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I installed the mod mid-campaign for a commander/I run. Maybe that is the issue, but the mod description says "works mid campaign."
https://steamcommunity.com/sharedfiles/filedetails/?id=2496297018
I usually give my Templar an armor with the Wraith ability (either Wraith Suit, or the Fortress Armor from the Chosen Reward Variety mod).
Come to think of it, I don't think this bug pops up when she has Grand Titan Armor equipped instead, because that doesn't have Wraith on it.
To visualize this, imagine a Ghost that phases through a wall and comes out as a regular Templar.
If you have any other mod that causes Ghosts to use the WallPhasing ability (or any similar mod that utilizes "character textures"), or you're using my Powered Armor Rebalance mod and enabled Ghost armor bonuses, that may be causing it.
I am not sure if it is this mod, but this minor problem only appeared after I installed A Better Chost.
It's a great mod, but there is a graphical glitch. The "blue fluidy ghostly look" of a summoned ghost disappears on the following turn, and the summoned ghost looks exactly like the Templar that summoned it.
I had two Tifa Lockharts running loose!
It's only a minor inconvenience, but it can be confusing and possibly very bad if you mistakenly send "your ghost" on a suicide run, but was actually the real Templar :(
The Ghost coulnd't evac, so I had to send it into some fire and drop a nade on it's head.
This is why Domination and Mimic Becons are broken.
None of this would be the case if Templar Ghosts could gain Focus, however. Gaining Focus would put the Templar Ghost above single, or even multiple units the Warlock spawned, and Domination would only equal it in strength since that ability is a risk-reward variable for XCOM.
Risk management/utility is always important, but comparatively, you said it yourself: Ghost is just a subpar Domination. In addition, the Warlock's Spectral Army and Corress, the Gatekeeper's mass reanimation, and the Spectre's Shadowbind all do the job better. Permanent units without limitations, and in most cases, no charges. Even Void Rift is arguably better.
The reason why domination effects are so powerful is not only because it removes enemies and gives you actions, it also makes enemies waste actions on the dominated enemy.
Ghosts are the latter, without the former, at the expense of a small damage increase. Let's be charitable and say the ghosts inverts with an enemy (making that enemy a free kill) and the enemies then use 2 of their actions to kill the ghosts, that's an extreme gain in value.
Using one of your actions to stun an enemy is already worth it, you paid an action, to deny the enemy an action. The ghost is the value of a stun (action denial) on steroids.
It is, because it's an action increase, with action being the best economy in the game, and on top it's got great utility and risk management (and the entire game IS about managing risks). I am not contradicting myself, I am adding to how it can be even better your other soldiers, making the ghost, in fact, better, if not invaluable.
I will leave it at that.
Using that as an argument is contradictory to your premise, though. I thought you were arguing that Ghost as an ability is good by itself, not due to other abilties being available. If you need Invert, Exchange, Bladestorm, etc. to make it useful, why exclude Channel and Overcharge in the first place?
The ghost can safely utilize invert to save soldiers, or draw enemies out for a guaranteed kill.
Let's say a tough enemy, high defense, is on full cover, you're not easily reaching it and it poses a great threat to you. Let's say you use a Grenadier to blow up the cover, that's already an action used to make the enemy more accessible, now you've done even better than a grenadier, you are not only flanking, but point blanking the enemy. Your own Templar would potentially be at threat by teleporting behind enemy lines, your ghost is disposable.
Utility is underrated.
Another good use for the Templar Ghost would be Ghost bombing with Meditation + Ionic Storm, but that just makes Ionic Storm look like an even better ability than before.
That's not a turn loss, you are creating a body with an action for an action, it's net 0 gain/loss of action, next turn you capitalize on that extra body.
You don't lose a turn.
You'll get an extra one with the Meditation GTS upgrade, but it still isn't enough extra action economy to justify losing out on a turn where you could've just used Arc Wave + Parry with a full-strength Templar. Hence why I said Ghost is good for situations where you have extra time.
I don't know why it would be hard to get 3 focus before spawning a ghost. And since the ghost immediately acts you're only sacrificing dps for future action gains, you don't lose actions on the same turn.
You can only really justify using Ghost if you either have Bladestorm or both spare time and the extra Focus to spawn one in case of an emergency.
It's a momentary dmg nerf, at the benefit of action increases, with actions being the single most important economy in the game. Dmg < Actions
Just throwing that out there
Don't get me wrong, I love the Templar and all of their Colonel abilities, I just made this mod since I like the idea of Templar Ghosts picking up psionic loot to regain Focus.