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The only time I ever use overwatch is when there is only a pack of melee combatants.
If you can't kill melee units when they are charging you, you can still weaken them enough for some easy kills next turn.
Use them when hiding behind half cover for lesser exposure. If you are in defensive mode you can put up Aegis shield for better protection, then Overwatch.
Most armed enemies will out-range you so don't use them on ranged enemies, use Overwatch for holding chokepoint is fine.
When setting up Overwatch, you see a dot that shows you the way your character will move. You can set it up in a way that makes your character stay in cover. Of course this means your character can't overwatch forward, only sideways, but that's part of the different tactical feel that comes with Full Cover actually working like Full Cover. If you have your guys guarding some doorway from within, the enemies *have* to come to you and run into your overwatch anyway. (Unless they have cover-removing abilities, of course.)
My Justicar was immobilised in the open all he could do was Aegis up and Overwatch. He got off some shots.
Overwatch is fine as it is. The game wants you to play in a different way to XCOM. It's up to you to work out how.
Even if they kept the fact you have to stand out in the open, if it had the same range as your weapons, it might be useful as a situational. As it stands, if you would use it, it would be better to spend that AP on a shield or backwards movement.
It's a silly game decision that feels like it was only intended for the enemies that outnumber the player and was for some reason granted to the player despite being basically worthless outside of maybe fighting weak zombies who you can bop in one to two hits anyway and who won't be even staggered by getting explosive rounds to the face.
There if all the squad take a defensive position + overwatch their closing distance path, its helpful, it does okay dmg without consequences.
And its worthy to make the enemy close the distance themselves in that case… after that you don’t waste AP to attack them, etc.
But that’s about it.
Every other cases, I only grab overwatch if I have AP remaining that I can’t use efficiently otherwise… that’s it.
So it’s not that efficient, but better than nothing in defensive situation (which usually should happen less often as possible imo, bully the enemy fast & hard work much better than the opposite).
So yeah, its meh… not great, but not terrible either.
Ps; I think we should have the possibility to have an upgraded overwatch maybe, maybe that would make it more interesting.
Like spending one WP on it and you have double dmg done if some enemy cross it, etc.
Or 1wp to extend his range by 50% ie.
But overall I also think the game is balanced with this overwatch, if suddenly it becomes strong, that wouldn’t work either.
So could be good to improve it, but there must be a cost.
And it must not become meta aka really strong.
It must remain a secondary option imo.
Although have the opportunity to invest WP to boost it a bit could be good without changing the “close range defensive” concept too much of the overwatch.
That could be good maybe…
I play legendary and still do it in the circumstances I said above.
It’s just I don’t do it if I am already close to them.
The trick is being distant enough to not be reachable in melee next turn, but close enough to make them enter the overwatch and take some hits.
Plus it can also steal them couple of tiles worth of movement.
Like let say demons have barely enough AP and tiles to launch 2 attacks, one with their blade, one with their other hand (taking WP from you).
If they get caught by the overwatch, they won’t do the 2nd attack with their hand next as the hits will cancel last tiles of movement remaining in their present AP used to do it.
So it has some effect (limited for sure) to slow them down.
After it’s up to you to only do these overwatch at proper distance.
And ofc, it works best with multiple overwatches.
If I do that, I rarely do only one overwatch.
At least 2, if not 3 or 4 must cross each other’s.
There it start to adds up and let these demons hyper exposed just in front of you without being able to hit you first, etc.
It can work frankly, but depends on the circumstances.
Don’t do multiple overwatches if you are already close, that’s for sure.
Anyway in that case, it’s detrimental to play defensive and let them come, so…
Overall, it’s only good to let the enemy melee units close the distance for you if they was too far in the first place.
Plus pummel them a bit on the way, there it works okay… But only in specific circumstances, other than that it’s probably not that useful imo.