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Post by schartre on Dec 24, 2015 6:14:52 GMT -5
Isn't this supposed to shut you down, and then reset you back to 0 heat? Because all i get atm is a shutdown for 2-3 turns, then I'm back at 250% or so heat, have to move a bit, then shutdown again. Even worse, my soldier seems to get stuck in perma shutdown when he overheats while in Overwatch. And the message always stays at "shutdown imminent", even at 270% Heat and after my action points and move points are removed. How do you manage Heat? I think Heat Sink is horrible considering that you're then left with an overheating engy. Same problem. You're stuck and you can't take actions unless you skip a few turns in hope that nothing destroys your immobile Templar. I guess you're left with double vents and +heat upgrades? Is this the only solution to be able to keep moving fast in missions? Is it viable, because you miss on precious autoblock% or crit chance% gear doing so. Finally, if your engy is supposed to manage the Heat of your Templar, this means that he'll always be overheating, and won't be able to buff the team anyways. So, I have to ask, what is the engys purpose? Drop 2 turrets and spam Heat Sink? Same thing for my soldier, I love Rally Charge, but will use it in the first 5 turns, then I'm in constant overheating. Limit my accuracy, but allow me to buff! I love the game, totally addicted, I'm in my second playthrough, but Heat management is annoying at best. I'd love to be able to upgrade my Templar as to actually be able to reduce the build up of Heat, not just the damage I take from it. And overheating should progressively affect your accuracy instead of limiting your movement and speed clearing the way it is currently implemented Thanks for the help, Happy Christmas!
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Post by schartre on Dec 24, 2015 7:30:13 GMT -5
So I went back I read the library, and I made a mistake about Heat resetting after shutdown. My bad, read the patch notes too fast. So it all comes down to heat reducing, and if I understand correctly it's difficulty based, as well as Mp based. So do you put -mp armor on your engy and soldier? My question remains, how do you manage the heat of your squad. Also, how do you use the engineer, I think he sucks
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Post by fallen on Dec 24, 2015 8:26:18 GMT -5
@scharte - thanks for the post! What Engineer Talents are you using?
Once you are on the map, the most active Heat management you should be focusing on is stopping moving or not using Talents for a turn. Heat reduction is based around difficulty, movement, and Talent use.
You can do things like use the Engineer's Heat Sink, or Neptune's talent.
Engineers are very powerful, what Talents are you using?
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Post by schartre on Dec 24, 2015 10:10:49 GMT -5
I go with Sentry 5, Heat sink 4, capture and direct shot. I did love to pimp Power Field to 9-10, even more when it's combined with Inferno Seal from Hydra. But It's a chore to keep everyone tightly together and buffed every 4 turns. Then again I use a lot of Prolonged deployment ordonances fort that reason. But I feel bringing an engy just so he can cast Power Field on the Squad on the first turn and be done with it, is not bringing a lot in term of efficiency.
And sentry is just meh, its territory control I guess. Maybe I need to unlock sentry 10?
Makes me think, I only and always use Prolonged deployment for ordonances. I feel everything else is way, way overpriced. At least Prolonged deployment allows me to buff everyone at the beginning and turn my squad into a wrecking ball for the duration of the mission (almost).
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Post by algesan on Dec 24, 2015 11:02:23 GMT -5
I try to go with three OW guys, if need be I try give one a break in high heat conditions or put him in a spot where he can sit on OW for several turns which gives full MP heat reduction even if he shoots stuff I think.
I do find it annoying that I have to spend 15 heat for OW plus the heat per shot, especially since I don't get the AoE part of the skill, which is really the biggest problem with the Neptune, because he should be using the lower heat burst shot at a minimum. "Hey, look Captain, I just did my massive Full Automatic blast into that tight pack of xenos and carefully only hit the one since it's OW, aren't I the uberness from Shalun!" "Great is the wisdom of Shalun to teach us to expend 90% of our burst fire on nothing in OW!"
I was going with Heat Sink over Turret before the heat shutdown rule, I just figure it is part of what the Engineer does. With movement and skill use management I can usually pop off a HS or two to keep heat under control, but playing Ironman I've learned to not worry about turn count in scenarios. Remember, it removes the heat listed plus Engineer skill times HS talent level just like Medic and healing. (Fix talent display?)
Turrets, major use is xeno movement control that is better than Hydra flames since they have a chance of stopping every time you shoot at them. They also serve as a nice distraction if you set one off to the side a bit with a chokepoint since the xenos tend to target them like a Templar. Yes, at higher skill they are better.
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Post by tenbsmith on Dec 24, 2015 11:24:58 GMT -5
Instead of waiting until heat is very high, you can manage it on an ongoing basis by making sure squad members whose heat is getting high have a few movement points left over at the end of the turn. I usually do this for different squad members on different turns. Maybe one guy got well in the lead, I'll slow him down a bit so he can shed some heat.
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Post by schartre on Dec 24, 2015 12:17:49 GMT -5
Thanks for the tips!
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Post by Cory Trese on Dec 28, 2015 18:16:06 GMT -5
Very much agree. Pushing the Templar to overheating means you are in big trouble.
Best to keep the Heat under 100% whenever you can, and push towards 200% in emergencies.
Hitting 256% of maximum Heat means you've pushed too hard.
If Heat reset to 0, then the best strategy would be to max out heat over and over.
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Post by CdrPlatypus on Dec 30, 2015 10:01:26 GMT -5
I like to use heavy armor and other -mp gear on units I intend to have over watching every turn.
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Post by Cory Trese on Dec 30, 2015 10:20:46 GMT -5
I like to use heavy armor and other -mp gear on units I intend to have over watching every turn. Very good gear tactic. Combine this this Rallying Charge so you can move the Templars when needed!
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Post by algesan on Dec 30, 2015 17:16:37 GMT -5
I like to use heavy armor and other -mp gear on units I intend to have over watching every turn. Don't forget +accuracy and +damage stuff to avoid the excessive heat costs from having to shoot too many times. Just curious, why no heat vent packs available for purchase?
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Post by fallen on Dec 30, 2015 18:00:44 GMT -5
Just curious, why no heat vent packs available for purchase? Balance decision.
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Post by CdrPlatypus on Dec 30, 2015 23:58:41 GMT -5
I did my time doing crazy speed runs coming in with everyone riding the line of critical overheat. When I play now I have been favoring the slow and steady bulldozer approach. Not as high scoring, but its been fun for me to slowly march forward projecting an endless wall of lead at the enemy.
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Post by algesan on Dec 31, 2015 13:35:58 GMT -5
Just curious, why no heat vent packs available for purchase? Balance decision. Holy Overheat, Batman! Pissant little healing packs cost as much as a new Soldier, more than a ...(skips extra examples of prohibitively overpriced med packs)... and I can see the balance issues of having equal heat reduction ones, but I'd think half effect ones wouldn't be too bad at the insane SP costs. I could also see issues even with those in some of the late game limited squad size missions, but even for them I'd think the twin Engineers abuse of HS would be worse. This is actually just curiosity on my part, thanks for the answer.
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Post by algesan on Dec 31, 2015 13:39:09 GMT -5
I did my time doing crazy speed runs coming in with everyone riding the line of critical overheat. When I play now I have been favoring the slow and steady bulldozer approach. Not as high scoring, but its been fun for me to slowly march forward projecting an endless wall of lead at the enemy. Yep, bugger the time limit and kill them all is a lot more fun, at least in the open missions that let you add more than one or two Templars.
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