ForumsQuestsStrike Force Heroes 3 Quests

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Ferret
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Ferret
9,323 posts
Bard

Many new Quests for Strike Force Heroes 3!

http://quests.armorgames.com/game/17706/media/icon/330d763bbe85a71d2a7d0a9634ceeac8.png?v=1437511914&vv=1442339996
New Challenger!
Challenge a Custom Squad.
Hardness: Easy

http://quests.armorgames.com/game/17706/media/icon/cf38468df48e4a2555fe4ffaed048a7f.png?v=1437511938&vv=1442340020
Ready for Anything
Have 15 heroes on your team.
Hardness: Medium

http://quests.armorgames.com/game/17706/media/icon/7bad1455af852886eace88fce21d5f1d.png?v=1437511958&vv=1442340111
Cleaning Up
Complete Stage 10.
Hardness: Medium

http://quests.armorgames.com/game/17706/media/icon/10d64f5463ab6d0526a67ff27c32008b.png?v=1437511992&vv=1442340193
Battle Hardened
Reach level 30 with any soldier.
Hardness: Medium

http://quests.armorgames.com/game/17706/media/icon/a246095d6917677cf49e6717f1d2a8c2.png?v=1437512019&vv=1442340299
Heavily Equipped
Upgrade a weapon to 5 stars.
Hardness: Medium

http://quests.armorgames.com/game/17706/media/icon/4f23e4a04a9b6eb773e16da57cea5eea.png?v=1437512076&vv=1442340323
Exterminator
Defeat 500 enemies.
Hardness: Medium

http://quests.armorgames.com/game/17706/media/icon/aa3287251b4a876dba2a26dfa3cfcac9.png?v=1437512143&vv=1442340395
Diversity
Unlock all classes.
Hardness: Medium

http://quests.armorgames.com/game/17706/media/icon/38486e73370db0873ced2606ff07663a.png?v=1441749833&vv=1442340485
Bright Future
Earn all 3 secret medals.
Hardness: Medium

http://quests.armorgames.com/game/17706/media/icon/5146d522dbbbeeaa81ed023ca2ffbaa0.png?v=1437511975&vv=1442340146
Strike Force Hero
Complete all levels on Insane.
Hardness: Hard

http://quests.armorgames.com/game/17706/media/icon/4e295e070cf898a42fb3623883556e79.png?v=1437512124&vv=1442340349
Boom, Headshot!
Get 175 headshot kills as sniper.
Hardness: Hard

http://quests.armorgames.com/game/17706/media/icon/94fd46d7223a844ad9367789f1151951.png?v=1437512054&vv=1442340450
Shop's Best Friend
Sell $100,000 worth of items.
Hardness: Hard

  • 48 Replies
randomblah
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randomblah
246 posts
King

@WhenTanksFly Yeah you're right. I just happened to be writing the post and forgot. Hence why I wrote (I think).

Side note: why the TAC 12 plain old sucks, R870 isn't particularly great on default, not until it gets the boosted range from golden.

@Bakkart Yes, you have to leave it online, so far as I found. One good time is when you go to sleep.

Reton8
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Reton8
3,173 posts
King

Does anyone have any tips (or links to guides and walktrhoughs) for what makes up a good squad composition, how to gain exp. quickly, what the best weapons are, and what are the best perks?

Right now all I am finding is the AFK grinding gold, and a few tips on in the games comments, but there doesn't seem to be a main guide posted anywhere.

Arkeyo
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Arkeyo
148 posts
King

Maybe I'm doing a little guide when I'm done with this game. But some kind of advice now: Many levels, especially the Tag Team 5v5 ones with something special, are easier done without a squad, making it a 2v5. Just you and your rocket launcher. Rockets are a bit overpowered so making use of it will help doing most of the missions on a higher difficulty

randomblah
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randomblah
246 posts
King

@Reton8 Sure, why not(long post alert)

A lot of the scenarios look very much the same after a while, so the general strategy remains similar. Technically, there's more than these game modes, but everything plays the same after a while

*Kill the other team off - this applies to anything where you get your cool weapons to kill the enemy - e.g death match, point capture, etc. These are pretty straightforward - just be good at combat and you'll typically win easily.
*Capture the flag - Combat isn't very important here. You just need to be able to run in and capture the flag. Most of the scenario is just spent walking around. if possible, wait until the flag area is clear before grabbing the flag. The AI is stupid, and tends to fall into chasms(possibly to their death), so it's very hard to lose.
*Gun game. These kind of suck because they are usually ruled by level. Unfortunately, you'll be heavily underleveled for most of the campaign unless you utilize AFK grind, which requires you to outpower the enemy.

Starting Off
You start with only one engineer(Nathan), and can soon hire a second gunslinger. Hire him ASAP, and I recommend using him. Even though it makes deathmatches and the like a little harder to win, these matches are relatively easy at this point, and you can afford to let that happen. You'll probably be able to beat all the scenarios handily except for the Doctors of Doom scenario. Pass on that one. Before long, you'll start seeing expanded unit caps. Hiring heroes is pretty cheap, so it may not be bad to do so, even if all of your heroes will be gunslingers and engineers.

Mid game
As you advance, you'll unlock more hero options. In order, they are: Engineer, Gunslinger, Medic, Juggernaut, Sniper, Ninja, Merc, and Elite (there may be some inaccuracies as I sold some of my heroes). You are guaranteed at least one copy of each hero once you unlock them - that is, once you unlock Ninja, your next hero will be a Ninja. A mixed team works decently well, and it gives you more options. Buy strong weapons in the shop(see weapons section below). I also recommend buying certain mods( also see below). To avoid fatigue, either battle as second time or use the roulette to earn food. Money is reasonably plenty, so I recommend the latter. Focus on training a few heroes - a few solid suggestions are engineer, juggernaut, merc, and- elite. See below for class/abilities guide

Late game
You'll be able to cheese the scenarios pretty handily. The only problem will be the gun game scenarios that depend on hp(level). This is one of the few stages in which Rocky(assuming you trained him) will excel, so it may be worth sticking him in for this. The game will actually get easier as you advance, simply because the enemies cap out in difficulty and you continue to get stronger.

Gun Game Primer
90+% of the gun games in the campaign are very similar, beginning with a crossbow. You'll want to gain an early lead, since weapons only get better. Part of this requires excellent crossbow skills - the crossbow has huge damage, is your opening weapon, and has atrocious reload. You want to make sure that you hit, preferably on the same target that a teammate has shot for an instant kill. From there, things will tend to get easier, as you advance up the weapons tree. After chessing through rockets, you'll have to work with the thumper. Aim to deliver both grenades to the same target in rapid succession, and your mission will be complete. Near the end, you'll have to use elementals(freeze/acid hound). Above all, avoid killing yourself. To do so, aim a little higher to avoid ground-splashing yourself. The last three kills are trivial, as they utilize excellent experimentals, so once you're there, it's almost impossible to catch up.

Devs a la muerte
This is probably the only difficult challenge in the game. On easy, it's not terrible, but on normal/hard, things start heating up. As an overview, you have 4 kills each of normal, defensive stance, stealth, heal, and hax. The last 5 kills combine everything, and they gain double weapons for the last two. While the first four phases are quite easy except for possibly stealth, hax will begin to negatively impact your k/d ratio. At that point, you just want to finish the game using the lead you built up over kills 1-16. The hp of the devs thankfully remains constant, with Justin being somewhat weaker than Mike. It greatly helps if your weapon can one-shot at least Justin, and the scenario becomes a cakewalk if you can one-shot both. Such weapons include the Tank Buster, Fortune's 500 and Rehab. You may have to upgrade these weapons. Avoid closing in to close range, and shoot from afar. Alternatively, wait until they pass underneath a platform before unloading ammo into the back of their head from above. The AI has a significant weakness to this kind of attack. I also recommend life support module - while mostly ineffective, every inch helps.

L33t Weapons
*Intervention (Gold=rehab): An all=around sniper rifle with great RoF compared to the L115(inverted from SFH2), but slightly lower damage.
*Railgun(Fortune's 500): A high dps sniper rifle, similar to the intervention, but for different classes. Overall, slightly higher Rof and lower damage than Intervention, which means it benefits from a damage upgrade to ensure OHKO
*Panzer(Tank Buster): A homing rocket launcher. What's not to like. Even though drum mag no longer gives infinite ammo, 7 rapid fire rockets is still pretty absurd.
*AK12 (Iron Curtain): Sprays bullets accurately for high damage. Just OP, even non-golden. Only weakness is small mag size, which can be fixed by extended mags. Unfortunately, AI's only use the Iron Curtain in small bursts. Even then, it's absurdly OP, and earns my vote for MVP weapon.
*Ion Cannon(Paralyzer): The MVP of noob guns. I've carried matches against lvl 30s as a lvl 12 with a paralyzer. The paralyzer gains significant damage over the ion cannon, and upgrades further help. Although it has somewhat limited range, it's more than enough for much, and you don't have to worry about self-injury like an elemental. The gun 2-3HKOs every enemy, and fires at an absurd speed. I suspect the DPS rating is misleading/wrong. While it somewhat worsens your personal K/D ratio, it racks up so many kills that the overall team K/D ratio improves, partly because they're too busy re-spawning. Unfortunately, it somewhat requires player control to reach absolute OP status.
*R870(Defriender): The R870 is a solid shotgun, but has meh damage. But, the defriender gives it huge range, making it tactically viable and an all-around solid weapon.
*DB12(Boomstick): Basically the quintessential close-range shotty. Unloads double shots, making hash out of any target. The Boomstick takes this one step further. Main weakness is crappy range.
*Commando(Bennett's Doom): The commando looks spectacular, but pales in comparison to drummag tank buster, even post nerf. Bennett's Doom restores a lot of the power due to its instant flight projectiles. Unfortunately, guaranteeing an OHKO basically requires you to empty your magazine of all 4 shots, so you end up quite vulnerable.

Strong, but not game-breaking weapons
*SMAWG(Dragon's breath): A solid rocket launcher that does about as much as tank buster, but non-homing. Still benefits strongly from drum mag.
*SAW: Sprays impressive bullets, more so than the vulcan, but still somewhat weak DPS.
*DSR-1: Powerful DPS, but funny trajectories. Difficult to use unless you are an AI, which prevents it from being totally OP.
*Pulse Rifle: Good DPS, but not great. Freeze is too slow/infrequent to use generally. Overall, solid, but not game-breaking.
*MTS 255: Solid shotgun, but not game-breaking due to manual fire and lack of OHKO alpha strike.
*Most other sniper rifles fall into the category - decent DPS, but not OP. due to lack of OHKO alpha strike
*A fair number of duals enter here. To be fair, I'm not a big fan of duals in general.
*Most other rifles are solid, but not OP. The Fal OSW/Peacekeeper is good, but requires a lot of clicking, which makes it AI-suited.

Garbage Bin
Basically everything else.

Perks, weapon mods, and others
*Drum mag: Amazing for rocket launchers, and anything else you think would benefit from no reloads.
*Extended mags: The winner for most machine guns due to increased time between reloads
*Spare mags: Generally inferior to extended mag, but still a solid option for any ammo-hungry characters.
*Burst fire: Interesting, but I personally avoid using.
*The following describes perks, which are unlocked at levels 5, 10, and 15. You are given a choice between two perks at these levels, which you can freely swap.
*Most red/offensive powers just suck. They make too small of a difference to matter. 10% is unlikely to win or lose a fight.
*Yellow powers are mostly weak, but better than offensive. Cash/exp is useful at times, as is no-fatigue, but it doesn't really matter. Resourceful(bigger health/ammo pickups) is handy, as are the killstreak abilities(exception: muscle memory sucks, as you must earn your streak for it to be saved). Quick respawn is funny, but can end poorly. Stealth can be handy, but only for certain characters that appreciate melee distance.
*There are 3 blue powers that are game-defining. The more a character has, the better they are. The first is healthy(always regenerating). It's not that strong on its own, but can be combo'd for extreme awesome. The second is adrenaline(survives fatal attacks w/h 1 hp), a useful skill for tough matchups with heavy OHKOs. The third is Repair Bots(heal 3x faster).
*All of the red, yellow, and blue abilities can be found the casino machine, or as mods. Nanomachines are great to purchase, as are life support kits(which yields 3x heal and adrenaline). If a character has to choose between healthy and repair bots, I typically choose repair bots.

Flaws, Assets, and killstreaks
These really don't make a difference in general. Energy Ammo and the Ninja stealth are the only ones that change how the game is played. Energy ammo regen is too slow for heavy duty killing, so you'll eventually run out of ammo, but that's probably not concerning if you just racked up a 30 kill streak. Ninja stealth is something that I rarely use. The medics' rapid re-spawn 'asset' is actually a problem, as it often glitches respawns and resets them. It's the only asset that I recommend firing someone for.

The most debilitating flaws are no regen(just fire the loser), shortened kill streaks, and squanderer(low ammo pickup). Everything else is not terrible, and the perks unlocked at 5,10, and 15 matter more(except no-regen).

Every class also has two killstreaks - most are similar, so I'll only highlight the ones where one is significantly better than the other.
*Rocket turret's range beats shotgun turret handily for engineers.
*Deadly shurikens is solid, but smoke bomb opens many more options for a ninja.
*Ice ray's global freeze makes it stronger than death ray for elites.

bakkart
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bakkart
636 posts
Prince

Any tips on the best maps to rack up headshots for the sniper? For the Factory, it seems like the upper left position is pretty good, but I haven't tried sniper positions too much on other maps.

randomblah
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randomblah
246 posts
King

It might seem funny, but I used a paralyzer on a sniper with brain magnet as their asset. Brain magnet guarantees 10% of shots are headshots, which means that at minimum, 10% of kills are headshot kills. Furthermore, because headshots do more(add ballistic CPU to loadout to maximize this effect), it's likely that a higher hp enemy is suddenly killed by a headshot(as opposed to surviving a generic shot). This means the true headshot kill rate is at minimum 15%(~1/7), plus however good your aim is. Since you probably rack up 70-100 HS kills without this, it means you only have about 100 HS kills left, or 700 kills total. While that seems intimidating, the paralyzer's immense killing rate really makes this quite easy, more so if you have aim (1/4 HS rate means 400 kills). Again, Street + capture the flag is the best for killing.

bakkart
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bakkart
636 posts
Prince

Okay, thanks on the Sniper advice for "Street" -- that wouldn't have been one I would have chosen but it worked out a lot better than expected.

Regarding the "Insane" quest -- how doable is this? It looks like only 37 people have completed it, but it also says only 29 have completed the first easy badge as well .... I just want to know that for an average player this will be workable before I invest too much time in the Insane levels. ... wait, I know ... what was the hardest Insane level to complete? Maybe I could start there ....

randomblah
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randomblah
246 posts
King

The game isn't really that hard to beat. The only plausible challenge(as I mention above) is the Devs a La Muerte. Grinding will destroy the game's difficulty. Lvl 30 characters sporting golden characters rip the game in half. Unfortunately, most of the scenarios feel the same after a while - either killing things or gun game, and it's just time, not difficulty.

Beating the (insane) devs is non-trivial but far from impossible - for example, my Mayday(who has all three useful defensive upgrades) can routinely score 25-15 using the iron curtain, and I can win handily with the aforementioned weapons.

Arkeyo
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Arkeyo
148 posts
King

Some additional tips I used to beat the campaign on insane:

- there is only one weapon you need to beat the campaign on insane: MK32 or better: Bam Bam. Just spam it and you will get kills on mass

- most missions can be done better alone. You will only need a complete squad on the 'Capture the Flag' and 'Domination' levels. Rest can be done solo

- developer mission: simply hide in the top left or top right corner and spam the grenade launcher. Even on insane this is an easy game

bakkart
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bakkart
636 posts
Prince

A bit afraid to ask these questions since they seem so simple:

1. Are the special characters received on the Insane Challenges really any better than the previous characters? I don't know if I should be grinding to get some of these up to Level 30 or not.

2. Who are Rocky and Mayday? I changed all my characters' names ....

3. Is there any reason to keep any of the prototype weapons in inventory?

bakkart
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bakkart
636 posts
Prince

Instead of asking questions all the time, here's one tip:

I actually recommend the Scavenger ability for the Sniper quest, since it means you probably won't have to leave your position to get to an ammo box. Just keep picking off the hordes of twitchy soldiers and never have to worry about ammo. Also, the Headshot Kills record whether or not you win the battle, just in case you get stuck in a never-ending Capture the Flag run ....

Reton8
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Reton8
3,173 posts
King

@randomblah
Superb guide! This answered everything. Enjoy the merit! (I would have given you guide quest too, but you already have it. )

@bakkart

1. Are the special characters received on the Insane Challenges really any better than the previous characters? I don't know if I should be grinding to get some of these up to Level 30 or not.

As far as I can tell they are the same, but I'm not certain myself. I'm still wondering about this one.

I read on the wiki that there is one special character that is of the class Knight and is the only hero that is a knight. I don't know he that hero is computer only or actually obtainable for the player. If he is obtainable, you may want to leave a spot open for him (although it looks like you that character is unnecessary for being OP) .

2. Who are Rocky and Mayday? I changed all my characters' names ....

Mayday is a medic. I don't have Rocky yet.

3. Is there any reason to keep any of the prototype weapons in inventory?

The only reason I can think of keeping them is to have weapons to give to new heroes you recruit. (New heroes you plan on using that is.) Although, once you have multiple heroes at level 30, I can't see see a reason to keep than other than as a memento for unlocking the different blueprints.

bakkart
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bakkart
636 posts
Prince

Well, I'm mostly glad you all talked me into trying for the Insane badge -- apart from the time it's taking. I went for the last one (the Devs) and got it ... and started working my way backward through the maps. I just have three left -- the Gun Game challenge next to #9, and then the #20 (?) Gun Game, and the connected Gun Game challenge. I sense a theme. I'll try again on these last three tomorrow ....

randomblah
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randomblah
246 posts
King

@Reton8 @Bakkart

I would recommend keeping a couple of primary weapon prototypes(namely rocket launcher, AK-12, etc). In general, I try to leave a weapon or two every 10 levels for each class so that new guys have a chance.

Rocky is a(e.g. the only) knight that can be recruited. To do so, you have to click on a certain link (I think it's near the bottom), which will offer you the option. Look for something about a Knight's Quest. As a combat character, he kind of sucks due to being melee locked, but he probably has the highest hp of anyone, which can come in handy for gun games.

The epic heroes are mostly vanity. I'm not completely sure if their perks/assets/flaws are fixed, but I'll post a couple of my best and see if they agree with everyone else's (e.g. your mileage may vary, I haven't seen anyone else's, so I have no clue)

Mayday(medic):
Asset (heals allies every 3 seconds)
Flaw (Soft head: +15% dmg received from headshots)
Killstreak (Rapid regen)
Perks selected(Healthy, Repair Bots, adrenaline).
Perks not selected(Silent, Exp, Gold)

Nathan (Engineer):
Asset (Turrets deployed have +50% health/duration)
Flaw (More susceptible to status)
Killstreak (Rocket Sentry)
Perks Selected (Healthy, Repair Bots, Lucky)
Perks not Selected (Iron Grip, Steady Aim, Crouch Master)

Those two are probably also the best ones.

Laspa
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Laspa
76 posts
King

@randomblah

*Commando(Bennett's Doom): The commando looks spectacular, but pales in comparison to drummag tank buster, even post nerf. Bennett's Doom restores a lot of the power due to its instant flight projectiles. Unfortunately, guaranteeing an OHKO basically requires you to empty your magazine of all 4 shots, so you end up quite vulnerable.

A little suggestion (found it out by chance) :
Dex + Scavenger ability (Kills returns 10% ammo) + Bennett's Doom + Drum Mag(1 giant clip, no reloads, but ammo reduced by 30%).

With this gear, Bennett's Doom has 14 ammo ready to use in one clip.
If Dex kills someone, even if he remains with 0 ammo, Bennett's Doom is reloaded with another 14 istantly.
Basically, Dex never reloads, never finishes his ammo, kills enemies with 2 or 3 shots.

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