Regarding UNSC Spartan Leaders:
Just some thoughts on the Spartans and some unique and useful things to consider. Keeping in mind that what I’m sharing, while might apply in multi-player, is for Spartans used in TFF.
Jerome as used with Captain Cutter:
Captain Cutter is cool, but is one of the more challenging leaders in TFF. Jerome is also in this “cool but not great category.” The primary aspect of Jerome that is cool but not is the laser upgrade. Awesome up to about wave 36… and then not. Jerome’s laser is a direct damage doom cannon that does zero (from what I can tell) AoE. Out in the open Jerome easily succumbs to a group of enemies post wave 36. The later waves rely on AoE damage to whittle down the masses. This assumes you all know how to funnel to create points of attack to amass the enemy and maximize AoE. The best thing I can see doing with Jerome is setting him in a bunker at some inflection point in the funnel, hi-jack a kodiak to level 6, or hi-jack an enemy Skorp or Blisterback post wave 36. I guess the biggest issue with the laser is that it takes time to power up then discharge, prohibiting a particular micro play I employ with Douglas. Don’t forget to hi-jack the most the preferred enemy unit from the most recent wave in order to take advantage of the health status of the enemy (e.g., +366% health is better than =266% health)
Thoughts on Jerome in TFF? Know something I don’t? Please feel free to share.
Douglas as used with Professor Anders:
Anders is widely regarded as one of the best and easiest leaders to use in TFF. Here leader powers are very useful at nearly all levels with the only thing missing being a leader power with a kinetic or explosive effect. This is where Douglas and his boom stick step in. Far and away, in my opinion, the best all-round Spartan on the team. Douglass can attack massive numbers, destroy, and survive. It is awesome to conduct concentric loops to dodge banished light/heavy air bombardment (at any wave) while the enemy melt away. Placing Douglas in a bunker in the Crystal Sands funnel works quite well too, however this makes for a missed opportunity as Douglas is best used confronting, skirting, and obliterating the enemy.
Something I’m not thinking about? Am I too overzealous regarding Douglas and his uses?
Alice as used with Isabel:
Alice is a one man… er… one woman show. Dynamic, crazy tough, and a weapon that cuts down the enemy hoards with ease until wave 50 or so. No, I’m not suggesting you just try to run over the enemy as you can with Douglas, but Alice is darn close to doing the same and works well in the field solo up till 50. After wave 50 I find it best to bunker or hi-jack something to maximize AoE. I must confess I’m not an expert with Alice because I just don’t choose Isabel all that often. If I come across something else to add I’ll do so.
Surely I’m missing something. Post it.
Jerome as used with, yes, Jerome:
Probably the best leader to choose if you’re new to TFF and looking to survive. Jerome, the Command Mantis, and the Spartan Red Team are a no-strat, just go at them group of Spartans if you hi-jack two post wave 60 Skorpions and one post wave 60 blisterback or vulture. When veterancy 6 is attained for all but the Command Mantis, you can just attack and not really worry about losing. Barring crazy bad micro/overextending, Jerome with the Red Team at level 6 Vet is as close to unstoppable as it gets without some sort of invincibility hack (not sure if that even exists). If you take the time to obtain post wave 60 healing bonus for each of the Red Team, you will be unstoppable while the healing bonus is effective.
Next I’ll be contributing on funneling, enemy movements, and controlling direction using barriers when I have time.