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Post by algesan on Dec 19, 2015 13:01:21 GMT -5
Maybe they are and maybe they aren't, but here I go. Yes, there is a mini rant after the last one Spawned in the flames. Gate is closed, objective screen not updated. Note the two xenos due south of my turret, the closest one started in the OW square directly south of it and stopped after two shots as it entered the square it was in and tried for the next one. The second xeno to the south stopped in the fire below it and appeared to stop just before entering the OW square the first xeno started in so either it stopped short to avoid the OW or no animation happened. BTW, the sides got blocked later. Okay, yes this fething issue. Three fething times before this mission has ended and become unwinnable because of a dead Engineer. Really, technically, this one is on me because I accidentally brushed End Turn with the knuckle of my pinkie, except.....I've learned to hide my Engineer, just in case because stuff happens, like I did here with the Captain clearly ( and actually the Soldier) closer to the shooting xenos than the Engineer. So, the result of my feth up, at worst, should have been the Captain and Soldier dead, which would have prompted a turn restart where I could have shot them up. Instead, the three bottom shooters unloaded all six of their shots on the critical fething Engineer, ignoring the closer targets that I always see the shooters go for and totally ended my campaign. I always put a tougher character closer to shooters just in case and it always works, until this one. Three fething xenos. Six fething shots. Besides the targeting bug, this is a problem that I only see in this specific mission and frankly taught me a great deal about screening the more vulnerable Templars, note the Paladin behind the squad in case of surprise spawns. Oh, that is the second Paladin. I didn't get upset about it when the fething Siege Goliath walked through three OW shots with 1 hit left to butcher him with two huge penetrating hit past 84%+ deflection with 60%+ autoblock, just bad luck and as you can see the squad kept going.
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Post by jknut on Dec 19, 2015 21:31:01 GMT -5
On that mission in the bottom screenshot, I like to head everyone north. Going through that trench is tough with all those Xenos just sitting there.
I try to never get close to the spitting Xenos even if it means losing a turn. I like to play my scouts with max stealth/focus for super critical damage almost every shot. They can take down a Siege Goliath in two shots on Ironman or almost any other Xeno with one shot. Of course, the problem is just like your engineer above -- spitting Xenos seem to love to target them. My scouts are so squishy, they need major protection.
I wonder how the AI tells the spitting Xenos who to target.
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Post by algesan on Dec 19, 2015 23:18:39 GMT -5
I've never had a problem killing them all any time or in other cases putting a tougher Templar closer to eat the shots, which has cost me that Templar sometimes. On lower difficulty levels, I'd have no problem sending the Hydra solo up north using Napalm to close the spawn points using a Soldier to escort him back and still clearing the shooters with the Captain, Engineer and another Soldier (or Neptune). Ironman is just to randomly flaky on xeno spawns though.
For Ironman, I lose a shooter to take the Paladin, so I move them in a clump into the trench. If I hadn't screwed up and hit End Turn by accident, this wouldn't have been an issue to bring up because they would've all died, but that is seriously wrong targeting.
I'm getting better with Scouts once I realized they had to have another source of Stealth or their stat equals zero. I think that causes players to think they aren't worth much because Stealth never seems to work otherwise.
I could see taking the north route, but then you take out the north TP first, correct? In fact, north, northeast, then building would be more efficient, pulling out a pair of Scouts to save the civvies and grab the Med Kits after the second TP might work too.
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Post by jknut on Dec 20, 2015 6:44:43 GMT -5
Last time I did it on Ironman, it said mission successful on North TP and Northeast TP (I didn't take the building).
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Post by algesan on Dec 20, 2015 8:45:06 GMT -5
Last time I did it on Ironman, it said mission successful on North TP and Northeast TP (I didn't take the building). LOL, I'll try it that way then, because IIRC, you are supposed to take three TPs.
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Post by jknut on Dec 20, 2015 10:15:38 GMT -5
I think you're right because I was planning to head south to get the building and was surprised when the level was completed with only two. Well, I guess that will help my score.
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Post by fallen on Dec 20, 2015 15:29:19 GMT -5
The spawning location is specifically in the hole int he wall between the two houses. If you don't cover the spawn spot, then spawning still continues. I have bettere marked these for next time.
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Post by fallen on Dec 20, 2015 15:32:08 GMT -5
Gate is closed, objective screen not updated. Fixed for next.
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Post by fallen on Dec 20, 2015 15:34:39 GMT -5
Okay, yes this fething issue. Three fething times before this mission has ended and become unwinnable because of a dead Engineer. Really, technically, this one is on me because I accidentally brushed End Turn with the knuckle of my pinkie, except.....I've learned to hide my Engineer, just in case because stuff happens, like I did here with the Captain clearly ( and actually the Soldier) closer to the shooting xenos than the Engineer. So, the result of my feth up, at worst, should have been the Captain and Soldier dead, which would have prompted a turn restart where I could have shot them up. Instead, the three bottom shooters unloaded all six of their shots on the critical fething Engineer, ignoring the closer targets that I always see the shooters go for and totally ended my campaign. I always put a tougher character closer to shooters just in case and it always works, until this one. Three fething xenos. Six fething shots. Besides the targeting bug, this is a problem that I only see in this specific mission and frankly taught me a great deal about screening the more vulnerable Templars, note the Paladin behind the squad in case of surprise spawns. Oh, that is the second Paladin. I didn't get upset about it when the fething Siege Goliath walked through three OW shots with 1 hit left to butcher him with two huge penetrating hit past 84%+ deflection with 60%+ autoblock, just bad luck and as you can see the squad kept going. Sorry that it was a painful lesson to learn, but glad you learned more about screening, xeno targeting, and such. Definitely have to tighten up the strategy. That is not a targeting bug. Xeno do not always target the nearest enemy.
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Post by fallen on Dec 20, 2015 15:46:07 GMT -5
Last time I did it on Ironman, it said mission successful on North TP and Northeast TP (I didn't take the building). LOL, I'll try it that way then, because IIRC, you are supposed to take three TPs. Hmm, it does seem you can skip the building and still win. I am trying to figure out a way to fix the level, but that is going to take some surgery. Added this to our roadmap.
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Post by algesan on Dec 22, 2015 0:34:37 GMT -5
LOL, I'll try it that way then, because IIRC, you are supposed to take three TPs. Hmm, it does seem you can skip the building and still win. I am trying to figure out a way to fix the level, but that is going to take some surgery. Added this to our roadmap. Heh, not too quickly, let me get past this annoying level....although for Ironman the northern route and curling back to the building would still seem a better way to go.
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Post by Cory Trese on Dec 28, 2015 18:08:11 GMT -5
Hmm, it does seem you can skip the building and still win. I am trying to figure out a way to fix the level, but that is going to take some surgery. Added this to our roadmap. Heh, not too quickly, let me get past this annoying level....although for Ironman the northern route and curling back to the building would still seem a better way to go. We watch carefully where and how people are defeated in levels on all difficulties. Where lots of people struggle, we work on making improvements and balancing the challenges. If Ironman is providing too much of a challenge, try a lower difficulty. You'll run into less of the nasty AI.
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Post by algesan on Dec 28, 2015 19:27:10 GMT -5
Heh, not too quickly, let me get past this annoying level....although for Ironman the northern route and curling back to the building would still seem a better way to go. We watch carefully where and how people are defeated in levels on all difficulties. Where lots of people struggle, we work on making improvements and balancing the challenges. If Ironman is providing too much of a challenge, try a lower difficulty. You'll run into less of the nasty AI. Other than the expected teething issues learning the game and it's quirks, no it isn't too much of a challenge, I should be finishing it off today or tomorrow. It isn't like HoS where weirdness kills take longer to redo than it takes to play the entire game of TBf. Yes, there is the one tutorial mission, but that is just randomness. Technically, again, if I hadn't accidentally ended turn this never would have come up....but from your last comment and having seen my Engineer crunched on that mission repeatedly, even once on Normal, is the answer to the question "Oops, a bit of bad RNG luck, try again." Or... "Yes, the nasty AI piled on the mission critical Engineer."? (Several possibilities for why, including targeting the weak one.) Yes, I've seen the occasional random shot not target the closest target, but never the focused fire I saw bypass two closer targets (one wounded) for six consecutive shots.
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Post by fallen on Dec 28, 2015 19:42:34 GMT -5
Thanks for the feedback!
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