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Phantom Brigade
Cheat Codes:
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Submitted by: David K.
Action, Second and Hit Values:
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The weapons all have an amount of time it takes to aim, and complete
firing a burst. That’s listed as their action duration in seconds.
The Optimal Frequency, is how often the weapon can fire without
overheating your mech (based on the performance of the mech it will
be equipped to).
The Damage numbers, are an overview of the weapon’s maximum damage
for each damage type.
* Action: the damage the weapon will do during it’s entire action.
* Second: Max damage per second.
* Hit: Max Damage for each individual projectile that connects (per hit).
How to Get a Replacement Unit?:
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You can go back to base to re-arm and resupply, or if you’re caught by a
patrol with no active mechs to defend yourself, it will trigger a retreat
where you’ll be given on level backup mechs and pilots to get back on your
feet.
Additionally, once you unlock the workshop, you can build another mech
frame to replace a destroyed unit.
How to Attack Tank?:
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* If you’re in the tutorial, you need to queue up two attacks. It’s teaching
you that you can fire more than once in a turn.
* In regards to the process for targeting itself, here’s an overview from
another thread on the subject.
* As an overview, first select the attack action, then on the timeline move
your mouse to position when you want to fire. This should update the
prediction for you automatically.
* Click to place the action on the timeline.
* Next, it should ask you to pick a target, move the cursor around on the
map to target the unit you want to fire at. You can also hold ctrl if you
want to fire at a building or at the ground.
* After that, if you want to adjust the timing of the attacks, you can left
click and drag them on the timeline. This will help you avoid overheating.
How to Get Uncommon Gear?:
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Once you complete the first province, you’ll unlock the workshop where you
can craft gear. You get blueprints for the workshop from convoys and caches
in enemy territory. That can craft uncommon gear if your base is upgraded.
Aside from that, the gear is salvaged after battle. Harder enemies, special
forces, VIPs and kill teams all have the best loot. They’re more likely to
show up when escalation is high in a province
If you knock out enemy pilots or concuss then you can salvage parts in that
unit for a lot less of your salvage budget.
Superior Salvaging:
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Written by Hardly
Avoid duplicates, identify upgraded versions, all without having to remember
your entire inventory, with this one weird trick, enemy pilots hate it!
-=It’s Really This Simple=-
* Hover over an item on salvage screen.
* Look at the “+!” banner above the item details popup.
* It will tell you if it’s new, higher level, or higher quality, relative to
your current inventory.
-=In More Detail, and with Unnecessary Drama=-
At first it seemed super frustrating that you can’t check back into your inventory
while on the salvage screen. “Ugh,” I said to my computer screen, painfully, and
with an excess of drama, “I’m going to have to write this all down, I can’t remember
my entire inventory every time I need to salvage a mech.”
Then after one battle, while hovering my mouse over something on the salvage screen,
I happened to raise my eyes a few pixels, and noticed a banner just above the
picture of the weapon in the details popup.
After staring blankly at the banner like a doofus for a few seconds, I forgot
it existed, and kept playing.
Eventually, something clicked, and I realised how to interpret the banners! “Ahah,”
I declared, except not actually, because talking to my computer is weird, and then
continued in a likewise fictional-yet-overly-epiphanic fashion. “now everything
makes sense!”
* If it’s a new thing you don’t have, there’ll be a banner saying “Cannon +!”
or “Light/Arm +!” or etc
* If it’s a higher quality version of a thing you have, it’ll say “Uncommon +!”
or “Rare +!”
* And if it’s a higher level version of a thing you already have, it’ll say
“Level 4 +!” or the like.
Knowing these things, assessing how your salvage options fit into your existing
inventory can proceed quickly and with much less pain. (It doesn’t account for
comparing fused mods and stuff, alas, but it’s still very useful).
Hopefully, this helps you avoid the pain and frustration of staring at the salvage
screen without a clue of how many 3/Knox/2M/Medium/Arms you already have, and will
help you reduce the number of moments you find yourself speaking to your computer
with drama and anguish.
How to Edit Save Game:
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written by Copper Boltwire
A guide that explains how to make you able to pick ALL salvage from a mission
and getting max supplies the game allows.
-=What you need=-
* You need someway to edit .yaml files, "Notepad++" is good program for that.
* You also need a way to open .zip files, “7zip” is a decent option.
Now your set, next step, editing.
-=Time for editing=-
First, you need to have a save game, so go play for a bit, once you have a bit
of downtime, save the game, and remember to give the save game a simple name.
Like “Clown soup“. For instance.
It’s unique enough that it’s easy to find.
(For this guide, I’ll assume you gave the save game that name.)
* Navigate to "C:\ Users\ ****\AppData\Local\PhantomBrigade\Saves\Clown Soup".
* Open the "Content.Zip"
* The "difficulty.yaml" Is rather explanatory, but lets edit at least 2 values
here for our benefit.
Change the following settings to 99.0:
* combat_salvage_budget_defeat
* combat_salvage_budget_victory
This’ll allow you to take all items from the battle field, either when you get
defeated or win.
* Save the file and update the "content.zip"
(You may need to exit Notepad++) for the zip to get updated.
* Next we gonna set our supplies/salvage value to 10.000
(MAX as far as I have seen in the game
* Open "content.zip" again and then open "OverworldEntities" and look for
"squad_mobilebase.yaml", and open that file.
Scroll down just a little bit till you see something like:
inventory:
supplies: #
resources:
battery: ###
repair_juice: ###
supplies: ###
charges:
I replaced the numbers with # in this example, as the values will most likely
be different from my game to your game.
Now set “Supplies” value to 11000.
(Seriously, there is no point in going nuts with a lot of 9s, the game seems to
cap the amount at 10.000. Maybe max amount will change with upgrades, later on?)
Save the file, close Notepad++, If using 7zip, it should now ask you if you would
like to update/overwrite the edited file, just click yes.
You CAN update “metadata.yaml” to reflect the new amount of supplies you got, but
there is no point.
Done.
-=Extra=-
* There might be more fun things you can edit in the save file, such as the bonuses
the weapons / mech parts has. I have not tried that, not really interested to try
either.
* I mean, once you have taken over 3-4 territories, you should have both Uncommon
and Rare supplies.
* Once you do, just save game edit yourself to 10k of each, now just go upgrade your
base.
* Then go build some rare body parts for your mechs, and kick some cake or something.
* You’ll be zipping around the map in no time. And hey, if the overheating stuff is
annoying, just change the difficulty settings to some outrageous values to benefit
yourself, and have more fun.
* Setting overheat to only 10% is effectively the same as turning it off. You can
rapid fire and dash about without worry of overheating. Ever.
* Go experiment ??
This does not seem to disable achievements either, sooo… have fun?
I know I am have loads of fun!
Quick Guide to Pick Good Stuff:
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Written by TakCamRay(JP)
TLDR, pick concussion, missile, light-mid armor.
-=Weapons=-
* Concussive weapons are OP in this version. Especially early-mid game.
* Concussions not only ignores hostile’s heavy armor but also make salvaging
cheaper.
* Missile launchers are also OP but, the devs admitted missiles should be nerfed.
* Assault rifles and marksman rifles are descent choice for many combat.
-=Armor=-
* Heavy class frames are vulnerable to concussion.
* If you prioritize tanking, pick a shield which focus on integrity and don’t pick
heavy class frames.
* Shields negates concussion damage and provide good protection against missiles.
* Light armor for missile spammer, medium armor for front line brawler.
-=Modules=-
* Do not kill gear’s identities. ie, reinforce for light armor.
* Avoid +XX% range (min). This make your guns hyperopia.
How Shield Bash Damage Is Calculated:
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The winner of the crash is determined by weight class, but the damage is determined by
the total integrity (or sum of barrier and integrity) of the winner. Something around
10% of the total integrity of the winner is dealt in damage to the crashing target.
* Given the massive HP difference between tanks and mechs, that’s why stepping on
them usually breaks threads instantly if now outright destroys the tank.
* Note that actual damage dealt is a bit hard to predict because multiple collisions
can occur. If you push an enemy up a slope or you just keep dragging them against
the floor, they can take multiple hits.
Understanding Melee:
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Thoughts.. So far, from what I learned, you dash forward, if you make contact with
the attack, a orange spiky circle will pop up around an enemy. Ideally, you want to
have the red hooked area, at the front and side, going through an enemy. You can
change sides of the melee attack by holding, or hitting ctrl. The blue line is your
path of the dash during the melee attack. If your unit rubs the enemy, you will get
that collision yellow bubble. Collisions are not always good unless you are heavy,
where you will knockdown lower weight classes. I think thrust determines the distance
of the dash during melee.
Melee does not always work, I will pass-by not hitting enemies half the time, or
cannot get a melee attack without a collision. It is usually easier to do a melee
attack, then continue onto other enemies, so you have room for positioning. I have
yet to get successful melee attacks consistently, but long as you are having the red
sickle going through them with the spiky orange glowing circle around them, you will
at least hit them half the time.
-=Tips=-
Usually calculating it as follows:
* Set melee action with red stripe reaching enemy.
* Play with timeline to check if during middle of action you are in melee range,
because that’s when swing happens.
* If not, memorize where enemy will be, adjust red stripe and repeat timeline check.
* Confirm when memorized enemy position is in melee range during half of melee action,
there is about 90% chance it will be a hit.
* Pray to Omnissiah.
* Do you not trust the red circle when you aim your melee attack.
* When you hover over the “melee” button, you can see the typical white circle
indicating the “optimal range”. That’s where you want aim and where enemy are.
* When you aim your melee (or red circle), there is a dark grey line in the middle
of the melee timestamp, that indicates when your mech is going to swing, and you
want to make sure the collision (yellow circle that indicates collision) hits
where that dark grey line appear.
After seeing that line, I never (or just haven’t) miss any melee.
Though I haven’t tried melee with elevation change.
Also I just realised that when you aim your melee, it’s using your thruster range,
which can misled you because they have shorter minimal range than your melee minimal
range, which then can caused you to aim way too close/too far and miss you melee.
Tips to Know When Missiles Will Hit You:
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Thing is… As the point of launching the missile, the time to hit is accurate.
Problem is is that if your target MOVES in the next turn, and your missiles havent
hit, the time to hit will change.
* If your target stays still, it will hit on time.
* If your target moves fowards, it will hit sooner.
* If your target moves away, it will hit later.
* Likewise when missiles are fired at YOU.
Gotta use a little brain when estimating when you need to deploy your shield or get
behind a building.
Info about missiles is very lacking, you need to perform calculations yourself:
* It may differ from launcher to launcher, but usually missiles spend 2 seconds
travelling distance equal to normal rifle range.
So, you need to visually asses how long it will take for missiles to reach you.
Then just before impact happens you must dash (preferably in direction of missiles,
so they have hard time turning) or run fast enough. This should avoid 90% of swarm.
If you want to learn about missiles travel time yourself I suggest equiping your
mech with one and testing.
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