No Plan B – Things You Should to Know

A bunch of hints that you can use during play the No Plan B game.

Helpful Advice

A thing I have been doing is planning out the skills I want my operators to have, and also plan to start giving them skills so they can multi-role after they’ve been specialized. This is great for campaign, because it allows you to have, for example, a backup shield agent for when one dies, or the other needs to rest. Or a medic you can alternate to keep your agents healthy.

My suggestion is for the first agent you buy extra skills for after (or before) you’ve fully specialized them, is the sniper if you have it. I find that more often than not I don’t use snipers, so giving them a ground alternative is a good idea. Investing in designate marksman is not a bad idea despite it’s dependency on good map rng.

Pairing agile 2 and Tank 2 would make a riot shield user just a little faster than a standalone handgun user, and agile 3 with Tank 1 would make them have a +20% speed boost. Those combos are also effective at alleviating the bump issue, and keeping the shield agent ahead of it’s squad. Which is useful for when you want a shield agent to spearhead the attack (which is most of the time you use them. Don’t be afraid to use them for rear cover as well, shields are great at protecting your squad from random open or glass doorways).

A tip/trick I have for using throwables

Have an agent open the door, and a different agent throw the grenade. It helps to be on opposite sides of the door frame, but that can change with the place you want the grenade to land.

Depending on where you want the grenade to land, you can get away with throwing the grenade before the door icon on the timeline (the time that the door fully opens) and sometimes you can move an agent before they return to their neutral stand after their throw.

Some things that are common to all maps and game types:

  • Try to see what is in a room safely first. Either by peeking doors, or using windows.
  • For larger or risky areas use flashbangs to cover the most risk. That is areas you can’t see or areas you will see later or last when entering a room (such as the hard corners). This can give you that precious window to deal with threats there after the uncovered areas.
  • Get guns in areas as fast as possible. The basic idea of this is when entering a room a troop will look the opposite way as the one in front of him. You want as many guns and coverage as fast as possible. So don’t do things like look one way and walk another and other habits from first person shooters. A troop picks a direction and commits to it. The one behind picks another and commits to it, so on.

On top of that you can buy perks if available. Map scan is a good one for dropping the difficulty and get used to the game more.

Or credits can buy more flashbangs. You can flash every room if you have the credits.

Egor Opleuha
About Egor Opleuha 795 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips and writer on Game Cheat Codes. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game series was and still is the legendary Heroes of Might and Magic saga. And the third part of HOMM is his favorite! He prefers to spend all his free time playing retro games / indie games. When not immersed in games, Egor plays guitar, enjoys cooking and fishing.

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