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
Timed missions make this especially evident and with the amount of these throughout the game defensive abilities again take a hit in viability.
EDIT; I would endorse those changes to cover/overwatch.
In Enemy Within, I swore by my suppression. Enemies were too tough to just outright kill in a single move, so I would hang back and kill them over several turns, where survivability counts. Enemies are - bizarrely enough - not as tough in XCOM 2 and the game penalises you if you mess around with them for too long, either dropping reinforcements or just running down the timer. I barely used my suppression this time around because I couldn't afford to. Double Shot, Rupture and just the plain old shred capacity of Grenadier LMGs is too vital to not use in a turn. Besides, I'm better off killing that Sectopod than I am fighting it to a standstill, because I CAN kill it in one turn. I killed the very first one I met the same turn I met it.
People cling onto the turn timers because they're the most obvious change in this regard. They're something you can point to and say "This is something I don't like!" Viper tongue grabs are similat, in that they're easy to single out as something which makes cover less useful. The Overwatch aim penalty isn't as obvious a culprit, however, nor the Squad Sight aim penalty, nor the propensity of melee-capable units, nor the much greater numer of enemy AoE powers. Just consider that almost the only AoE in Enemy Within came in the form of Plasma Grenades as thrown by Mutons. XCOM 2 has a lot more explosives and a lot more AoE psychic powers on both sides.
Game balance is just less obvious of a thing to point to as the cause, but I feel game balance is at the centre of the issue much more so than Turn Limits. Cover just doesn't protect us as much as it used to and enemies are much harder to keep pinned down. As a result, firefights just aren't as... Interesting, I suppose. Cover, positioning and the ability to move freely should matter more than they currently do.
The Sharpshooter(s) will proc the pod with the initial long watch shot, which causes them all to rush into your death trap of a further 3-4 overwatch shots.....at which point its your turn again.
"Flawless" victory is the default result from the Blacksite, Forge or Facility missions and you can definitely sneak this in on some others like Retaliation missions.
As for the cover changes, I'd consider them as I liked the cover tweaks in Long War, but the thing I'd be most interested in with cover would just be having it more durable, especially versus explosives. Right now its a bit ridiculous how easily things blow up and it leads to grenade spam being and obvious move and rather OP.
I don't have a problem with this game at all, and I'm a through and through turtling hedgehog. It was pretty clear in the tutorial and first few missions that I would have to adapt, quickly.
I'm on my second playthrough and I've cut back on the mines etc... this time as I'd rather recover loot.
However, I still use grenades to make my own doorways; in the original UFO:EU I loved making my own entrance into the large UFO's with the demo charges.
Some stuff seems indestructable, though. The Reinforced watchtowers roofs stay in place even with all their supporting structure removed!
Because the 2 specialist with guardian I liek to run with can kill an enemy pod each on a good day for free during my turn as I activate them. Meaning I can move safely long distances and very quickly to push on an objective.
These boys and girls can take 2-3 shots each (average) and often triggering execute. they are a terror for the aliens. Overwatch is an incredibly powerful tool when used in your own turn and great for catching bugs out in the open before they get a chance to flee for cover. ALso they get the overatch aim penalties removed, good times
at 85 aim (rookie on the roof) shooting guy in low cover is better than overwatch (65 vs 59.5).
So unless enemy is in high cover (or has defense bonus) overwatch is pretty useless.
Right, but Specialist with Guardian don't suffer the same aim penalty as ordinary soldiers, though. It's the aim penalty which concerns me, personally since oftentimes it's worse than shooting at enemies in Cover. I can see shooting at aliens in your own turn as they're discovered, but your soldiers would need to have line of sight of them to shoot at them. Sometimes you can chase aliens into your own Overwatch, sure.
My issue stands, though - it's once again mostly useful in offensive strategy. A defensive strategy like what you coudl do in Enemy Within is less practical here. Overwatch is great to intercept unexpected enemies, but its function as a movement suppressor doesn't seem to work as well this time around. Enemies ignore it for the most part, and it often misses, as well. If I see an enemy and have a low-percentage shot on them through cover, I really shouldn't have an even lower percentage shot if that enemy leaves cover.
There need to be dangers involved in random repositioning, and I just don't feel Overwatch is dangerous enough with the penalty that it has. I don't want to sit and camp in Overwatch - of course not. However, I want to know that enemies running out of cover are taking a risk. How I used to play in Enemy Within is I'd flank multiple enemies with the same soldier and take one shot. I'd put someone else on Overwatch to force the enemy into a no-win situation - either reposition and risk overwatch, or stay and eat a flanking shot. Back then aliens would Hunger Down or use mental powers or supporess me or go on Overwatch themselves. Now they just run out of cover and squeeze by the reaction fire.
Basically, I want being in cover to be safer and being out of cover to be less safe, simply because being in cover is currently not as important as it was in Enemy Within. Which is a shame, since that's where a lot of the game's actual "miniatures board game" tactical aspect comes from and what makes it fun.
Of course they dont suffer the same penalty; specialists have been designed for overwatch, that is where they are highly effective. Other units have their own specialisations.
As for saying strategies from the last game don't work - of course not. Forgive me but you are stating the patently obvious. It's a different game, with different themes and gameplay focus. It's akin to you saying "this square peg will not fit through this round hole".
Also, you don't have a lower % shot if it leaves cover, because it no longer has a cover bonus only the overwatch modifier.
The original post you made seemed like a sensible discussion about a gameplay mechanic, but it is rapidly turning into a "I want to play the game differently" vibe now,
Adapt your strategy, and tactics. The old sluggish boring style of play has no place in this sequel, it's a harder game and better for it. It gives you more than enough tools to diversify your approach.
As a final point if your team misses overwatch shots then give them aim buffs, you have weapon mods and ammo types that can more than offset any overwatch penalty. Even my non specialists have no problem being overwatch killers if set up correctly and placed properly.
What really alters the game and what ultimately makes overwatch fairly useless (with the exception of a few high level abilities), is the AI plain and simple. Even in EU/EW you never put someone on overwatch with the intention of actually hitting something. What it did do in EU/EW, that it doesn't do in Xcom 2 is effectively pin enemies in place because the AI, like any sensible player, didn't want to risk giving you a dice roll whenever it could avoid it. That's why you typically saw fights lasting much longer with clear battle lines that forced you to make flanks while in Xcom 2 the AI will happily roll the dice and hope that it works out in its favor.
The game is now much faster paced but, considering the goal every round is simply to kill as many enemies as humanly possible or flashbang/mimic beacon if you can't, I'm not entirely convinced it's a beneficial change.
I know this is offtopic but are mimic/flashbangs that good, I don't use them lol
As for the change being beneficial, in regards to what? It's not beneficial if people want to play in a way that takes 70 turns to complete a mission.
It's very beneficial to the persuit and rapid development and application of tactics under pressure. Very beneficial also to the theme of risk reward decision making that is now present in the game.
I didn't see any point to tweaking overwatch as I rarely use it as anything other than a dump action, or if I know a unit will move from its cover and the shot % will be higher than what I currently have. That said, your change doesn't sound game breakingly overpowered.
Just note, that depending on your playstyle, these changes can and will drag out fights longer. So you may want to consider using the timer increase as well. Nothing crazy, just a slight bump to account for extended fights.