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Post by jknut on Jul 27, 2015 9:51:05 GMT -5
A point in Evasion helps the Melee Defense and Ranged Defense (standard - score of 8 or higher on D10).
A point in Warrior helps Melee Defense (strong - score of 6 or higher on D10).
Does anyone put any points into Evasion? I'm rethinking whether I should since Warrior puts a strong dice into Melee Defense and a standard dice into Melee Accuracy. Evasion also helps with Ranged Defense, but it seems most xeno damage is Melee.
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Post by Kanly on Jul 27, 2015 10:06:03 GMT -5
On my highest level Captain I've messed around with this some. At least for the captain I prefer warrior. The fact that it adds to counter attack makes it vastly superior imo. For a knight that is just going ranged like a sniper scout I like to build with evasion because they usually don't come into melee range.
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Post by fallen on Jul 27, 2015 10:30:32 GMT -5
This might also be based on the lack of enemy variety that you have encountered so far in the Alpha. I posted a new screenshot last night of a "friend" you'll meet as the next set of levels are rolled out. To clarify, both Evasion and Warrior dice can contribute successes that lead to a counter-attack.
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Post by Kanly on Jul 27, 2015 10:35:12 GMT -5
Sweet!
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Post by fallen on Jul 27, 2015 10:44:45 GMT -5
Excited to share the rest. The alpha today has shown off about 30% of the monster types that will be in the full game. The next update will roll out a bunch more. Notably, many of these are ranged monsters.
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Post by Brutus Aurelius on Jul 27, 2015 13:15:25 GMT -5
Excited to share the rest. The alpha today has shown off about 30% of the monster types that will be in the full game. The next update will roll out a bunch more. Notably, many of these are ranged monsters. Care to brief us on the new xenotypes Commander?
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Post by fallen on Jul 27, 2015 13:29:24 GMT -5
Who said they were xenotypes? Everyone should have seen a lot of Carapace by now in the new levels. How do those feel?
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Post by Brutus Aurelius on Jul 27, 2015 13:37:01 GMT -5
Who said they were xenotypes? Everyone should have seen a lot of Carapace by now in the new levels. How do those feel? I think that they are pretty cool. Tough to kill, but with Bio Poison weapons and Piercing Shot/Crippling Fire combos from my Scouts, they are manageable.
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Post by fallen on Jul 27, 2015 13:55:57 GMT -5
I love/hate how they will soak up your OW fire ... the little buggers.
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Post by anvil on Jul 27, 2015 13:56:13 GMT -5
At first I stayed away from them. However they don't seem to be very agrssive and are handled well with a grenade when running by them.
it might be good they aren't agressive.
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Post by Brutus Aurelius on Jul 27, 2015 14:05:58 GMT -5
At first I stayed away from them. However they don't seem to be very agrssive and are handled well with a grenade when running by them. it might be good they aren't agressive. They are definitely aren't coming after me. However it might be that I dropped their MP to 0 with Crippling Shot.
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Post by Cory Trese on Jul 27, 2015 16:19:13 GMT -5
Warrior for the Captain to 16. After that, Evasion. Evasion is really good for STR based gunners, like Soldiers and Neptunes.
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Post by anvil on Jul 27, 2015 19:28:24 GMT -5
Love those crippling shots!
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Post by CdrPlatypus on Jul 27, 2015 23:43:37 GMT -5
Crippling shot plus overdrive equip with bio poison rifle is a fun combo.
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Post by johndramey on Aug 10, 2015 0:42:05 GMT -5
I've actually taken to splitting points between evasion and warrior with my melee focused Templars. I initially hesitated to do so because I thought by putting points into evasion I'd be seriously hampering my Templars offensive capability. It hasn't worked out that way for me so far, but I am only playing on Brutal as a general rule.
I find that the enhanced ranged defense more than offsets the lack of a ton of strong dice in melee defence. Previously when loading all of my points into strength and warrior I found that spitters would just slam my Templars. Now, while they can still be scary, they are not absolutely terrifying as they were before.
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