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Post by Deleted on Nov 18, 2015 19:42:43 GMT -5
Afallen, I'm not sure I like the new heat rules, especially after my low health hydra blew himself up. War gear that increases max heat is fine, but I often end up at high heat and suffer damage. And heat dissipation is slow compared to heat generation. How about war gear, or a self only buff (for each templar) that helps dissipate heat? It's called stand still and do nothing Seriously though, my main Engineer has the Relic equiped giving her +60 Max heat for a total of 160 Max. With Heat Sink 4 and Engineering 16 she can reduce another Templar by 80 heat for +15 herself. Very good exchange and as long as I'm careful where and when I use it seldom run into real heat issues with my squad. Aww man, standing still goes against my run and gun style I haven't used the engineer's heat sink talent. ..truth is I've only used an engineer when required to. It seems weak offensively compared to others and I don't want to swap in an engineer at the expense of a soldier or scout and thier offensive capability. Although it maybe something to think about.
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Post by Deleted on Nov 18, 2015 19:49:18 GMT -5
fallen, I'm not sure I like the new heat rules, especially after my low health hydra blew himself up. War gear that increases max heat is fine, but I often end up at high heat and suffer damage. And heat dissipation is slow compared to heat generation. How about war gear, or a self only buff (for each templar) that helps dissipate heat? Definitely take a look at the Hyra' buff Redline Reactor. Also, check out the Cyclone Reactor, and other gear and relics like it. Engineers can burn major Heat with Heat Sink. Neptune's have a self-buff that burns Heat. My hydra blew himself apart in Tundeer, so I haven't unlocked the war gear and buffs you mentioned but when I get there I will use it. Haven't tried a neptune yet... Is there something in the plans to help other templars (captain, soldier, scout) with heat reduction? Maybe a leviathan air conditioned upgrade?
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Post by xdesperado on Nov 18, 2015 19:56:11 GMT -5
It's called stand still and do nothing Seriously though, my main Engineer has the Relic equiped giving her +60 Max heat for a total of 160 Max. With Heat Sink 4 and Engineering 16 she can reduce another Templar by 80 heat for +15 herself. Very good exchange and as long as I'm careful where and when I use it seldom run into real heat issues with my squad. Aww man, standing still goes against my run and gun style :-) I haven't used the engineer's heat sink talent. ..truth is I've only used an engineer when required to. It seems weak offensively compared to others and I don't want to swap in an engineer at the expense of a soldier or scout and thier offensive capability. Although it maybe something to think about. I like to move fast and hit hard as well. While the Engineer isn't a great combatant, they do bring some nice things to a Squad helping to boost defences, throwing out a turret to help hold a position or crack open a route for the team and now with the Heat rules they can also help keep your Soldiers, Scouts and Captain functioning at near peak level longer. Think of them as necessary support like the Paladin, who while they may not be the best offensive threat you have, serve to enable the other members of your team to fight harder and longer. It's all about how you build your teams, what Talents you take and getting the most from all deployed Templars. Picking Talents and choosing gear shouldn't be just about the individual Templar but how they can compliment and enhance the entire squads performance.
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Post by fallen on Nov 18, 2015 20:30:05 GMT -5
My hydra blew himself apart in Tundeer, so I haven't unlocked the war gear and buffs you mentioned but when I get there I will use it. Haven't tried a neptune yet... Is there something in the plans to help other templars (captain, soldier, scout) with heat reduction? Maybe a leviathan air conditioned upgrade? If your Hydra blew up due to Heat damage, then the right answer is to increase Willpower. If your Hydra died because he hit 256%, stopped moving, and got gnawed on by some xeno, you just need to manage it better. It is true, with the new Heat rules, you can't use every MP, AP and your highest +Heat Talents for endless back-to-back turns. But that is the point of the Heat system. Take a turn where you sit and cool, letting other Templars push the line forward. Take turns where you don't use your last MP or 2. There are many ways for you to dissipate your own Heat. At this time, we are not planning on any major adds in regards to Heat dissipation (AC units, etc). There are some Relics and new gear schedule that will help raise +Heat max, and a discussion on going about armor that grants -MP and how that might improve Heat dissipation.
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Post by Deleted on Nov 18, 2015 20:44:20 GMT -5
Aww man, standing still goes against my run and gun style :-) I haven't used the engineer's heat sink talent. ..truth is I've only used an engineer when required to. It seems weak offensively compared to others and I don't want to swap in an engineer at the expense of a soldier or scout and thier offensive capability. Although it maybe something to think about. I like to move fast and hit hard as well. While the Engineer isn't a great combatant, they do bring some nice things to a Squad helping to boost defences, throwing out a turret to help hold a position or crack open a route for the team and now with the Heat rules they can also help keep your Soldiers, Scouts and Captain functioning at near peak level longer. Think of them as necessary support like the Paladin, who while they may not be the best offensive threat you have, serve to enable the other members of your team to fight harder and longer. It's all about how you build your teams, what Talents you take and getting the most from all deployed Templars. Picking Talents and choosing gear shouldn't be just about the individual Templar but how they can compliment and enhance the entire squads performance. I see what you're saying about squad dynamics. The five templars that I try to use are the captain, soldier, hydra and two scouts. And then whatever else the mission requires. So in your opinion the engineer should be an integral part of the squad on every mission and swapped in every chance you get?
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Post by Deleted on Nov 18, 2015 20:56:39 GMT -5
My hydra blew himself apart in Tundeer, so I haven't unlocked the war gear and buffs you mentioned but when I get there I will use it. Haven't tried a neptune yet... Is there something in the plans to help other templars (captain, soldier, scout) with heat reduction? Maybe a leviathan air conditioned upgrade? If your Hydra blew up due to Heat damage, then the right answer is to increase Willpower. If your Hydra died because he hit 256%, stopped moving, and got gnawed on by some xeno, you just need to manage it better. It is true, with the new Heat rules, you can't use every MP, AP and your highest +Heat Talents for endless back-to-back turns. But that is the point of the Heat system. Take a turn where you sit and cool, letting other Templars push the line forward. Take turns where you don't use your last MP or 2. There are many ways for you to dissipate your own Heat. At this time, we are not planning on any major adds in regards to Heat dissipation (AC units, etc). There are some Relics and new gear schedule that will help raise +Heat max, and a discussion on going about armor that grants -MP and how that might improve Heat dissipation. Thanks fallen. I think I'm going to rethink how I'm playing my squads.
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Post by xdesperado on Nov 18, 2015 21:02:04 GMT -5
I like to move fast and hit hard as well. While the Engineer isn't a great combatant, they do bring some nice things to a Squad helping to boost defences, throwing out a turret to help hold a position or crack open a route for the team and now with the Heat rules they can also help keep your Soldiers, Scouts and Captain functioning at near peak level longer. Think of them as necessary support like the Paladin, who while they may not be the best offensive threat you have, serve to enable the other members of your team to fight harder and longer. It's all about how you build your teams, what Talents you take and getting the most from all deployed Templars. Picking Talents and choosing gear shouldn't be just about the individual Templar but how they can compliment and enhance the entire squads performance. I see what you're saying about squad dynamics. The five templars that I try to use are the captain, soldier, hydra and two scouts. And then whatever else the mission requires. So in your opinion the engineer should be an integral part of the squad on every mission and swapped in every chance you get? Wouldn't go that far, think of it as looking to field the best Squad for the mission at hand. While some levels having an Engineer or Paladin is a great boost to overall team effectiveness and mission success other levels just the trimmed down combat specialists are best for. More you play through campaign and learn the levels the better able you'll be at picking the best Templars to use and when to swap them out or bring them in as reinforcements. Figuring out primary roles for your Templars and how they can each best contribute to overall teamwork is part of the strategy. Also individual preferences in overall strategy and the tactics you employ make a difference in what works best for you.
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Post by Deleted on Nov 18, 2015 21:28:54 GMT -5
Thanks xdesperado. I think my next play through will be easier. Not knowing what the mission requirements are before you deploy, the first time you play a mission at least, makes it hard to know whatvyou need.
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Post by wascalwywabbit on Nov 18, 2015 23:40:10 GMT -5
My hydra blew himself apart in Tundeer, so I haven't unlocked the war gear and buffs you mentioned but when I get there I will use it. Haven't tried a neptune yet... Is there something in the plans to help other templars (captain, soldier, scout) with heat reduction? Maybe a leviathan air conditioned upgrade? If your Hydra blew up due to Heat damage, then the right answer is to increase Willpower. If your Hydra died because he hit 256%, stopped moving, and got gnawed on by some xeno, you just need to manage it better. It is true, with the new Heat rules, you can't use every MP, AP and your highest +Heat Talents for endless back-to-back turns. But that is the point of the Heat system. Take a turn where you sit and cool, letting other Templars push the line forward. Take turns where you don't use your last MP or 2. There are many ways for you to dissipate your own Heat. At this time, we are not planning on any major adds in regards to Heat dissipation (AC units, etc). There are some Relics and new gear schedule that will help raise +Heat max, and a discussion on going about armor that grants -MP and how that might improve Heat dissipation. Ooh, thermal mass dampening heavy armor would be great for the heavies. Maybe thin fin quick vent light armor for the scouts...
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Post by CdrPlatypus on Nov 19, 2015 3:37:47 GMT -5
fallen, Cory Trese I just want to say I am enjoying the new heat rules. It makes me have to think more.
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Post by Deleted on Nov 19, 2015 8:00:52 GMT -5
fallen, Cory Trese, if I understand correctly, heat dissipation is based on left over movement points. Does that mean that if you use a talent that is move ending (like overwatch) that leaves you with 0 ap and 0mp, your templar will not have any heat dissipation that turn?
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Post by Cory Trese on Nov 19, 2015 10:42:57 GMT -5
fallen, Cory Trese, if I understand correctly, heat dissipation is based on left over movement points. Does that mean that if you use a talent that is move ending (like overwatch) that leaves you with 0 ap and 0mp, your templar will not have any heat dissipation that turn? Will only have base heat dissipation, no bonus heat removed by MP. Overwatch does impact Soldier's ability to control heat loss.
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Post by tenbsmith on Nov 19, 2015 14:09:45 GMT -5
It would be nice if the tutorial somehow mentioned that heat dissipation is improved by having left over MP. And that turn ending talents that strip all MP, like Overwatch, affect a Soldier's ability to control heat loss. (if that info was already in there, I guess I missed it.
I'd noticed that templars who didn't move much sometimes dissipated more heat, but the Overwatch affect made it a bit more difficult to discern the specific pattern.
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Post by fallen on Nov 19, 2015 14:16:25 GMT -5
It would be nice if the tutorial somehow mentioned that heat dissipation is improved by having left over MP. And that turn ending talents that strip all MP, like Overwatch, affect a Soldier's ability to control heat loss. (if that info was already in there, I guess I missed it. I'd noticed that templars who didn't move much sometimes dissipated more heat, but the Overwatch affect made it a bit more difficult to discern the specific pattern. Thanks for the feedback. The tutorial states: The battle suit's internal power source relies on kinetic reclamation during extended deployments. Whenever a Templar moves or uses a Talent, their battle armor generates Heat. A Templar's Heat is shown in red to the left of their portrait on the HUD. A Templar's Health is shown in green to the right of their portrait in the HUD. An overheated Templars suffer damage every turn and is unable to use certain Talents. Each turn, some Heat will dissipate. A short break from action can quickly help a Templar cool down.
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Post by tenbsmith on Nov 19, 2015 14:33:44 GMT -5
Now that I see it again, I remember reading that.
But, after reading it, I didn't realize that left over MP speed cooling. I thought that taking a break the Templar no longer generated new heat, so the old heat dissipated quickly.
From my perspective, it'd be nice to say something a bit more direct like "Unused movement points at the end of a turn accelerate the Templar's cooling process." OR "The Templar can use left over movement to accelerate cooling."
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