Aliens: Fireteam Elite - Point Defense - Insane - All 3 Points Defended, All Points Operational
Completed with the full 3 Points alive, defending all of them.
No exploits used. Didn't deliberately leave any points offline to repair on the way out, kept them up as much as possible at all times.
I'll add a link to Gramps(@scottzi115)'s perspective once he posts his video. No recording from Crimson.
Build I'm using: https://www.youtube.com/watch?v=-8_c3E2ERiA
Did some major mistakes here, and still pulled it off. That said, I'm fairly sure no one else has done this yet on Insane. So, world's first?
Mistakes made on my end: I accidentally bought a bunch of Vulnerability Assessment Drones instead of a bunch of Cryo Grids, which probably was what killed me in the end as I couldn't keep xenos away from Point C and under control reliably. I also definitely super helpfully shot both Gramps and Crimson with rockets, besides chewing myself up a lot(normal with this build). I've also got a bad habit of not using Cryo Grids as often as I should(you want to use them pretty liberally). Crimson and Gramps didn't back me up at Point C very quickly, so mistake there too, though one we recovered from: clutch point revive by Crimson.
The strategy we're using here is as follows(and this should be pretty doable with a good team, given we fucked up bad here and still pulled it off):
Consumables:
1. Everyone brings Incendiary and Electroshock Turrets. This is mainly because they're most expensive to purchase during gameplay and do still have a use. This lets you buy more of other consumables. (18 total)
2. In Phase 1, everyone buys 2 Vulnerability Assessment Drones right away. (6 total.)
3. All further buys from the locker are Cryo Grids until wave 3: once you can't buy more Cryo Grids, get Electroshock or Incendiary ammunition, just in case you run low.
There's breakdown of the Credits you get per Phase of Point Defense in my Item Unlock spreadsheet, on the Consumables tab: https://docs.google.com/spreadsheets/d/1ADUYI66mOHLasdauJOArL4lv7XMEw96IcFS6_XBhsgA
Team Composition:
We're using Demolisher, Gunner and Recon here. After numerous attempts, we're fairly sure that Lancer might be an okay substitute for Demolisher, and Technician also may be a good choice instead of Recon. (If you're not using a Recon, you need to run to the ammo boxes periodically on phase 3 and possibly on phase 2 as well. Players at points that aren't under attack can use the break to do that, or while running to another point.) Likewise, multiple Gunners or multiple Demolishers may make sense. Point Defense can be done without a Recon, though it's easier with one as running for ammo doesn't generally need to happen.
Consumable usage:
Phase 1: Use 1 Drone. Do not use any other consumables.
Phase 2: Use 3 Turrets at each point. Use 2 Drones this phase. Use Cryo Grids as needed.
Phase 3: Use 3 more turrets at each point. Use 3 Drones this phase. Use Cryo Grids as needed.
Turrets are able to handle a few Runners on their own without players being involved. This is their purpose as well as distracting xenos and adding a little bit of DPS in larger fights. Once turrets are placed, proceed with each wave quickly, as they have 5 minutes' uptime before they self-destruct, and if you can make your first set of turrets last from phase 2 to phase 3, you're in a better place in phase 3...
Timing for all drone usage is when Elites spawn or specials are in a group: use them as needed and you'll have enough.
After the timer runs out on Phase 3, it's not possible to kill everything, as xenos continue spawning infinitely. (Only Runners and Specials, not Elites.)
In Point Defense, when Herrera calls out stuff that's spawning, she typically means it's just a few Runners. Watch out for the onscreen text about a Surge at a point. That means there will be specials and elites.
What we're doing here is generally having the Recon and Gunner sit on a point, with the Demolisher running around a lot. As-needed, the Gunner and Recon also relocate to reinforce, but the Demolisher is doing most of the running around, and that's because of the Heavy weapons. The Demolisher can run up and clear a lot of trash quickly with AOE weapons and microrockets.
Playing with [FR] Crimson and Gramps/ScottZi115
Challenge Card: Battlefield Salvage
00:00 Hangar
00:30 Wave 1 Preparation
01:02 Wave 1
03:01 Wave 1 Complete
03:03 Wave 2 Preparation
04:07 Wave 2
07:07 Wave 2 Complete
07:42 Wave 3 Preparation
09:37 Wave 3
13:37 Wave 3 Complete
13:52 Aftermath
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