BCM525 - Tower zone megabattle, rear mob plays x5
(7:30) Level 5 ('Assault on the Control Room') on Normal. Here are five more tower zone megabattles with my rear mob. And once again, there are some new battle plans. Three in fact.
- Download: BCM525.mov (159.5 MB)
- Watch at HBO in full quality
Released November 16th 2024, gameplay recorded November 13th-15th 2024.
Commentary
00:02 (Pistol action around the front) We start off with a new battle plan. After entering the tower via the balcony, which I access using a trick dismount not seen before, I go through the tower, pick up a pistol and defend at some rocks and a tree. From that location I have a bit of time to work on the covies before they reach me. Ideal for a pistol. When the initial flow of assailants dries up, I head back to deal with the stragglers, which this time unusually includes an Elite.
I played this plan quite a bit. Sometimes the flow wasn't fast enough (there can be a hold-up in the passages), but here the attack dynamic was pretty good, giving me a fair bit of work to do at the defence location.
02:14 (Shadow play) I've done this sort of play along the cliffside before, and things do tend to be quite hectic. Definitely some nice bangs in this one, including the early one around 2:40, before I'd fully backed off to the rocks and tree.
03:34 (Distant new spot) Another new battle plan with my rear mob. A nice defence spot this, with the covies streaming my way across the snow. Luckily the Elites weren't all in a bunch, and that helped me keep on top of things. At the start of this play I briefly circled back with the Banshee. That was to try and minimize dawdlers, particularly the Hunters who in some plays of this plan, only turned up very late. The actual attack dynamic I ended up with was excellent.
05:07 (Plateau channel) I've shown plenty of plateau channel plays before - even a whole movie of them, namely BCM487 - but here's another one. Something odd happens too. When the covie Ghost turns up, the dopey pilot doesn't seem to realise I'm there. He's got the Ghost just hovering stationary, facing away from the carnage. So naturally, I give it a rocket.
06:09 (Doorway hold-out) Wanting a quick play to add to the movie, I came up with this third new battle plan. After getting through the doorway without too much damage, I blast the Banshee clear and try to hold out near the door, with maximum aggression and lots of grenades (plus some dodging around to try and keep some health). A rather tough plan - almost suicidal in fact - but I survive the onslaught this time.
That just leaves the Ghost to deal with. I deliberately gave them the Ghost so I could end the battle by blowing it up. My first two grenades are a mess (bit embarrassing there), but my third causes the pilot to tumble out. When he reboards, I tag him and get a nice boom.
Closing remarks This movie went through quite a few changes. Initially it was only a 4-play affair like the previous movie, but after upgrading a few of the plays with better faster ones, I had room to squeeze in a quick fifth, which was namely the doorway hold-out. That did take the duration up to 7:30, but never mind.