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
On Overwatch:
Overwatch is a constant source of discussion. I already lowered the chances considerably with the new version. Personally, i don't think the enemy overwatches too often, but i would be open to a couple tweaks here and there.
On Primes:
Sounds like your issue with their behavior is similar to the one with Overwatch, where you want the enemies to take more hail mary shots than they currently do.
Sectopod Prime is kinda rare right now, i want to increase his spawnrate a bit in the future.
On Priests/Spectre:
My reasoning here is that i don't want to make all enemies feel the same. If Priests and Spectres would just try to do the usual flank/standardshot routine, they wouldn't be much different from a Muton or a Striker. I don't want to turn Spectres into 20hp Advent Troopers.
On Lost:
To be honest, i don't see much of a difference at all between 50/50 and 70/30. Right now, i have almost no opinion on that change... which is somewhat weird.
I agree with your assessment that some skills just shouldn't be used on Lost and i have started on putting some checks that do this into the targeting of a couple skills.
On ABC:
Your ideas are sound, some of them are on my list of ideas as well. I don't really want to comment too much on this before i know what i am actually able to deliver.
Yes, I guess I don't like overwatch that much :D At least not when you are fighting small pods that you can control.
I will try to elaborate. Another wall of text (sorry!)
XCOM2 is generally a game of pod management and alpa-strking a single pod at a time. Even if it is a larger pod of 4 or 5 (because a single unit from previous pod ran away and rejoined a second pod) usually after your turn of killing you are left with 1 or 2 enemy units. Now it is AI turn and it tries to hurt you. If it sets up an overwatch with one or both units usually you're golden. You've got 5 or 6 guys to break the overwatches with grenades, lightning reflexes, gremlins, psi spells, stocks etc. You will need, let's say, half of the team to do this, the rest will rush the AI or shoot them flanked because their cover was blown. 2 overwatching dudes will almost never do any harm to a full squad. Now if these guys were allowed to be more unpredictable they could take some hail mary shots and maybe, just maybe, hit you. Considering XCOM2 mechanics that might actually be a critical hit. If these guys don't overwatch you will maybe spend 1 action less by not needing to remove any overwatches. You will probably spend similar no. of actions anyway in order to blow their cover and shoot them or just by moving your troops to flanking position. Or you will have so high chance of hitting them (height advantage, scopes) that you will not have to flank them at all. According to my experience this is a common scenario and I would argue that from a difficulty perspective it is often better for Advent to take these pot shots than to overwatch.
Of course everybody sometimes pulls more pods and then things get interesting. I would say that in these situations it could actually be good for Advent to overwatch with one or two units. These scenarios are usually more messy and player often needs to relocate their troops. So they will need to waste an action on removing an overwatch from some trooper that is not a priority target or risk running the overwatch(es). But still even in this case maybe it would be good to leave an option of Advent to shoot at the player with everything they've got. An average shot of 15% - 20% means that at least one of them hits.
I didn't consider in these scenarios other abiliites that aliens can use and they should definately use them as they do now. I mainly concentrated on what is better in case you need to choose between hail mary and overwatch. I don't know if you can code the AI based on how many units are active/engaged with XCOM as this changes a lot IMO (as I tried to illustrate). If this is possible that would be great.
I get it and I agree. But predictability is their weakness that player can exploit. So let's make them less predictable if possible. The chance they will do something different can be small but let it be there (like in case of Sectoids). They have weapons, they should use them sometimes :) It will increase the tension of the engagement as the player will not be sure what they will do and will need to account for different behaviours.
One more idea regarding difficulty – decrease the environmental damage of all the weapons across the board like LW2 did. Suddenly the game will be much more difficult when you won't be able to blow a wall with one frag grenade. At least for me. I think I will do that in my next campaign + I also will add one slot to starting armor so you will have more options to deal with the increased challenge (almost) from the start.
For now, i am perfectly fine with the Damage Falloff modifier from the new Second Wave option in WotC.