The regular resources in "Jedi 2" are actually money. Many places need to use these resources, such as supercurrencies, with no inventory limit, and are used to purchase in-appropriate bonds and rotational clothing. Then there are samples, which can be used to unlock the upgrade resources of the global bonus effect.
How to quickly make money in Jedi Soldier 2
A brief description of each type of resource
Supercurrency
Super Credits, referred to as SC for short.
No inventory limit, used to purchase in-app purchase tokens for exclusive bonds and rotational clothing.
Sample three-piece set
Normal/Rare/Super Sample, which is ordinary/rare/super sample, referred to as NS/RS/SS for short.
N500/R250/S100 inventory limit, used to unlock the upgrade resource for global bonus effects.
War Bond Medal
Warbond Medal, referred to as WM for short.
250 inventory limit, used to unlock exchange points for items in various bonds.
Subscription Point
Requires Points, referred to as RP for short.
50,000 inventory limit, used to unlock the consumption points of various strategic equipment.
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Regeneration & Consumption (Super Currency)
Regeneration
When searching for containers and freighters with points of interest, there is a probability that a stack of currencies worth 10SC is generated.
Consumption
A new exclusive bond will be opened on the evening of the second week of each month on Thursday, requiring 1000SC to purchase and 300SC is returned.
Superstores will rotate to supply various helmet armor with different prices, and it is estimated that at least 1,000SC is required to purchase armor of value.
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Regeneration & Consumption (Sample)
Regeneration
N1/4/7 difficulty begins to unlock the acquisition possibility of N/R/S samples respectively.
Samples must be carried by the siege into the Pelican evacuation aircraft and settled the mission before they can be effectively entered into the warehouse.
NS&RS can be obtained from many locations such as main line strongholds/subsidiary targets/evacuation aprons/interest locations/enemy nests.
SS obtains the random but inevitable refreshing point of interest commonly known as chicken leg stone on the map (N7=3/N8=5/N9=6).
Consumption
The approximate consumption of ship module upgrade is as follows:
T1≈80NS
T2≈80NS+60RS
T3≈80NS+80RS+10SS
T4≈150NS+150RS+15SS+25000RP
The actual demand will fluctuate slightly, and it is only used as a reference on the order of magnitude.
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Regeneration & Consumption (Medal)
Regeneration
Complete the daily active challenge open at 5 pm and reward 15 medals instantly, and the community challenge achieved by the goal will be delayed settlement of 35-50 medals.
For tasks that successfully complete the main line goal, medals vary according to the task difficulty and progress rewards during settlement (N9=8/11/14).
Like supercurrencies, you can pick up a box with random rewards of 1-3 medals at the point of interest.
Consumption
It takes about 300 to 350 medals to unlock a high-value content for an exclusive bond, and nearly 700 medals to unlock the content completely.
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Regeneration & Consumption (Subscription Point)
Regeneration
Regardless of whether the task is successful or not, the subscription points of a considerable degree will be rewarded based on the "difficulty coefficient" multiplied by the "basic points" multiple of the "basic points" (N9=250%).
The number of basic points is summarized from the five major items: "main line target + branch line target + evacuated people + nest cleaning number + task time".
Like supercurrencies, you can pick up a subscription order with a fixed reward of 100RP at the point of interest.
Consumption
Purchase strategy equipment requires a large number of subscription points, and the price of each combat readiness ranges from 1500-10000RP.
The T4 bridge module upgrade costs 25,000 RP.
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Methods & Ideas (Super Currency)
Method
Next N2/3 searches containers and freighters for all the interest points in the picture. The in-game consumption time is estimated to be about 5 minutes, and the return is 20~50SC.
If you brush a map with high returns, you can use the main map. Use the network cut-off method to find a sub-picture with good income, and the main and auxiliary map will take turns to brush it.
Ideas
Reasons for browsing N2/3 books
Rare samples will not only contaminate the reward pool, but a large number of cargo boxes will also be replaced with sample mines.
At the beginning of N4, there will be enemies stationed at the interest point, but the income from the interest point does not increase with the difficulty.
N4 has added a large number of enemy tactical assets, polluting the pool of friendly tactical assets composed of "radar station + super cannon + air-to-air missile".
N1 has no side targets, and I don’t like to run around.
Help of preferred radar stations
Although it takes more than 40s, it is very conducive to planning the action route, especially for the completely unknown new map.
Radar stations are most likely to be generated in certain mission types, for example�Recycle the distress beacon.
Putting aside the air-to-air missile base specially provided by the robot, the Zerg mission will only have a super cannon that is halfway through its probability.
The radar station is actually easier to locate, and the special terrain makes it more conspicuous on the map, which is even easier for veterans.
Methods to amplify income
In the past, the method was to repeatedly enter the same map to brush resources by using forced retreat or disconnection of the network, because resources except samples were all imported into the database in real time.
It is currently known that arrows track and record the upper limit of the revenue of a single map, so the forced retreat method that locks the task is not feasible.
Therefore, the method to break the deadlock is to use the nature of the network-breaking method to not lock the task to find a secondary task to alternately brush, but there are some restrictions:
Unlocked tasks will be refreshed for a certain time after offline.
You cannot encounter problems such as flashbacks when flashing to avoid task locking.
The ideal network disconnection operation is as follows:
Win+R enter "steam://open/console" in the console to open the steam console.
Enter "test_dropcon" in the steam console, and the game will respond to the disconnection within a few seconds and reconnect immediately.
In this way, if the actual benefits of a specific task have been discovered, continue to look for a new task you like.
Assembly suggestions
Carrying weapons that are not fatal and self-injury without causing toughness and straightness, and with medical needles, you can last for a long endurance.
Carry sufficient blasting products for container dismantling, and do whatever you feel comfortable.
Carrying a jet backpack can effectively utilize physical strength, and climbing up and looking far is also conducive to observing whether nearby points of interest are necessary.
Carrying orbital laser strike can automatically clean up the radar station defenders, so you can take a break from your busy schedule to activate the terminal.
Available an empty strategic equipment position, and this slot will be left to high-motorized vehicles in the future.
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Methods & Ideas (Sample)[New Version]
Method
N10 on the Western Front will only fight blitzkrieg, with unlimited difficult entries, and environmental entries can eliminate extreme entries such as scorching heat.
No missions at all, just wander around evacuation points, SEAF cannons, small and medium-sized robot outposts.
Expected earnings are 20NS+15RS+7SS, which takes 12+2/3min.
Ideas
Version difficulty analysis
In the current version of the equipment environment, the pressure on anti-heavy weight has been greatly alleviated.
Anti-tanks have always taken all heavy armor units on the Western Front, and the threat of light Chinese Arab units is not as good as before.
The pressure on the counter-centrality of the Eastern Front gradually increases with the version update, but at the same time, the necessary preparations for counter-rework are still needed.
The Western Front's exclusive difficult entry "Gunboat Patrol" & "Labor Intelligence" has no effect on the fast-paced blitz mission.
The difficult entry for the Eastern Front "Roaming Screaming Worm" & "Spore Gas" will significantly slow down the pace of the blitz mission.
In summary, combining the unique mechanisms and techniques of the Western Front, using the idea of blitzkrieg avoidance can easily collect samples.
Analysis of difficulties in action
Fixed cannon turret, fixed machine cannon turret, mobile factory, use a recoil-free rifle to break it.
Mechanical command and various infantry that can shake people. If there are few people (such as patrols blocking the road), snipe them in advance.
If the number of people cannot be determined (such as small and medium-sized outposts), use Qingzai Red War Preparation to take precedence when not alert.
Rocket Raiders and Heavy Raiders, all kinds of main weapons can be fully dealt with. The current version of Purifier is recommended.
Fire early on at large/super large outposts causes chaos, inducing robots here to call for reinforcements.
If you cannot take the opportunity to get rid of reinforcements and are sure that you cannot get out of here, you can quickly call the whistle gun to cover it.
Strengthening the reconnaissance trajector's killer rocket is very tricky, but the bullet speed is slow, so try to keep a moderate distance to pull.
Heavy crushers have relatively low priority, and they will not be afraid as long as they have anti-heavy ammunition.
Assembly suggestions
Purifier + Senator + Smoke Bomb (or Select) + Medical Light Armor.
Recoil-free rifle + Flying Eagle cluster bomb + orbital laser cannon + rocket whistle cannon.
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Methods & Ideas (Sample)[Old Version]
Method
Participate in the N9 evacuation mission during the opening of the Eastern Front War and participate in the N5 evacuation mission during the opening of the Western Front War.
15+2min will not touch the main line throughout the whole process and only wander around the points of interest. The expected returns will be 30NS+30RS+6SS/Western Line 25NS+20RS.
Ideas
Advantages of choosing a mission to evacuate scientists
The map is small and may further compress the map space due to the planetary environment, but the total sample size is still large (N9=40N+30R+6S).
The mission time is compact and only 15 minutes, and there are no enemy tactical assets and nests, so you can focus entirely on your points of interest.
The total number of samples is large and there are not many points of interest, so there will be 3-4 points of interest on the map, each with 7~10RS, which is an important benefit goal.
Home battles are therefore difficult without any negative entries, and the benefits of a number of track strikes become more stable and reliable.
This task typeDifficulties
The insect wave will be refreshed in large quantities at high frequency, and it will inevitably require a train to run on the N9 difficulty.
The defenders of interest points are different depending on the monster-brushing template. Under the least ideal situation, each interest point has several attack insects to defend.
The East Line with N9 difficulty is not easy enough, and overall it requires very complete equipment and proficient skills in dealing with the Zerg.
Why play N5 on the Western Front
Because everyone on the Western Front can easily play with the individual superman who is in the hands of the hidden soldiers, the Eastern Nematode Tide has only three types of insects that are more threatening.
Robots' "overreaction protocol" makes their shooting accuracy more accurate over time, and the only solution is to fight back.
Therefore, whether it is cleaning up points of interest or driving a train frantically, the survival pressure of the Western Front mission will only gradually increase.
Robot infantry also has a vicious bug that causes them to go to the center of the map in large quantities and will not disappear. Think about where the evacuation point is.
Methods to break the deadlock
Use the aboriginal insects on the map and the support insects that came to the reinforcements to make a slight difference in determining priority when calculating the upper limit of cleaning:
If not killed or thrown far enough from the birth point, the Aboriginal worm will return to the birth point to stand guard after the hatred is lifted.
This task will constantly refresh the reinforcement worms. After reaching the cleaning limit, the old reinforcement worms will be erased indiscriminately to make room for the new ones.
Therefore, you should quickly clear the aboriginal insects of your interest point and then run the train to get rid of the nearby reinforcement insects.
When you return to the point of interest in this way, the aboriginal insect has basically been cleaned up.
The nearby reinforcement insects will automatically disappear because they have exceeded the cleaning limit.
Carry sufficient anti-heavy armor combat readiness, but less clear tide combat readiness:
There are only four combat readiness slots, which can completely transfer the clear pressure to the main and deputy. The third position and the red combat readiness will be the main force.
The actual TTK of Titan and the attack will take at least 2 to 3 seconds, and both have a flash kill mechanism. If you rashly attack the point of interest, there will be great risks.
After all, we are not dealing with our interests to make it easy to fight. The purpose is to collect samples safely, and it is enough to suppress the insect tide.
Ensure that the main and deputy and grenade positions have useful functions and combat power. Unfortunately, they will stay away from the accident scene as soon as possible:
After rebirth, you still have the ability to clear the stronghold and drive the train. The Titans are harmless by breaking the acid capsule, and the strong attack is driven by thunder and brakes.
Unless it is indeed an accident that can easily retrieve resources, it is more realistic to run away than to pick up props.
Assembly suggestions
Master and Deputy
Before introducing the weapons, I will first demonstrate my thoughts on the best solution of the single-player main and deputy. I will not repeat the following sections:
Unique features: such as grenade pistols and explosion guns can be used to remove nests.
Level 3 Medium-Wedding: This is the upper limit of the armor-piercing level of the main and deputy weapon.
Range damage: On the one hand, it strengthens the clearance, and on the other hand, the AOE except the detonation crossbow is at least level 3 armor-piercing.
Hard straight effect: This is especially necessary in terms of anti-ravada. If you can't hit hard straight, just wait for rockets and machine guns to be olives.
Useful damage: The simplest experimental subject is jumping worms, and it has a good advantage if you can kill them on the Eastern Front with one shot.
Weapons that can meet 3 to 4 requirements have the advantage of playing field.
Note that the advantage is not the strength, the weapon must be used in combination to be strong.
It is obvious that these weapons are more popular in the current environment:
High-ignition ruptured
Savior
Plasma sanctioners
Grenade Pistol
It is recommended to try more and explore the preferred combination.
Strategic Equipment
Red combat readiness can choose Flying Eagle 500KG+ orbital precision strike:
Flying Eagle 500KG needless to say, anti-Titans is now a regular.
As mentioned above, high difficulties and no negative entries are beneficial to track combat readiness, and precise strikes are the main beneficiaries.
With the combination of strong anti-heavy red war readiness, you can choose some blue combat readiness that can reverse heavy but not efficiently, to compensate for the pressure:
There are at least five combat readiness available, and this is the time for personal choice.
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Methods & Ideas (Medal)
Method
Daily live-action challenge won 15 medals.
Community challenges go with the flow (Do you like Joel's persistence in Istanu's seven-game victory and seven-pair).
The task group of Sutong N9 includes Blitzkrieg, each task takes <15min*3, and the medal income is 8+11+14=33.
Personally prefer the speed-pass robot N9, because the solution is more stable than the end family.
Ideas
Task Group Selection
I don’t consider the elimination task, single N9 elimination is not something I can do if I can.
The evacuation of scientists and the evacuation of high-value assets are not considered, the same reason as above.
I don’t consider the search data, and I’m in jail after carrying two disks for a single person.
Blitz is preferred, and running pictures is the core gameplay of this game, so I have to try it.
Robots are given priority to destroying bunkers, and soldiers are tracks.
The ending clan is given priority to destroying insect eggs, just die a few more times.
You can add a kick to the rest of the tasks.
Combat ideas
First explain the stealth mechanism that exists but is not perfect in the game:
The aboriginal insect has a good vision (stand position = 50m) but has a poor hearing, not from forty or fifty meters away.It is inaudible to shoot near them.
No matter how the mechanical commander's interference is, ensuring that one strike outside of 50m will only make their companions enter a state of alertness.
Enemies on alert will give priority to trying to walk near you and start shaking people after actually witnessing you.
The mechanical commander will make the shake mechanism of the Western Front very uncontrollable, and the ending clan can implement the above mechanism well.
If you are currently not in the sight of alert enemies, they will enter the search phase.
During the search phase, the sound of explosions and combat readiness can be used to lure them to divert attention and investigate the noise source.
The initial state of the patrol team is in the search stage. If you don’t want to encounter it, you must use the noise to seduce them in advance.
Because of the speed-transfer main line, no irrelevant strongholds, points of interest, or branch targets are allowed:
The Eastern Front side of the itchy side target is to track the nests and the screaming nests, which are usually addressed before the mission.
The branches of the Western Front are not worry-free enough, but targets except gunboat builders will be generated in the stronghold and do not need to be positioned in advance.
Task types can be divided into two categories: with pre-target and without pre-target. The latter's speed-drive method will be more radical than the former:
Tasks with pre-targets need to use the cleaning limit and cleaning distance mechanism to run the train, and generally have to run back and forth at the task point.
Tasks without pre-targets can be pushed by force by relying on life-stirring. You just need to ensure that every life has contributed.
A little precautions for the quick passage:
Consider cleaning up the peripheral miscellaneous soldiers before entering the mission location to avoid confluence with more alert patrols.
Try to keep stealth as much as possible during the journey, and try to keep stealth as much as possible after suppressing the task location.
The Western Front has a little favorable advantage over the Eastern Front:
The tracking bugs and screaming bugs on the Eastern Front will cause the friendly forces nearby to hate you after they are generated, which will really affect the rhythm.
This is basically the case for gunboats of the same performance on the Western Front, and there is no need to prepare special countermeasures and equipment for them.
Use the mechanical commander's shake mechanism to allow reinforcements to land in strongholds that are quite far away from you, thereby significantly reducing the pressure.
Assembly suggestions
See the next chapter for details.
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Methods & Ideas (Subscription Point)
Method
During the process of the Speed Pass N9 mission, you can clean up more branch targets and light and medium strongholds. The Blitz mission is the best.
Assembly suggestions
Western Front Mission
Destroy the Air Force Base: Various Level 4 Armor Piercing Combat Readiness + High Power Red Combat Readiness, you can steal points from medium and long distances.
Destroy the command bunker: 120MM + 380MM + orbital laser + throw light armor. It is best to put the first two together to eliminate probabilistic events.
Eastern Front Mission
Clear the eggs: Plasma sanctioner + Eagle incendiary bomb/orbital air explosion strike. First, fire randomly to the stronghold to attract hatred and then consider entering the field.
General solution task
Geological exploration: Flying Eagle Smoke Bomb (+orbital electromagnetic strike), you can play with one hand mixing smoke and packing.
Blitz: West Flying Spear East Machine Cannon, with more orbital lasers on the western front, and the remaining slots are filled with Flying Eagle combat readiness.
Democratic capture of the flag: There are very few monsters in the stronghold. After completely suppressing, sneaking and hanging up the machine can complete the goal in just one and a half minutes (see above for the patrol solution).
The remaining several tasks have similar solutions, and there are not many things to pay attention to.
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