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Post by absimiliard on Nov 18, 2011 16:24:19 GMT -5
What do people think of the strategy of taking your scouts and removing their armor, so they're in regular leviathon armor, and giving it to your soldiers?
I'll admit I'm not fond of losing a point of plating, but not sucking down that -1 CP penalty for the regular leviathon suits makes my soldiers ever so much faster. It doesn't seem like it should, but I find the difference between 4 CP and 5 CP is huge. (and between 5 and 6 CP it's still a pretty big deal as well)
What I don't have a good feel for is how much that missing point of plating is hurting me in hand-to-hand combat.
Anyone have input?
-abs
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Post by Cory Trese on Nov 19, 2011 0:03:20 GMT -5
Interesting. Maybe we should tie the +1 CP to the scout class instead of the light armor.
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Post by gravismetallum on Nov 19, 2011 0:32:10 GMT -5
I would rather have the better protection,the soldier ability makes heavier armor a better option.
The scouts free move ability makes more sense than a bonus cp...thematically anyway.
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Nov 19, 2011 23:56:22 GMT -5
1 more CP = 1 more shot = 1 more possibly dead alien = 3 less possible attacks per turn = 1 less reason to have more protection.
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Post by gravismetallum on Nov 20, 2011 0:48:19 GMT -5
Same kinda thing be said for better armor if you miss that critical attack. Surviving to the next round of combat is just as valuble...plus no skill check for armor absorbtion. But I imagine it would take a lot more testers than just us to come up with a definitive answer with this vacuum of data.
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Nov 23, 2011 21:28:03 GMT -5
Yeah... but I'll still stand by my opinion that CP (which can be flexibly utilised as movement, attack or skill usage) is more important than armor. Remember, unused CP CONVERTS into additional DEFENSE.
Strangely, still got some Templars killed on Brutal even with a squad of 6 CP-ers. Darn... Probably you're right, gravis. I'll test using a slower squad with huge-ass armor.
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Post by gravismetallum on Nov 23, 2011 21:38:37 GMT -5
Post yo results when ya can...don't have a lot of time lately...been spending what little I got on CK.
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Nov 23, 2011 22:08:02 GMT -5
Defector! We shall execute you for your heresy! I'm spending a little too much time here on TA and a little on ST than CK at the moment. ;D
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Post by neveryours on Nov 23, 2011 22:57:42 GMT -5
70% of the time on CK and 30% on TA. I get some free time and think about loading CK. Then "Lupercal" comes on in my head and I find myself bossing the Templars about.
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Nov 24, 2011 0:06:27 GMT -5
Er... what has a Primeval She-Wolf got to do with Templars? I would think about hot latinas personally...
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Post by Lt. Hathaway on Aug 19, 2012 18:37:28 GMT -5
I've been experimenting with this the last couple of days. So far I like having the squad in scout armor. The Captain and actual scouts are still faster with their free move. I do wish the standard suits would stay in unit inventory, though, and it's been rough with Xeno blood (temporarily) acting as fire!
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