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Raportează o problemă de traducere
But removing them entirely is an easier rush job mod to whip out, than reaching in and editing an enemies abilities. Or even removing Stun lancers, but adjusting the research and equipment projects that need stun lancer corpses.
I get that you were using an analogy. I was saying your analogy was bad. And you should feel bad.
"Just shoot them?" "JUST SHOOT THEM!?" Did I build the elaborate underground maze filled with deathtraps for nothing?
That being said, Stun Lancers are an enemy that serves a very key purpose: disrupting entrenched forces. Their melee attack ignores cover and they can come swinging from a long way. Their entire point is to be obnoxious little things at close range and distract your attention, while the rest of the ADVENT pod engages at you at mid-range. It's less an "OP enemy" and more a "different type of enemy" to me, one that requires a different mentality to deal with.
They have never posed a problem to me on Legend, personally, though I can see how people could struggle with them. Deal with Lancers first if you absolutely can't stand them. They aren't as durable as the Shieldbearer.
Until you consider that ADVENT has lost all communication from the Alien forces, with the destruction of the central alien facility. They are no longer being manipulated by the aliens, so of course they are going to value self-preservation now that they have regained some degree of free will.
Wait are you talking about the Berserker? Wait wait, perhaps the chryssalid... Oh, no, wait, you must be surelly talking about the Faceless! No, can't be, Muton also has a rifle, can melee, and has a grenade on top of all that. Hmmmmmmmm what about the Archon? Damn, almost forgot about the Andromedon.
As if we didn't have enough units capable of melee, capable of disrupting entrenched forces, capable of dealing massive amounts of damage ***in very specific situations***. The difference in the Stunlancer is simply the fact that their AI is as dumb as a retarded child (yes, I said it) and that coupled with their stunning, high damage rod of doom + infinite dash of death makes it ridiculously broken and tedious to deal with. All other melee capable units have very specific playstyles, this one is just "herpa derp imma stun yo ass either you like it or not unless your funny mass overwatch camping connects"
But, honestly, all the enemies that you've mentioned (except the Muton, for obvious reasons) have similarly "dumb" AI, and will charge at any enemy they can find. You can't blame the Stun Lancer alone for that. Hell, the Berserker has a chance to disorient any enemy hit by its melee attack, the Faceless get an AoE melee attack, Chrysallids apply an indefinite poison debuff. Andromedons and Archons do massive damage on their melee attacks, at least doubling the Stun Lancer's power on average. These guys have similarly nasty effects on their melee attacks, so it isn't fair to single out the Stun Lancer like that.
Also, no other unit functions as well as the Stun Lancer when it comes to disrupting entrenched forces. You know why? Stun Lancers have the ability to dash + melee, an ability that only Chrysallids and Rangers share. Mutons can't do this. Archons can't do this. Andromedons can't do this. Faceless can't do this. Berserkers can't do this. This makes them far more effective at penetrating enemy formations and closing in, especially when considering their above-average mobility.
If control dont work, blow the ♥♥♥♥ outta everything.
May I also add, mimic grenades are ♥♥♥♥♥♥♥ amazing.
Just saying, on legend the berserker usually needs to be focus fired by my entire team before it falls. Guy has an hp bar like Dr. Mundo with full warmogs.
Lancers can cause Unconciousness, which is essentially the same as killing the soldier for that mission. If you happen to have a specialist with revival protocol, then you can come back from being shorthanded, but that means you now have a specialist without Haywire Protocol, which is half the reason to have a specialist in the first place.
The AI does value self-preservation, usually. They'll always seek out high cover, and rarely move to low cover after that unless they're forced to (flanked usually). Enemies that don't need it (every other melee unit) will obviously bum rush you, because their defense is the same with or without cover. Stun Lancers are the only unit that will happily sacrifice their cover to deal a measly 3 damage to your back row (or knock them unconcious).
Again, touting lore reasons is no excuse for poor AI.
Enforce your own game on enemies. Force them to play by YOUR rules.
And if you have no means of countering such lancer which will use its last action to try to charge on you then you are playing wrong and I presume uses to much of dashes.. Honestly in my2,5 playthroughs even with ironman legend I am doing now I have yet to see lancer doing more than 1 turn stun, most of times they either die before having a chance to let out a squeak or give me a half turn stun in other words take 1 action point from me while doing up to 3 sometimes 5 if they crit damage.
Guess I am very lucky then
"I got an 11 kill streak with damage boosted ability" Well gee I wonder how that happened.