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 2013 May event - To Catch a Criminal - walkthrough

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PostSubject: 2013 May event - To Catch a Criminal - walkthrough   Wed May 22, 2013 1:28 am

To Catch A Criminal LTQ: Walk through
Source:
http://www.funzio.com/forum/showthread.php?55156-To-Catch-A-Criminal-LTQ-Walk-through
Credits to Devin for all info again.

For a summary of this and prior LTQ events, and links to the respective walk throughs, see the LTQ Historical Summary post: http://www.funzio.com/forum/showthre...orical-Summary

Note: Gree confirms they're collecting more information about boosts not working and/or not displaying. Thank you to Sirius for updating. http://www.funzio.com/forum/showthre...l=1#post772253

Requirements (normal mode only):
Note, I will bold and identify if new requirements are discovered. These appear to be complete.

Level required: Likely lvl 40. The LTQ event will show up in your Goals, and will have a small 'limited' icon next to it.

Barracks: lvl 7 for Flamethrower Soldier
War Factory: lvl 7 for Leopard Tank
Air Field: lvl 7 for Pavelow Helicopter
Shipyard: lvl 4 for Cruiser

Elite Training Facility: lvl 1 for Heavy Gunner
Robotics Facility: n/a
Advanced Airbase: n/a
Dry Docks: n/a

I have 1200 energy, and energy refreshes have usually been the full +1000 energy. Energy requirements are documented discretely based on feedback and requests.


===NORMAL MODE===

1/42: Enemy Outpost: sam launcher (20)
Energy Required: 20
Gazelle Recon Chopper (air, 43/99)

2/42: Enemy Outpost: sam launcher (11), turret (16), ruined fighter plane (10)
Energy Required: 37
Concrete, 15000 cash

3/42: Enemy Outpost: turret (21), helipad (12), barracks (22)
Energy Required: 55
Armored Assault Tank (ground, 90/60)

4/42: Enemy Outpost: military tent (17), guard tower (18), guard tower (14), installation sentry (19)
Energy Required: 68
Concrete, 150 valor

5/42: Enemy Outpost: battle tank (3x 23), jungle trooper (14), missile officer (16)
Energy Required: 99
Spetsnaz (infantry, 90/71, strong against ground)

6/42: Offshore Drilling Rig: drilling rig (22), drilling rig (2x 25), hapless civilian (15), larger bunker (22)
Energy Required: 109
Concrete, 40,000 cash

7/42: Offshore Drilling Rig: battleship (27), aircraft carrier (3x 28), cruiser (17), frigate (20)
Energy Required:148
Arctic Radar (ground, 40/125, strong against sea)

8/42: Dictators Compound: desert house (22), blown up car (20), border guard (30), sam launcher (2x 36), police truck (31)
Energy Required: 175
Concrete, 400 valor

9/42: Dictators Compound: guard tower (27), modern palace (30), dictator's palace (4x 34)
Energy Required: 193
Heavy Combat Boat (sea, 88/92)

10/42: Shipyard: marine trooper (53), shipwright (40), gunner hakim (2x 50), naval officer (45)
Energy Required: 238
Concrete, 65,000 cash

11/42: Shipyard: shipyard guard (42), shipwright's apprentice (2x 50), shipwright (40), naval architect (52), ship yard (43)
Energy Required: 277
Mortar Marksman (infantry, 116/98)

12/42: Mountain Pass: satellite uplink (3x 100)
Energy Required: 300
Concrete, 650 valor

13/42: Mountain Pass: mountain garrison (3x 108)
Energy Required: 324
Infantry Transport Tank (ground, 89/108)

14/42: Mountain Pass: sandbag bunker (4x 93)
Energy Required: 372
Concrete, 90,000 cash

15/42: Mountain Pass: general dustom (3x 103), medieval palace (110)
Energy Required: 419
Veteran Mauler (ground, 103/94)

16/42: Suspicious Village: village hovel (4x 120)
Energy Required: 480
Concrete, 900 valor

17/42: Suspicious Village: sandbag bunker (3x 114), regime gunman (2x 95)
Energy Required: 532
T-80 Manned Tank (ground, 82/115)

18/42: Suspicious Village: sandbag bunker (3x 130), henrik van der waals (2x 100)
Energy Required: 590
Concrete, 115,000 cash

19/42: Suspicious Village: family home (5x 122)
Energy Required: 610
Recommissioned Sub (sea, 99/99)

20/42: Suspicious Village: sandbag bunker (3x 130), anika ahrens (2x 104), painted house (92)
Energy Required: 690
Concrete, 1150 valor

21/42: Docks: docks warehouse (5x 140)
Energy Required: 700
Task Force Jet (air, 121/104)

22/42: Docks: enemy marine (100), docks warehouse (5x 140)
Energy Required: 800
Concrete, 140,000 cash

23/42: Docks: blue shipping container (4x 110), red shipping container (3x 115), green shipping container (84)
Energy Required: 869
Jungle SAM (ground, 200/117)

24/42: Emir Island: luxury villa (4x 125), tug boat (3x 152)
Energy Required: 956
Concrete, 150,000 cash, 1400 valor

25/42: Border Guard Complex: supply silo (4x 102), commander idris (7x 94)
Note: the green arrow might not show above commander idris- I had this problem, as did several others. Make sure to select the mission in the ltq, and complete the mission. It worked as expected for myself and others.
Energy Required: 1066
Covert Jet Fighter (air, 200/124, +2 Energy Regeneration)

26/42: Oil Refinery Plant: refinery platform (4x 176), commando sharpshooter (2x 148)
Energy Required: 1000
Concrete, 165,000 cash

27/42: Oil Refinery Plant: distillation column (4x 172), refinery warehouse (3x 170)
Energy Required: 1198
Nighthawk (air, 187/146, strong against air)

28/42: Oil Refinery Plant: refinery platform (6x 196), gas processing plant (118)
Energy Required: 1294
Concrete, 1650 valor

29/42: Oil Refinery Plant: storage tank (5x 156), refinery platform (4x 150)
Energy Required: 1380
Polar Recon HSV (sea, 230/161, strong against sea)

30/42: High Mountain Village: jungle truck (4x 178), satellite uplink (4x 195)
Energy Required: 1492
Concrete, 190,000 cash

31/42: High Mountain Village: mountain hut (5x 210), covert fighter (3x 172)
Energy Required: 1566
Desert Cobra (air, 227/194)

32/42: High Mountain Village: stone hut (94), stone hut (6x 184), regime die-hard (3x 158)
Energy Required: 1672
Concrete, 1900 valor

33/42: Naval Battle: oil drilling rig (5x 264), destroyer (2x 236)
Energy Required: 1792
Phantom Striker (air, 238/261)

34/42: Naval Battle: nuclear submarine (4x 340), stealth boat (167), transport boat (2x 176)
Energy Required: 2239
Concrete, 215,000 cash

35/42: Naval Battle: torpedo boat (4x 280), advanced destroyer (2x 370), combat boat (145)
Energy Required: 2005
First Strike Tomcat (air, 347/186, -20% health regen time)

36/42: Naval Battle: battleship (5x 318), drilling rig (3x 158)
Energy Required: 2064
Concrete, 2150 valor

37/42: Government Area: recruitment facility (5x 240), battle tank (4x 256)
Energy Required: 2224
Air Defense Carrier (sea, 215/334, strong against air)

38/42:
Government Area: sam launcher (5x 288), zuma mbeki (3x 310) (leapard tank)
Bomb Maker Compound: sandbag bunker (6x 318), cargo truck (4x 250) (flamethrower soldier, heavy gunner)
Energy Required: 5278
Concrete, 240,000 cash

39/42: Insurgent Block: guerrilla commander (12x 233)
Energy Required: 2796
2400 Valor
Land Stalker (ground, 562/441)

...hmm, odd... I'm a level forward??? maybe lvl 38 was 2 levels somehow??

41/42: Bomb Maker Compound: seamus mctaggart (13x 244)
Energy Required: 3172
Concrete

42/42: International Quarter: ghost operative (13x 252)
Energy Required: 3276
250,000 cash, 2500 valor
DEA Airborne Support (air, 1500/1000)


NORMAL MODE COMPLETE

TOTALS FOR NORMAL MODE:
Raw gains (a/d): 4,867/4,029
Bonus gains: +2 energy regen, -20% health regen time
Valor gain: Approx. 15,250
Gold spent: 580*
Enery Used: 44,575
XP gained: 9,812*

*Note: I pre-staged several missions, which reduced xp gained and gold spent.


Last edited by J (admin) on Tue Jun 04, 2013 6:47 pm; edited 1 time in total
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PostSubject: Re: 2013 May event - To Catch a Criminal - walkthrough   Wed May 22, 2013 1:29 am

=== PRESTIGE MODE ===

For a summary of this and prior LTQ events, and links to the respective walk throughs, see the LTQ Historical Summary post: http://www.funzio.com/forum/showthre...orical-Summary

Note: With knowledge of the entire event, I might have considered stopping at lvl 31/53 prestige. A quick glance of the units vs costs suggests a fair premium for limited gains to complete lvl 32-53 in prestige mode. Stopping after completing lvl 31/53 also means that it is not necessary to upgrade unit buildings above what is needed for normal mode.

Requirements (prestige mode- additional to normal mode, i.e. lvl 43-53):
These requirements appear to be complete. The bolded items are new increases above all prior LTQs.

Barracks: lvl 8 for SEAL
War Factory: lvl 9 for Mobile Artillery (Overrun Airbase)
Air Field: lvl 9 for Stealth Surveillance Drone
Shipyard: lvl 6 for Mine-Launcher

Elite Training Facility: lvl 2 for Commando
Robotics Facility: lvl 2 for Stryker
Advanced Airbase: lvl 2 for Osprey VTOL
Dry Docks: n/a

I have 1200 energy, and energy refreshes have usually been the full +1000 energy. Energy requirements are documented discretely based on feedback and requests.


=== PRESTIGE MODE ===

1/53: Enemy Outpost: sam launcher (20)
Energy Required: 20
15,000 cash
Long Distance Bomber (air, 154/103)

2/53: Enemy Outpost: sam launcher (11), turret (16), ruined fighter plane (10)
Energy Required: 37
Concrete, 150 valor

3/53: Enemy Outpost: turret (21), helipad (12), barracks (22)
Energy Required: 55
Concrete

4/53: Enemy Outpost: military tent (17), guard tower (18), guard tower (14), installation sentry (19)
Energy Required: 68
MG-26 Main Striker (air, 116/141)

5/53: Enemy Outpost: battle tank (3x 23), jungle trooper (14), missile officer (16)
Energy Required: 99
Concrete, 400 valor

6/53: Offshore Drilling Rig: drilling rig (22), drilling rig (2x 25), hapless civilian (15), larger bunker (22)
Energy Required: 109
Light Mortar Tank (ground, 93/121)

7/53: Offshore Drilling Rig: battleship (27), aircraft carrier (3x 28), cruiser (17), frigate (20)
Energy Required:148
Concrete, 65,000 cash

8/53: Dictators Compound: desert house (22), blown up car (20), border guard (30), sam launcher (2x 36), police truck (31)
Energy Required: 175
Concrete, 650 valor

9/53: Dictators Compound: guard tower (27), modern palace (30), dictator's palace (4x 34)
Energy Required: 193
Black Eagle (air, 133/82)

10/53: Shipyard: marine trooper (53), shipwright (40), gunner hakim (2x 50), naval officer (45)
Energy Required: 238
Concrete, 120,000 cash

11/53: Shipyard: shipyard guard (42), shipwright's apprentice (2x 50), shipwright (40), naval architect (52), ship yard (43)
Energy Required: 277
900 Valor
LRB Specialist (infantry, 180/95)

12/53: Mountain Pass: satellite uplink (3x 100)
Energy Required: 300
Concrete

13/53: Mountain Pass: mountain garrison (3x 108)
Energy Required: 324
Silent Thunder (air, 164/120, not-indestructible)

14/53: Mountain Pass: sandbag bunker (4x 93)
Energy Required: 372
Concrete, 1150 valor

15/53: Mountain Pass: general dustom (3x 103), medieval palace (110)
Energy Required: 419
Marine Sniper (infantry, 224/126)

16/53: Suspicious Village: village hovel (4x 120)
Energy Required: 480
Concrete, 170,000 cash

17/53: Suspicious Village: sandbag bunker (3x 114), regime gunman (2x 95)
Energy Required: 532
1400 valor
Storm Tank (ground, 115/245)

18/53: Suspicious Village: sandbag bunker (3x 130), henrik van der waals (2x 100)
Energy Required: 590
Concrete

19/53: Suspicious Village: family home (5x 122)
Energy Required: 610
205,000 cash
Blue Striker (air, 215/150, +2 valor from attacks)

20/53: Suspicious Village: sandbag bunker (3x 130), anika ahrens (2x 104), painted house (92)
Energy Required: 690
Concrete, 1650 valor

21/53: Docks: docks warehouse (5x 140)
Energy Required: 700
Cold-Weather Fighter (air, 255/145, strong against sea)

22/53: Docks: enemy marine (100), docks warehouse (5x 140)
Energy Required: 800
Concrete, 230,000 cash

23/53: Docks: blue shipping container (4x 110), red shipping container (3x 115), green shipping container (84)
Energy Required: 869
1900 valor
Armed Infirmary (ground, 125/305, 20% casualty reduction)

24/53: Emir Island: luxury villa (4x 125), tug boat (3x 152)
Energy Required: 956
Concrete

25/53: Border Guard Complex: supply silo (4x 102), commander idris (7x 94)
Energy Required: 1066
265,000 cash
Prototype Fighter (air, 257/178)

26/53: Oil Refinery Plant: refinery platform (4x 176), commando sharpshooter (2x 148)
Energy Required: 1000
Concrete, 2150 valor

27/53: Oil Refinery Plant: distillation column (4x 172), refinery warehouse (3x 170)
Energy Required: 1198
Sea Destroyer (sea, 300/212)

28/53: Oil Refinery Plant: refinery platform (6x 196), gas processing plant (118)
Energy Required: 1294
Concrete, 310,000 cash

29/53: Oil Refinery Plant: storage tank (5x 156), refinery platform (4x 150)
Energy Required: 1380
2400 valor
Falcon Supersonic (air, 327/197, +2 Energy Regeneration)

30/53: High Mountain Village: jungle truck (4x 178), satellite uplink (4x 195)
Energy Required: 1492
Concrete

31/53: High Mountain Village: mountain hut (5x 210), covert fighter (3x 172)
Energy Required: 1566
325,000 cash
First Strike Tomcat (air, 347/186, -20% health regen time)

Yes, a second one, no I cannot tell if they stack - my gui definitely doesn't show all the health regen time reductions I have, let alone if they are stacking

32/53: High Mountain Village: stone hut (94), stone hut (6x 184), regime die-hard (3x 158)
Energy Required: 1672
Concrete, 2650 valor

33/53: Naval Battle: oil drilling rig (5x 264), destroyer (2x 236)
Energy Required: 1792
Covert Ops Mercenary (infantry, 326/241)

34/53: Naval Battle: nuclear submarine (4x 340), stealth boat (167), transport boat (2x 176)
Energy Required: 2239
Concrete, 390,000 cash

35/53: Naval Battle: torpedo boat (4x 280), advanced destroyer (2x 370), combat boat (145)
Energy Required: 2005
2900 valor
Wavebreaker (sea, 370/255 not-indestructible)

36/53: Naval Battle: battleship (5x 318), drilling rig (3x 158)
Energy Required: 2064
Concrete

37/53: Government Area: recruitment facility (5x 240), battle tank (4x 256)
Energy Required: 2224
415,000 cash
Elite Ops Specialist (infantry, 361/290, strong against sea)

38/53: Government Area: sam launcher (5x 288), zuma mbeki (3x 310) (leapard tank)
Energy Required: 2370
Concrete, 3150 valor

39/53: Insurgent Block: guerrilla commander (12x 233)
Energy Required: 2796
Siege Tank (ground, 410/290 not-indestructible)

40/53: Bomb Maker Compound: sandbag bunker (6x 318), cargo truck (4x 250) (flamethrower soldier, heavy gunner)
Energy Required: 2908
Concrete, 440,000 cash

41/53: Bomb Maker Compound: seamus mctaggart (13x 244)
Energy Required: 3172
3400 valor
Soldier Assassin (infantry, 440/316, strong against infantry)

42/53: International Quarter: ghost operative (13x 252)
Energy Required: 3276
Concrete

...NOTE: the prior 42 prestige mode levels are identical to the 42 levels in normal mode. Now for the additional ending!...

43/53: International Quarter: sneaky subversionist (4x 312), masked bomber (6x 244), destroyed car (3x 224)
Energy Required: 3384
545,000 cash
Executive Chinook (air, 450/325 not-indestructible)

44/53: Steel Plant: magnetic crane (5x 332), factory (6x 276), cargo truck (170)
Energy Required: 3486
Concrete, 3650 valor

45/53: Financial District: personnel carrier (4x 258), patrol vehicle (4x 270), armored truck (5x 318)
Energy Required: 3702
Elite Base Defense (air, 336/464)

46/53: Capital City: personnel carrier (3x 280), patrol vehicle (5x 340), armored truck (4x 310) - NEEDS SEAL, stryker
Energy Required: 3780
Concrete, 650,000 cash

47/53: Steel Plant: the foreman (14x 280)
Energy Required: 3920
3900 valor
Diamondhead Bomber (air, 550/450 not-indestructible)

48/53: Financial District: commtek agent (14x 288)
Energy Required: 4032
Concrete

49/53: DMZ: lt. jae park (15x 326) - comanche heli
Energy Required: 4890 ...oh yeah, now the energy requirements are up there!...
735,000 cash
Mine Recon Submarine (sea, 463/724)

50/53: Overrun Airbase: air traffic control (5x 320), aircraft hangar (3x 265), turret (215), assault bunker (6x 365), airfield (3x 264)
Energy Required: 5592
Concrete, 4150 valor

51/53: Overrun Airbase: communication center (2x 242), fighter hangar (2x 210), armored truck (4x 255), personnel carrier (2x 278), heavy bomber (272), aircraft carrier (7x 410) - comanche, harrier
Energy Required: 5622
APC Demolisher (infantry, 479/718)

52/53: Overrun Airbase: destroyer (235), aircraft mechanic (244), armed flagger (3x 290), traffic officer (2x 219), bomber pilot (2x 248), squadron leader (3x 338) - stealth surveillance drone, mine launcher
Energy Required: 3297
Concrete, 800,000 cash

53/53: Overrun Airbase: msgt. tetsubane (16x 334)
Energy Required: 5344
4500 valor
DEA Interceptor Tank (ground, 3900/2600)


PRESTIGE MODE COMPLETE - LTQ EVENT COMPLETE


TOTALS FOR PRESTIGE MODE
Raw gains (a/d): 9,146/7,639**
Bonus gains: +2 valor from attacks, 20% casualty reduction, +2 energy regeneration, -20% health regen time (unknown stacking)
Valor gain: 41,050
Gold spent: 1560*
Enery Used: 91,624
XP gained: 30,432*

*Note: I pre-staged several missions, which reduced xp gained and gold spent.
**Raw gains only include stats from indestructible units (i.e. non-indestructible units are excluded).

TOTALS FOR ENTIRE EVENT (both NORMAL and PRESTIGE MODE):
Raw gains (a/d): 14,013/11,668**
Bonus gains: +2 energy regen, -20% health regen time, +2 valor from attacks, 20% casualty reduction, +2 energy regeneration, -20% health regen time (unknown stacking)
Valor gain: 56,300
Gold spent: 2,140
Enery Used: 136,199
XP gained: 40,244

**Raw gains only include stats from indestructible units (i.e. non-indestructible units are excluded).


This one is *definitely* tougher folks!

And to reiterate what I said at the beginning of this prestige mode info:

With knowledge of the entire event, I might have considered stopping at lvl 31/53 prestige. A quick glance of the units vs costs suggests a fair premium for limited gains to complete lvl 32-53 in prestige mode. Stopping after completing lvl 31/53 also means that it is not necessary to upgrade unit buildings above what is needed for normal mode.
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