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Fordítási probléma jelentése
Threat assessment isn't another class's, or even another soldier's ability.
Or far more, because your sharpshooter is the one falling furthest behind the evac zone or the targets are spread out or kill zone is on cooldown. Applying a subjective term like "very lucky" to something as broad as a 25:75 split is certainly cavalier. Doing that erroneously because that comparison wasn't even the one being made is extremely so.
It's substantially rarer than reinforcement drops, which frequently mean your soldiers are already in contact range. It's substantially rarer than having only one or two targets exposed to overwatch, but which can each benefit from being hit multiple times - guardian doesn't have the same 1 shot per target restriction as kill zone.
Regardless, this is nitpicking over what was only ever described as "the right circumstances" in the first place.
One overwatch in four, even ignoring the actual comparison originally made. Killzone can only be used one turn in four in the first place.
Which I was before you entered the conversation. The kind of guarantee that Ever Vigilant provides is not a useful one. Quite often your specialist will want to heal, combat protocol, scan, aid protocol, hack, revive, haywire or fire.
It's hardly unreasonable to suppose that people are attaching mods to their assault rifles. I sincerely doubt there's even a single player who does not. I suspect that's a rather more common consideration than there being high ground reachable in exactly two moves but not one move. It also might be pertinent to point out that you had already made the exact same assumption when discussing your preference in post #24. It seems strange that it's only worthy of criticism when others make the same comparisons you did.
On that same point it's quite odd how an overwatch shot was simultaneously a "shot to the face" that can "easily turn into a free kill" and "just an extra Overwatch shot with all the issues that normally arise" at the same time, depending purely on which ability generated that shot combined with your own biases.
And just as you can move twice every turn (in theory) you can overwatch every turn (in theory). So perhaps some careful reasoning and application of statistics would have helped after all.
Threat assessment/Guardian gives you a better chance of generating that bonus hit than Ever Vigilant does (two rolls of the dice are better than one), and again that description of "suboptimal shot" seems to creep in only on guardian overwatch shots and is mysteriously absent from the exact same shots generated by Ever Vigilant. Guardian overwatch shots are no more or less suboptimal than Ever Vigilant ones.
Always triggering on something you very rarely need to do isn't perhaps as persuasive as you think it is. If all your specialist is doing is double moving every round then almost all of its potential is being wasted in the first place (to be clear, I don't suppose that you or anyone else actually does this, the number of double move turns that result in overwatch shot that gets triggered, and go on to hit is probably more like 1 turn in 5 or less). Even then some of those Ever Vigilant shots are going to miss, you're still rolling the dice.
I'm not really sure what point you're making here - but I would wager most people would equate nailing something that they had a 25% chance of achieving as 'being lucky'. You can apply whatever label you want to that logic but I'm not going to split hairs about exactly how much one has to beat the odds by before than can use the term 'lucky'. For the purposes of this discussion, the point was that it was neither certain nor was it a reasonable expectation for it to happen often.
Comparing the chances of being able to apply Killzone to two pods vs being able to use combined Threat Assessment/Guardian against a reinforcement drop to its maximum potential effect requires so many assumptions and situational happenstances that the probabilities are useless for the comparison the OP was mentioning. And tbh, that's a recurring theme here. Comparing two skills has turned into a wall of text as to what combination of level structure, skills and classes will create the highest number of kills within a threshold of probability that isn't defined or agreed upon.
The usefulness of it depends entirely on the situation the soldier is faced with - to blanket describe it all as 'not useful' is not justifiable. Indeed they will have to forgo those options, but since both skills require you to forgo them, this is irrelevant.
Quite true, but its also unreasonable to assume that movement will not help your specialist, or that your own specialist will always be the best recepient of Threat Assessment, or the other dozens of things you're happy to include in the maths above that realistically don't have any relevance to the skill beyond the fact that they suit the argument. It hasn't stopped you from including them.
That's true, and the fact that you're acknowledging it is part of the reason why I can't be bothered to argue any more because you clearly get the point (that they're both just different flavours of Overwatch). The main issue is that when one option is very easy to assess it's probability while the other is not (at least in the sense of a direct comparison, i.e. number of shots possible when one of the skills is focused on movement), it's easy to lose sight of what the point behind the comparison was.
Feel free to respond to all this as I will read it, I do find your thoughts interesting on the matter, but I'm passed the point where I willing to keep writing :p
That's exactly what you did. You jumped in to a comparison I made where the odds of A being better than B are about 50% and B being better than A are about 50% (that is threat assessment+guardian being better than kill zone or vice versa) and dismissed the whole scenario as relying on being not just "lucky", but "very lucky". You continue to attempt to do so even now.
It's most peculiar that after inserting yourself into the conversation, you misunderstand what I wrote and then ultimately state that you regard your original point as splitting hairs.
And for all purposes that was, sadly, wrong.
No, you're just wrong. This is what I mean about your self-described hair splitting. It actually happens really often. This is phenomenally easy to test, and hard to believe that anyone who's ever used guardian could miss the basics of the ability to quite this extent. Here's a video clip I whipped up (i.e. firing up the game, starting a mission and taking all of 2 reloads to get this combination) in just a few minutes because you continue to misinform the community in this way:
https://youtu.be/PuwD1rkms9g
I didn't even need to bother using threat assesment, guardian alone dramatically outperformed killzone for both of the two specialists.
I didn't invite your critique of accurate points. It often takes more words to explain an error in detail than it does to make it.
I didn't do that. I said that the so called "guarantee" is not a useful one, not that the ability is not. Heralding something that benefits you less and even then is random as a reliable guarantee is a mistake. There are (as I quite clearly said in the first place) costs and benefits to both, there are no guarantees either way.
I didn't include any of those things. You seem so determined to contradict me that you're again simply ignoring what I did say in preference to something going on in your head. All I actually said before you repeatedly pressed on with your "hair split" was "In the right circumstances, such as a reinforcement drop a threat assessment/guardian combo (especially with stock/repeater) is like a more powerful and shorter cooldown killzone. It's also enormously effective in ambushes. "
I said that before you ever replied as well. This isn't a question of me getting your point, it's a question of you finally bothering to read mine.
Indeed, if only my original comment had been something like "Ever vigilant essentially allows an extra move in certain circumstances. Guardian allows extra overwatch shots. Extra mobility isn't useless by any means" eh? If only when you repeated that point in more detail I'd said "Yes, that seems a fair point." instead of doing as you did and dismissing those circumstances as "very lucky" and too rare for consideration.
Yes. Not to you perhaps because you don't seem to have read it and continue to misrepresent the mechanics. But to others it may well be. At the least the mistakes you made won't sit uncorrected for future searches.
They become unkilllable because of the absurd amount of movement bonus and the fact that they can grapple with the Wraith Suit as a free action to move even further out of harms way.
As long as you keep them in high cover they can move faster than any enemy group which will have to move in to your LOS at one square at a time granting you good reaction shots on this enemy while not giving up any defense. With superior scope, plus the specialist upgrade in the GTS which also provides plus 10 aim to all specialists, plus a superior repeater you can easily two man most maps even on Legend.
My Major Dutch Schaefer was a legendary hero on the last run. Not even any stasis armor, and he was basically unkillable with this setup. I could evac my entire group when ♥♥♥♥ hit the fan and let Dutch clear the remains, if Dutch got into trouble I would evac him or send him to the evac point because the aliens could not catch him.
On the final mission I basically used him as a target for my group of squad sight snipers. I kept 5 snipers out of the main room and used Dutch to draw enemies into the corrodoors, as they approached I kill zone everything. Dutch didn't take a single point of damage even though he could have healed himself 4x even if he had.
So, if I'm getting it right, Guardian can activate multiple times both on one target multiple times and on multiple targets?
The Threat Assessment is not THAT superior, then? Because if Covering Fire was just the same as just shooting an attacker, but with inferior aim, I didn't think it synergized with Guardian at all.
The problem with Covering Fire is that it relies on the enemy doing something bad to you, which is shooting or marking or mindspin, or tossing grenades etc. Any good commander will prevent these things from happening before he will ever need to see the benefits of Covering Fire.
The game is all about limiting the amount of risk that you take and forcing your opponent to make the risky moves. Covering Fire only helps if you basically allow your enemy to shoot at your squad which is VERY bad.
Threat Assessment is ultimately superior because it gives the commander an extra tactical decision when trying to set up an enemy in an ambush, which is what any decent commander should be doing on each and every turn.
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Yes, Guardian can chain activate and it can take multiple shots at the same target. There's a short 45 sec video about half way down in post #49 that showcases this for clarity.
Covering fire is simply an overwatch shot that additionally can trigger when an enemy fires (within range and line of sight), as well as having the normal functionality of firing at enemies who move (within range and line of sight). Triggering by either method will consume the single overwatch charge as normal, so without double overwatching via threat assessment or guardian you'll still get a maximum of 1 shot.
That is to say it follows the mechanics of the ability it's named after:-
Covering Fire text: "Overwatch shots can now be triggered by any enemy action, not just movement"
Threat Assessment text: "Aid Protocol now grants the target a Covering Fire Overwatch shot, but the Aid Protocol cooldown is increased by 1 turn"
So with threat assessment the functionality of aid protocol changes from:
1 AP cost, grant any friendly target +20/30/40 defence, 2 turn CD, to
1 AP cost, grant any friendly target +20/30/40 defence + grant that target 1 overwatch shot with covering fire, 3 turn CD
That overwatch shot stacks with manual overwatch. Note: On snipers that will be a pistol overwatch because of the way their mechanics work.
Also, any Long War Leader users here? Can the Leader work with an Overwatch specialist?
Excellent point, and ironically no better than what Covering Fire did in the previous game either. It's also paired against a very good skill again (think it was Sprinter in the last game).
If covering fire worked on Sharpshooter's rifle then it would potentially have some use (say, working in tandem with a mind-controlled meat shield or Mimic Beacon), but I can think of dozens of skills I'd prefer from the AWC over that.
Covering fire still synergizes with Ever Vigilant, though, so I'll give it that niche.
I'm not even sure I'd do that. By definition, Covering Fire will have you shooting at targets that are presumably behind cover. On Overwatch. Complete trash.
Picture your Medic triggering a pod in an unfavorable position, possibly flanking them too (yes, I suck).
You can either get a load of plasma up your arse but shoot back, or move to a better position and give up the shot. With Ever Vigilant, you can pull off a tactical retreat to your squad's position, while Covering Fire will allow you to shoot back even if the aliens eventually get you.
Surely if you are fleeingout of range/sight of one pod you are risking running into and triggering another pod though, having just used up your move with a dash? It's that or flee back the way you came, but that would draw the aliens into the rest of your team (or is that why you evac them? but what about VIP missions where you can't evac them? and what about enemy pods ending up behind your two-man team?)
*********************
On the topid more generally, I do enjoy running with two specialists (one hacker, one medic), both with ever vigilant. If I cannot see enemies at start of turn, they move first to scout ahead, going to full cover at a dash range. If that triggers a pod, they have overwatch shots as the pod head for cover, and the rest of my team can follow up with grenades etc. (also my sniper on higher ground can generally hit enemies in cover after the specialist scouts reveal them). If the specialists don't trigger a pod I know the entire area is clear for the rest of my team to dash up, (or single move and reload if necessary). Really helps me make progress in timed missions.
I've tried scouting with phantom ranger instead but I can never get it to work properly. The ranger either moves too slowly and does nothing all fight, or dashes ahead and ends up accidentally flanked or too close to a suddenly revealed pod, so breaks concealment. also I love my combat rangers..
Once I'm engaged, my specialists often use up both their actions without moving, especially the hacker (what with haywire protocol, capacitor discharge, aid protocol, the various medic abilities and the ranged hack on objectives or scanning towers.). This often leaves them behind the rest of my team, who either move up and shoot (or double move and shoot/slash in the case of rangers), or have full turns after the specialists have killed/hacked the pod. So on the following turns my specialists dash to catch up/take the lead, and again provide overwatch to cover the others.
I can't say if guardian is better, though, as I never take guardian. It's partly the 50% chance of no effect, but also that I generally only need one overwatch to hit for the enemy to be sufficiently weakened for a followup kill next turn (often an area followup like a grenade, capacitor discharge or void rift). If the overwatch misses, guardian wouldn't have triggered anyway. Those enemies who are ubertough like sectopods and gatekeepers would generally take a double overwatch without it doing much, as their armour hadn't been stripped yet.
Maybe it's because I play on normal difficulty, I suppose with tougher enemies that second shot at the same target would be a lot more useful.
This playthrough my medic specialists kept getting killed before reaching decent rank, but AWC gave ever vigilant to a grenadier, so I've been using him with my hacker in a similar role (overwatch accuracy isn't good for a heavy of course, but holotargetting means an overwatch miss still helps everyone next turn).