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What level was your crew? Did you see what level his team was? What weapons / armor were you carrying?
I mean 35S+30 evasion rolls? That can't be right. How do you even get 30 weak dice? Enemies had 30 Quickness and 30 Stealth/Tactics? And enough levels for 35 to their main evasion stat?
This was on the mobile version btw, I play both (great game!)
BTW i appreciate the response!
Can't comment on hard difficulty bit on impossible you can find yourself severely out leveled depending on how much combat you go after. It's easy to be 20+ levels behind the enemy.
I can say in those situations you need your team to be fully synergized. Plus you always need a way to buff and debuff constantly.
Init is ok to buff. But you need to be buffing resist debuff, armor, fortitude, accuracy. And constantly dropping debuffs with the bounty hunter.
Certain buffs and talents and a blade dancer with 1 lvl in job can't miss and drops a -4 init on enemy while debuffing their parry and dodge.
If your build soaks damage it doesn't matter if they can hit you. Cause it'll all be minor dmg easily group healed. Which gives you more time to buff/debuff. Battle of attrition you will take down 1 of them first and then it's over.
If your combat team beats xenoes and not just that, but "grounded" ones , this can't be right - I didn't find any difficulty spike during that fight, even had some time to play around. Heck, even final showdown in Buried Demons gave me more trouble everytime.
But the answer to your problems is buffs and debuffs. You NEED the ability to wipe enemy buffs off, without necessarily hitting, and you definitely need a couple of bladesmen in the front lines to target melee if the enemy dodges bullets too well (and vice versa)
35S+30 is not all that great, I see such enemies on Impossible all the time, and my own bladesmen defend at 40S+30 as well.
As for the enemy buffing, Unfaltering Ire is your friend. Wipes all debuffs from the two front line enemies, and reduces their damage potential.
27 standard dice to parry is reasonable, e.g. 18 Evasion + 18 in either Strength or Quickness.
Swordsman does get 18 Evasion at job rank 35 (of 36).
42s+27 is tough to hit when you're only L25, at 30s+11 melee attack yourself.
Your 1st job is always to buff parry%, stay alive, extend the fight, and let your rifles shoot their blades. Later, you buff attack% and hit them yourself.
By L36, my Captain was at 44s+11 melee attack herself. (Funny/sad: After templating 30 30 30, there's only 22 left for Strength)
30 standard dice on Ranged Defense is a bit eyebrow-raising.
If 35s+30 was really their Ranged Defense, that's a bit shocking.
The general solution is to chop them down with your blades vs. their 3s+30 parry
And find ways to debuff them without hitting. Every Impossible run with a melee captain has the same midgame problem: your 2nd blades doesn't have the 10 Blades from template, and she can't hit xenos reliably, from ~L20 until she's ~L34. So you usually want BH/XH rifle guy + Captain applying debuffs: BH doesn't need to hit, and Captain can hit. Then they can do the same vs. human crews.
My captain was/is (he survived) level 30. Prior to this fight I can't remember the last time he's missed a shot. The officers with him were only a level or two behind.
I never looked to see what level the enemies were, I only looked at the logs when I noticed nobody could land a hit.
The Dev asked what danger level the Exploration zone was that the encounter wound up on, it was a 10.
I'm not sure if the expectation is to pile all of your officer's job ranks in a single combat job in order to maximize primary hit dice + evasion to guarantee you will always be above not just the standard encounter, but also any extreme outlier possible with the apparently variant difficulty range of missions, but before (and since) this fight I've found that to be unnecessary, at least on Hard.
Buried Demons was the Silvaine/Estelle questline, right? The robots? By comparison that fight was no problem for this exact team, probably around level 25 or so when I did that.
Didn't check logs nor do I remember the Danger rating of the planet for that one though.
Being hit every time I was shot at was not the issue, and that wasn't really surprising for my setup. I go for armor + deflection equipment and buffs, with a strong CM+Doctor always with the team.
The responses about using a BH ability to purge buffs without needing a hit roll is a good tip, I suppose, but I think you guys are missing the point. I couldn't hit them even before they started buffing themselves up. Melee vs Ranged didn't matter.
On top of that, the combined efforts of the entire team was able to take out my Captain after allowing for a single action (and he went 4th overall), who specialized in Health + Armor + Speed.
After that first round, the remaining 3 stabilized a bit, got their buffs up, and dragged the fight out longer than I expected given how quickly they blitzed my captain down.
I'm not saying this is the norm for this fight, or that I would see the same thing on another run, but I wanted to point out that there seems to be an outcome on the extreme end of the variance that left me utterly helpless. After looking at the numbers, I still don't believe there was any combinations of tactical decisions I could have made to change the outcome. Between the difficulty of the enemies and their apparently good/great Init rolls vs my terrible ones, it kinda feels like a 'reverse lotto' situation.
As you've said, you had little issue with crew combat before this so it sounds like you had an effective build and the expectation isn't really that you shift it massively. There might be things you could do better -- gear, weapons, On Init Talents but that's all improvements not a full rewrite.
I will investigate the issue to see if I can reproduce a Yalto fight that is of outsized difficulty.
To clarify, when I say 'tactical decision' I only meant after the battle started. Differentiated from a Strategic decision, which would have been my build, gear loadout, job + talent point distribution, etc. If I knew it was coming, I could probably have made different Strategic decisions from year 1- day 1 to change the outcome, sure.
But again, my captain had the unique pit fighter armor, the unique +3 init +10% armor specialty gear mantle, and 2 different +Initiative granting On-Init talents, and I purposefully prevented my other away team members from taking on-inits (with the exception of my subbed-out Xeno Hunter) so my captain's would always fire. I mean he had max hp, max armor, and outside of getting lucky with +init talents, max init. And he still got (semi) OTK'ed.
Again, great game and I appreciate the time to look into this very likely extremely low percentage issue.
I've also just been looking at this again and am noting that the Yalto team is pretty set in stone, with only one slot open for the AI to fill --
<AI filled> - Bodyguard - Exo Scout - Sniper
This may be a very deadly combination in the hands of the enemy AI, given their position and its way of thinking about Talent selection.
The solution here is likely to move the Sniper to <AI filled>
What does danger rating have to do with anything? Do AI stats aside level (because it's insignificant by all means) depend on danger level or something? Do they get hidden bonuses to their attack/defence dice?
AI combat styles definitely aren't rocket science, it can't have anything with their slots or tactics. No offence - AI isn't smart and no talent selection can help them against player if they don't have overkill stats and thus dice.
What people say - they beat xeno teams. Ground xeno teams. That means theese people should know what they are doing in crew combat, because ground xeno teams always has decent and up to overkill stats.