Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Aug 16, 2013 10:30:16 GMT -5
Yeah, I've decided to fix it by placing a small lead ball just inside my Hydra operator's left ear... from my FRICKIN Neptune! Problem solved. No more prem fire, and uncontrolled squaddies Well, there's your first recorded friendly fire incident!
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Aug 16, 2013 5:28:14 GMT -5
"No friendly fire was ever recorded..."
That just means nobody nearby survived to record it. Literacy is not one of the Neptune's strong points, I'm sure, so they couldn't have recorded it themselves.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Aug 16, 2013 5:26:03 GMT -5
Well, I'll take that "Chariot of Fire" any day over your "Chariot of I-fell-over-because-of-recoil-and-now-I'm-helpless-like-a-baby".
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Aug 16, 2013 5:22:35 GMT -5
Blu-tack?
More likely that's just dropped from the excrement-disposal system all Neptunes need to have in their armor, in case they're spooked by sudden movement or any non-gunfire noises.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Aug 16, 2013 5:04:06 GMT -5
The Neptune's dark secret:
It's not some kind of recoil tech that roots them to the ground when they see a xeno, it is FEAR.
FEAR makes them fire wildly at the first thing that moves until their Captain unplugs the firing controls.
They refuse to enter battle out of FEAR if not given a huge gun to hide behind.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Aug 16, 2013 4:46:15 GMT -5
Well, that's apples and oranges. The second one can't be a Neptune, since it looks like he's actually moving.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Aug 16, 2013 4:10:21 GMT -5
Heh, I was waiting for that. If only Neptunes had a bit more mobility, I'd definitely get one to replace... a scout. Should I make another wish-list post to ask for "Mobility Scooter" wargear?
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Aug 16, 2013 3:56:34 GMT -5
No, this is not asking for the Hydra to be credited for all his kills, I know that thread was already made long ago.
What I would like to see instead is that that bonus honor per kill is figured from the total kills in a mission, not the individual kills for each templar.
To give a typical example:
First mission on Moon of Uchot-something has a victory condition of 25 kills. When using a Hydra, my typical kills after reaching the 25 might be: Captain: 4, Scout A: 2, Scout B: 3, Hydra: 1. That's 10 kills, the remaining 15+ are by the plasma fire.
The victory condition kicks in and I get 200 honor for the mission, plus bonus honor for 10 kills. If I had taken another templar and personally shot all of them, I'd have gotten honor for 25+ kills. On typical missions I run with one Hydra on the team, 50-80% of the total kills are fire kills. That's been seriously stunting my earned honor.
The total number of kills is figured correctly, so can you use that for the bonus honor?
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Aug 16, 2013 1:16:56 GMT -5
Well, that gives me the idea for a new type of Captain: Kindergarten teacher! Their special lets a Hydra control the size of the plasma jet.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Aug 14, 2013 4:52:16 GMT -5
After killing a target, TA searches for a new target. This works mostly fine for ranged attacks but when the killing strike is melee, you get an "out of range" warning every single time since you just killed the target in the only square you can reach. You then have to click Abort before doing something else.
It would be nice if melee kills skip the target search.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Aug 14, 2013 4:46:02 GMT -5
I'm not sure whether this is a bug or the way it's intended, so I'll just go ahead and post it. When moving, the Atreus system extends vision around your Templar by one square, from 4 to 5. But after the first enemy phase, the fog-of-war is updated for the whole map and then the vision range is always 6, not receiving a bonus from the Atreus system.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Aug 14, 2013 3:51:58 GMT -5
I tested this with one of my abandoned squads: I get the same results: TA force-closed when aborting campaign, now selecting the squad also causes a force-close.
Samsung Galaxy S3, Android 4.1.2
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Aug 14, 2013 2:44:40 GMT -5
The new movement controls look great! Very clear and sure to help new players.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Aug 14, 2013 1:35:21 GMT -5
For the gameplay itself, I like the current situation. Not only for "accidents", but also as an emergency tactic that can save your templars at the cost of not being able to move them and reduced accuracy. I like the idea of them hunkering down, protecting the more vulnerable parts of their armor.
Of course, if you read the description of the incinerators, the plasma is hotter than that of a Void Engine. Kinda weird if a Leviathan suit can just sit in that for several "minutes", even if it's not the direct hit but the splash around it.
Here's a little fantasy (that probably takes waaayyy too much time for a relatively small part of the game when you'd rather work on AoP or HoS)
- Templars get a new stat: Heat - This is always zero during normal gameplay. Standing in fire at the start of the turn or using AP while in fire will increase heat by one point (or has % chance to increase heat based on shielding). - If Heat reaches its limit, any extra Heat added instead converts to HP damage. - Heat goes down one point for every turn started not in fire.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Aug 12, 2013 9:42:59 GMT -5
First off, it's your game, you can change Brutal difficulty if you want to! "Slayer" difficulty does have a nice ring to it, even though "Masochist" would be more appropriate. I don't mind that much whichever way it goes.
My point was more that it's either trivial to work around (if you can restart the level by getting the captain killed) or it will be pretty much unplayable as you never get past the early missions because you can't replace your losses.
Basically, you're looking at hours upon hours of replaying the same few "survivable" missions hoping nothing goes wrong this time around. Even on the first mission of "Moons", a bad spawn can mean you lose a templar, and it gets you like 250-300 honor only if you win.
If you make a Hardcore/permadeath option, at least rebalance the early game so there's more of a chance to get anywhere (and reduce recruiting costs!)
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