XCOM 2
A Better ADVENT
Hazard Jul 13, 2016 @ 8:56am
Dealing with spotters?
So far I'm liking ABA a lot, but spotter aliens are starting to get on my nerves. There doesn't seem to be a reliable way to stop them from calling in reinforcements even when you catch them by surprise. As soon as they spot you, they call the pod, and while that's prerfectly fine (they would be pushovers if they had to wait for their turn), what's not fine is that they don't seem to move before making the alert. Thus overwatch doesn't activate and you get only one shot at them, which is very rarely enough to kill.

Sorry if this has been discussed somewhere, I didn't find anything with after a short search.
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DerBK  [developer] Jul 13, 2016 @ 9:42am 
Well, that's why they are on their own. They call in their followers instead of running over the map with them.

This is fully intentional. The only way to prevent the reinforcements is a one hit kill. Or a Flashbang, that may work as well, not sure atm.

Most of my variants are designed to make you switch up your tactics. To be honest, to me this sounds like it's doing exactly what it is supposed to.
Hazard Jul 13, 2016 @ 10:38am 
If they count as a proper pod, and not some kind of "extra" on top of the normal pods like I assumed, then I agree, it makes sense that their followers are difficult to prevent from appearing.

But to be honest, I don't really see how this makes me change my tactics. Sure, the spotter's followers may appear behind you, but that's not something you can exactly anticipate and thus adapt to. They might as well arrive right in the middle of your troops, which makes for easy close range kills.
DerBK  [developer] Jul 13, 2016 @ 10:40am 
It's mostly that you don't know what is coming. And i do have some surprises there for you. Also, you can't grenade the pod to death with a grenade.
It's a way for me to bypass the vanilla spawning system which is just way too rigid and get some more interesting pods into the game.
Last edited by DerBK; Jul 13, 2016 @ 10:41am
MantLemon Jul 14, 2016 @ 8:57am 
Well.. I think spotters may be a little too OP. I'm not complaining about their calling reinforcements repetitively, but it's very annoying to sit still because there are at least two inactive pods up ahead.
If you would consider it, DerBK, I would suggest that spotters should be only able to call reinforcement at a visible range, similar to the sectoid's rising zombies (Or am I wrong that rising zombies needs to be close to a humanoid corpse?).
DerBK  [developer] Jul 14, 2016 @ 2:39pm 
I don't see it, honestly. Imo they are actually rather lowpowered (when compared to a regular pod) because they can be easily killed and the extra pod can be ambushed. For reference, i consider the Codex Splitter to be a lot more dangerous because it can soak more attacks and has a much higher upper ceiling if it is allowed to get out of hand.

I guess they are a pain when they wander into an ongoing battle, but that's true for most pods.

The Spotter is simply a high-priority target that needs to be taken down quickly, something that should not be too much of a problem.
JWGrieves Jul 15, 2016 @ 9:42pm 
If you open up a spotter with a stun then you're golden.
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