps spawn, the Level 1 Docks hacking terminal will allow only Corps players to access the "red room" in cyberspace. With any luck, the Punks won't be decking at the moment and won't notice your actions, and then you can capture the spawn and encrypt/ICE it as necessary. Just remember that once you leave the "red room" after this happens, you cannot get back in from the Level 1 Docks hacking terminal. |
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