1/20/2024 0 Comments Gears tactics hydra![]() Seriously, I’ve never been so frustrated at a missed shot. You’ll find that the Hydra is also significantly harder to hit from the opposite side of the central platform than the side closest to his head, so try to dominate that particular section. Like all other boss fights and certain missions, the job is done once that health bar is down to zero, and you won’t have to worry about mopping up any other enemy unit. The trick to the Hydra boss fight is to know when you ought to push forward and deny the enemy units any advance of their own, when to retreat against the Hydra’s missile attacks, when and how to heal, and to always, always, always take a shot against the Hydra’s head when you have it. We've marked the best spots for Sid and Reyna to take cover. The right side (with Sid and Reyna) appears to spawn mostly disciples, hammerburst drones, the occasional Kantus, and eventually grenadiers, along with a consistent but small supply of tickers. ![]() In the image below, we've marked the best areas to take cover and defend yourself from the waves of Locust on the left side with Gabe and Mikayla. In the last third of the fight, boomers will start spawning as well. The left side (where Gabe and Mikayla are) will generally spawn grenadiers, tickers, wretches, and hammerburst drones. I’ve found being “in cover” against the lower wall of the central platform can work sometimes. You can escape the roar by retreating further back to where each half of the squad started (that slightly lower platform), but it’s honestly a little hit or miss on the corners of the main platform. You can tell the Hydra is preparing to roar if it’s on one side of the map and has yet to place any missile markers. This roar will also interrupt any overwatch cone you have placed. These missile launchers only have about 1,400 health, so they’re not impossible to kill, but they just return on the next phase of the boss’ health bar, so don’t even bother.Īn excruciating roar that adds the “crippled” status to your units for a turn, reducing movement range by 50%. I’ve found that the Hydra generally aims each missile squarely over each unit, so it’s not entirely a bad idea to have both units close to each other, to minimize the range the missile explosion will cover. It appears that the further you are from the center of the blast, the less damage you’ll take, although it will still be a substantial amount, so try your hardest to avoid it. These missile launchers will spawn a total of four missiles that, much like the Brumak’s missiles, only give you one turn to evade before they hit. ![]() Here’s the best tips and strategies for defeating Gears Tactics' Hydra boss fight. However, the small chamber housing his Hydra proved too small and Diaz's squad was able to bring down the beast and Ukkon with it.The Hydra can be, quite frankly, a very frustrating and tedious boss fight, especially if you don’t approach it with a very tight level of preparation and coordination. Gabriel Diaz's squad than have a intense battle against Ukkon, his Hydra and his reinforcements, with Ukkon trying desperately to use the Hydra's weapon pods to destroy Diaz. Ukkon was hit by the Cytostatic Gas Grenade and was forced to retreat into his lair where he made his Hydra operational. So it is best to just conserve your turn damaging the Hydra's head.ĭuring their mission on the Assassination of Ukkon, Gabriel Diaz launched a surprised attack on Ukkon's base in Zenic Province. The weapon pods can be temporarily disabled, however it would be repaired in the following turn. ![]() As such, micromanaging would be needed as one hit from either of these weapon pods could down a gear in one hit. However, the smaller map and the addition of enemies complicates this strategy and makes the chances of getting hit much more likely. Like the Brumak Rocket Mortar, these markers act as a warning for Diaz's squad to evade the damage radius. Despite the external differences, both the rocket and missile pod act the same in function. The Hydra can use either its rocket or missile pods to launch four markers at the start of each turn. ![]()
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