Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I actually enjoyed the scramble as it was a nice panic break.
I had no idea though how you could have reduced the meter to zero. Were some other means of reducing it added? AFAIK the only way to lower it is to do story missions, blacksites and covert ops.
2 story missions (Blacksite & Gate), 3 blacksite facility missions and 1 covert ops. Waiting so long meant I had 13+ resistance in all regions. Set them all to Intel and the Facility lead missions pour in. Use Intel boost on all missions for quicker infiltration and it all happened in about 20 days. Now of course I had numerous soldiers out with fatigue afterwards (that is 8 mission across 4 teams in a short timeframe), but oh well.
Not recommending doing this, just amusing.
yeah, when they appear on the map, they are nuisance.hunter makes you move. warlock makes you waste actions killing more mobs.
i believe they are "supposed" to be just a nuisance. they interfere with the regular gameplay and mess with you while you are fighting the regular enemies.
and then when you reach the chosen for the actual fight, they could totaly kill a character in 1 hit. . except the warlock, i'm guessing . he mostly just tries to mind control you and strong bonds , mindshields or a psi operator solves that.
i agree, they aren't much threat, but giving them more,deadly attacks and the ai to use them in addition to ruler reactions and a damage scaling down mechanics to ensure you take multiple turns of combat to kill them does seem a bit much
As I said earlier in the thread, your new abilities more than compensate. The fun here is that all the new options on both sides make the Chosen and Ruler fights more enjoyable because there are more ways to approach these fights. Do not freak by looking at the topline of their scary new abilities, look at he big picture that the mod puts these in balance.
- Ability to bring 8 soldiers on almost all missions right from the start.
- New classes of soldiers and powerful new abilities (just about every soldier can get a multi-attack ability) for every class
- Chosen no longer show up randomly and will only predictably appear on certain mission types. The easiest being a Retaliation where Advent does not show up for 4 turns so it is just you against the Chosen until then. From the UFOPedia: Due to their increased strength and increased focus on having tough engagements, their appearance decreases the amount of enemies present and is limited to the following missions:
Seriously cannot remember the last time a Chosen survived more than two rounds
For the Datatap, do not move the resistance fighters. They are 1 notch above useless and moving them will trigger nearby pods. This gives you 1-2 extra turns to get there with your squad, especially with use of Oscar Mike.
If my squad activates a pod on the way to the datatap I will try and keep my shinobi in stealth to race ahead so the sharpshooter and shinobi can slice and snipe for a quick kill. With only 10-12 enemies on the map, once the Chosen is down it is all over.
I keep the resistance fights where they start unless there is cover right nearby. I DO NOT move them to windows so to not trigger nearby pods. Sure 1-2 resistance fighters die (sometimes none). If my fighters can see the Chosen I lob some grenades.
I regularly see the ranger both barrels do 30+ points of damage (38 is highest I recall seeing) with plasma shorty. Chain Shot will easily do 15-20 or more. There is the other ability that has your soldier fire three times. More than enough damage. The trick is to use their behavior against them with the Assassin being the easiest example. He moves toward the nearest unit of yours as a reaction and attacks as a reaction if next to a unit of yours. Simply place your ranger to be the one he moves toward and then unleash both barrels at point blank once he has conveniently cuddled up to you. Dead.
Warlock will always move if flanked. Herd him toward your heavy hitters using this mechanic by using Run & Gun or grapples to get into position. I consider him the most dangerous because he is least predictable. Nothing like him summoning 3 Andromedon and than making 1 his champion. Jerk
Hunter is counter snipe meat and has lowest HP. I always bring Sharpshooter x2 or Sharp + Reaper. One Deadeye hit will usually 1 shot as long as your tech has kept pace with their upgrades..