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Post by alexey on Nov 8, 2015 8:33:55 GMT -5
> Could you better define average alien alexey?
Hunter, spitter, goliath, narvidian etc.
> Sufficiently high armor/deflection and fortitude/will combined with auto block and counter attack is an effective case for melee, range being its weak point.
Armor is good only vs. the weakest enemies and that's how it should be. Otherwise your soldiers would be invulnerable.
> X-com has much larger teams and budgets, as well as somewhat different stratigic goals. I like them back in the day, but now find them somewhat tedious.
Try impossible + ironaman settings combination.
> Have you tried a combo team focus on two groups of 3 (typical, but not always possible) captain/paladin/soldier and beserker/pal/sol.
That's what I began with. Berserks need a lot of support, but contribute nothing themselves. Your example is impossible because you need 20-30 turns just to deploy your team. And you don't even have a single engineer or scout i.e. no capture, no sensorkits etc. For example, my typical team is captain, engineer with sensorkit and 2-3 soldiers with 40% crit. And even this team is not always affordable.
> if the enemy makes it past overwatch
Never happened to me in several playthroughs. I don't think it's even possible with unlimited shot OW.
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Post by Cory Trese on Nov 8, 2015 10:02:42 GMT -5
There isn't "unlimited shot OW" in Templar Battleforce. Thanks!
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Post by alexey on Nov 8, 2015 10:14:45 GMT -5
There isn't "unlimited shot OW" in Templar Battleforce. Thanks! I meant that there is no limit to the number of shots per enemy turn.
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Post by Cory Trese on Nov 8, 2015 10:16:28 GMT -5
There isn't "unlimited shot OW" in Templar Battleforce. Thanks! I meant that there is no limit to the number of shots per enemy turn. Per enemy Turn, the maximum shots a Templar could take would be 9, one for each square in the OW. However, this only occurs on less than 5% of turns. On average, a Templar on OW will get 3.20 shots.
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Post by alexey on Nov 8, 2015 11:52:08 GMT -5
I meant that there is no limit to the number of shots per enemy turn. Per enemy Turn, the maximum shots a Templar could take would be 9, one for each square in the OW. However, this only occurs on less than 5% of turns. On average, a Templar on OW will get 3.20 shots. Wrong. In fact by stepping on a square, alien "clears" a path just for one more alien coming after him, but not others. For example: 1) Alien A steps on square X and gets shot. 2) Alien B steps on square Y and gets shot. 3) Now alien C can only step on square Y without getting shot, but not square X. Sorry, I have no experience in video recording software so I can't record it right now, but you can easily reproduce it yourself. I don't know whether it is a bug or not, but OW is so overpowered that it doesn't really matter.
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Post by Cory Trese on Nov 8, 2015 12:07:42 GMT -5
That doesn't seem to be how the game works for most people. I'm pretty confused by what you are saying.
In all the play video I have watched, I've never seen an OW attack occur twice on the same tile.
Can you share a little bit more detail about your device ... where you got the game, what market and version, etc.
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Post by wascalwywabbit on Nov 8, 2015 12:22:07 GMT -5
Armor is good only vs. the weakest enemies and that's how it should be. Otherwise your soldiers would be invulnerable. > Have you tried a combo team focus on two groups of 3 (typical, but not always possible) captain/paladin/soldier and beserker/pal/sol. That's what I began with. Berserks need a lot of support, but contribute nothing themselves. Your example is impossible because you need 20-30 turns just to deploy your team. And you don't even have a single engineer or scout i.e. no capture, no sensorkits etc. For example, my typical team is captain, engineer with sensorkit and 2-3 soldiers with 40% crit. And even this team is not always affordable. > if the enemy makes it past overwatch Never happened to me in several playthroughs. I don't think it's even possible with unlimited shot OW. 1. Armor is most effective vs weak hits, but still aids in reducing high damage down to more moderate levels. Imo not getting hit is primary defense (not the same as not getting attacked, strong melee wants to get attacked but missed to trigger counter -Cory made that point prior), followed by counter attack then armor/deflection. 2. Swap..? Not all levels have tact points... 2 tact points cut turn requirements in half plus capture time, much more doable especially if nothing is getting thru your overwatch. 3. So your captain mostly looks pretty barking orders and engineer just scouts and captures tacts since overwatch does all the hard work? Interesting - I've never played that setup. Cory Trese I don't think I've ever seen 10+ hits with overwatch, but on ironman often get way more than 3.2 shots per turn also (that is very close to what I get on easier levels), more like 5 or 6.
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Post by alexey on Nov 8, 2015 15:26:14 GMT -5
That doesn't seem to be how the game works for most people. I'm pretty confused by what you are saying. In all the play video I have watched, I've never seen an OW attack occur twice on the same tile. Can you share a little bit more detail about your device ... where you got the game, what market and version, etc. Sorry, i'm an idiot. Just tried to reproduce it and they all choose non-visited square before getting shot. > 3. So your captain mostly looks pretty barking orders and engineer just scouts and captures tacts since overwatch does all the hard work? Yes
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Post by Cory Trese on Nov 8, 2015 15:58:52 GMT -5
Good to hear -- OW should only shoot each tile once, and the Xeno have some basic intelligence about avoiding OW.
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