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I feel like Templar and Skirmishers get chumped so hard by Mutons that they are permanent B squad allstars.
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# ? Sep 17, 2017 21:17 |
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# ? May 30, 2024 11:52 |
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kater posted:I feel like Templar and Skirmishers get chumped so hard by Mutons that they are permanent B squad allstars. Eh, Mutons are prevalent in the mid game but basically cease to exist in the late game. And even in the mid game there are plenty of other targets
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# ? Sep 17, 2017 21:19 |
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I really dislike the supply crate missions
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# ? Sep 17, 2017 21:24 |
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Play the supply crate missions as a "kill all ayys" mission and you'll do fine. You pick up any supplies still on the map at the end. Another way to think about it is if any crates make it out, that they were destroyed by an errant grenade or explosion in the other supply raid missions.
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# ? Sep 17, 2017 21:45 |
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Taffer posted:I really dislike the supply crate missions I like them now that I have the bugfix mod that lets you keep any crates you obtained if you EVAC out. I would not have gotten anything out of my last supply raid if I hadn't. Oh hey, it's the Hunter on a Lost mission. Oh hey, he rolled Brittle and Immune to Melee, and is surrounding himself with a literal army of Lost that he keeps summoning with his loving grenades! There are so many my computer is running at 15 FPS!
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# ? Sep 17, 2017 21:52 |
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kater posted:I feel like Templar and Skirmishers get chumped so hard by Mutons that they are permanent B squad allstars. Skirmishers really don't get chumped by Mutons since they can actually shoot and do other stuff. Templar get stuffed pretty hard though.
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# ? Sep 17, 2017 22:04 |
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kater posted:I feel like Templar and Skirmishers get chumped so hard by Mutons that they are permanent B squad allstars. I ran into like, no Mutons in my Veteran campaign. (Yeah I suck.) I think they mostly got replaced by loving Heavy MECs. As a fought a million of those. And by the time I really started running into Mutons, they then got replaced by Spectres. They and Vipers were some of my rarest enemies fought that weren't things like Gatekeepers. Stuffed-wise, the Skirmisher is just fine. The Templar is the main one hurt by needing to go pistoling.
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# ? Sep 17, 2017 22:07 |
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kater posted:I feel like Templar and Skirmishers get chumped so hard by Mutons that they are permanent B squad allstars. Templars are sword rangers without the shotgun. I like them now but I had to adjust how I used them. I've never thought "man I wish I had a skirmisher right now".
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# ? Sep 17, 2017 22:08 |
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temple posted:I've never thought "man I wish I had a skirmisher right now". I have. They're unbelievably useful in pitched battles. You can just take move after move after move.
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# ? Sep 17, 2017 22:10 |
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temple posted:Mecs are more dangerous than mutons imo. Ironically Skirmishers absolutely chump MECs with ionic ripjacks. Auto-shutdown, and they can whiplash them for 13/18 damage as a free action.
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# ? Sep 17, 2017 22:11 |
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temple posted:Mecs are more dangerous than mutons imo. I agree with what the others say about Skirmishers. I had a few missions won on their backs. Also, I agree 100% about MECs. You know what made the Assassin stronghold mission the hardest of the three by far? Assassin had Mechlord. Warlock had Lancer one. Hunter had the priest one.
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# ? Sep 17, 2017 22:14 |
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Please reveal the skirmisher secret. Their abilities can miss (including the whiplash) so idgi.
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# ? Sep 17, 2017 22:26 |
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Templars are a lot better if you don't save all their focus for a rainy day. They have a lot of powerful abilities that aren't stabbing. If you think Templars are bad, sell all your elixers you'll never use them anyway.
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# ? Sep 17, 2017 22:28 |
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I've found Skirmishers to be amazing because they have a great base aim, two attacks, the ability to use their two attacks thanks to grapple. The two attacks is essentially Salvo for free too. Justice is okay, Bladestorm is great, and the additional action is pretty good. Templars mostly seem to be a worse blademaster. Do one lovely melee attack per turn, and after you've done one or two you get to do a lovely ranged attack that might if you're lucky affect more than one person. I haven't yet got a chance to use Invert or the Colonel abilities though, they seem pretty good.
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# ? Sep 17, 2017 22:37 |
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First time playing WotC, I managed to get an upgraded Psi Lab up and running in the first week of May. So far so good. One of the two recruits currently in wizard school decided to take the short route to absolute power and rolled Stasis as her first ability, then followed that up with Null Lance and Domination. Acolyte Abebi Mabaso will soon go forth to rule the world.
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# ? Sep 17, 2017 22:39 |
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temple posted:Please reveal the skirmisher secret. Their abilities can miss (including the whiplash) so idgi. Mine is a monster when it comes to demolishing lost. Superior Loader and Expanded Mag, Wraith into the middle of the pack, and mow them down. With an ionic ripjack, I stun locked the archon king for five reactions with retribution. They are amazing.
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# ? Sep 17, 2017 22:41 |
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How do you code a turn based strategy game on top of ue3 that makes a gtx 1080 run red hot jfc
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# ? Sep 17, 2017 22:45 |
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gonadic io posted:Templars mostly seem to be a worse blademaster. Do one lovely melee attack per turn, and after you've done one or two you get to do a lovely ranged attack that might if you're lucky affect more than one person. I haven't yet got a chance to use Invert or the Colonel abilities though, they seem pretty good. I didn't really use the location-switching abilities but I should have. Pull an enemy out of cover and right next to your allies while you can still use Rend, pull an ally into cover/flanking position while still being able to attack, etc. They're very, very powerful. e: Skip Volt completely, its poo poo and a waste of Focus. Just use your pistol if you don't want to use the Rend/Parry combo. Honestly, Volt should be their default ranged attack with less damage at baseline and skip the pistol entirely.
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# ? Sep 17, 2017 22:45 |
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Wizard Styles posted:First time playing WotC, I managed to get an upgraded Psi Lab up and running in the first week of May. So far so good. I personally don't consider my psi ops combat ready until they learn both Domination and Fortress.
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# ? Sep 17, 2017 22:50 |
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Justice often explode cars it passes through so it can be used as a ghetto Remote Start if the target is lined up
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# ? Sep 17, 2017 22:51 |
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Ravenfood posted:Amplify makes targets take 33% more damage, both of the location-switching abilities are niche but great when that niche is necessary, they have a version of Stasis that is limited to humanoid targets but allows you to attack the target, damages the target, and heals the Templar, and an AoE attack that generates Focus too. Their melee attacks are AoE, they can be functionally immune to a single attack a turn, and they have innate dodge/reflect chances to further up their survivability and damage. Volt can holo target an entire pod and does extra damage to psi enemies.
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# ? Sep 17, 2017 22:55 |
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SmallpoxJenkins posted:I personally don't consider my psi ops combat ready until they learn both Domination and Fortress. Seriously? As long as mine have Stasis they're pretty much good to go.
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# ? Sep 17, 2017 22:59 |
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Hats Wouldnt Fly posted:Volt can holo target an entire pod and does extra damage to psi enemies. e: I never used Pillar or Stun Strike and I think I should probably try them out. Ravenfood fucked around with this message at 23:19 on Sep 17, 2017 |
# ? Sep 17, 2017 23:12 |
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Did the advent tower mission and got a turret wreck. I finally make a defense matrix
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# ? Sep 17, 2017 23:12 |
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Ravenfood posted:Huh. I missed it doing extra damage to psi enemies, but by the time you can chain to the max of 3 targets, you're at least a Captain and probably have a better use for 3 Focus, even with the Holotarget effect. I also found that Templar made such a great finisher that I tended to move/use them absolutely last, which doesn't work as well for the Holotarget effect. I thought it'd be really useful but was really underwhelmed by Volt in general. Using volt at three focus hits three targets but still only costs one focus. I would use volt on gatekeeper pods to make sure shredding attacks wouldn't miss. Templar's biggest weakness is they have too many ways to kick rear end to choose from.
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# ? Sep 17, 2017 23:24 |
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Not using parry makes Templars a lot more balanced since they can't just rend everything and then parry without a care in the world. You actually have to use them more strategically. I've been in plenty of situations where I used volt over rend.
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# ? Sep 17, 2017 23:36 |
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I had never seen reflect proc on any templar across multiple games (mostly because they almost never got shot more than once with parry active). Then today I was doing the assassin stronghold and my templar gets mind controlled by a priest, and his bondmate sharpshooter goes berzerk and lights him the gently caress up with the shadowkeeper, three shots. The last one gets reflected leaving my templar with 4HP (and my sharpshooter with 5), so.... it does work when poo poo gets down to the wire, thank god. My templar is my highest rank and I think the campaign would have simply ended right there if he had died, everything is so close to the wire on legendary.
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# ? Sep 17, 2017 23:41 |
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The game has given me so many guys at this point I kind of wish I could fire people.
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# ? Sep 17, 2017 23:47 |
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I really wish the story stuff wasn't tied to the stupid tutorial.
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# ? Sep 17, 2017 23:48 |
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marshmallow creep posted:The game has given me so many guys at this point I kind of wish I could fire people. You can btw
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# ? Sep 17, 2017 23:49 |
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I never have enough people for covert ops purposes.
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# ? Sep 18, 2017 00:23 |
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Reapers are for scouting, blowing up an initial pod with a claymore + grenade combo, and do respectable damage You want to get a laser sight on them
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# ? Sep 18, 2017 00:24 |
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Have to agree with the guy that says Mutons really screw with Skirmishers and Templars. At least if they're not high enough in levels to get some of their later abilities. I must have been spreadin out levels too much or something cause my team was not ready at all for Mutons. Once they started showing up, they became the dominant force in my game for some odd reason. Literally every pod was one or two mutons for a long while. Basically makes it so you can't melee anything with either of them which removes a lot of their early level abilities.
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# ? Sep 18, 2017 00:33 |
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oswald ownenstein posted:Reapers are for scouting, blowing up an initial pod with a claymore + grenade combo, and do respectable damage Extended Mag + Repeater. Banish whole pods. Laser sights are only if they get the third upgrade slot. edit: Jesus, kinetic plating + regeneration on your first chosen means you might as well restart on the first retaliation. Oh, and his weaknesses are a faction I haven't contacted yet and groundling. Deuce fucked around with this message at 00:51 on Sep 18, 2017 |
# ? Sep 18, 2017 00:36 |
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Ahahaha the Warlock lands on a third-storey rooftop and wants me to fight him like Shredder or something, but my Templar reaps 3/4 of his squad of summoned troopers climbing the building before taking him out with Bladestorm the next turn. This game has better emergent action than The Defenders had choreography. Between Brittle and his faction weakness she does 20 damage at full focus
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# ? Sep 18, 2017 00:53 |
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Deuce posted:edit: Jesus, kinetic plating + regeneration on your first chosen means you might as well restart on the first retaliation. Oh, and his weaknesses are a faction I haven't contacted yet and groundling. Kinetic plating + low profile, my guy temple fucked around with this message at 01:00 on Sep 18, 2017 |
# ? Sep 18, 2017 00:56 |
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Deuce posted:edit: Jesus, kinetic plating + regeneration on your first chosen means you might as well restart on the first retaliation. Oh, and his weaknesses are a faction I haven't contacted yet and groundling. I've never seen the first Chosen spawn with a faction weakness that wasn't your starting one. You sure that actually happened? Regardless you're right about that being the worst set of rolls. Groundling is such a pointless "weakness" when almost every other weakness makes the Chosen take more damage. Groundling just gives you a better hit chance despite having harder criteria to meet than the others.
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# ? Sep 18, 2017 00:58 |
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I was trying to think of a home rule set of my own because I recognize that XCOM is balanced around loss and failure. Those are things you are meant to experience, but at the same time, I'm poo poo at the game and get frustrated. I was weighing ironman versus leaving saves open and trusting myself not to scum unless something super bad happened. I think I found a decent middle ground though. I found a mod that makes it so that soldiers don't instantly die, they always go into a bleeding out state (except with Cryssalid Venom) ala Left 4 Dead or Borderlands. I think this plus ironman would give me something like what I want. A chance to recover from lovely situations, and a chance to lose people.
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# ? Sep 18, 2017 01:05 |
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Is there are a new version of stay with me perk? All my soldiers died, never got a bleed out in WOTC so far.
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# ? Sep 18, 2017 01:08 |
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# ? May 30, 2024 11:52 |
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temple posted:Is there are a new version of stay with me perk? All my soldiers died, never got a bleed out in WOTC so far.
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# ? Sep 18, 2017 01:11 |