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Post by Cory Trese on May 1, 2013 1:35:18 GMT -5
I tried a Hydra on Surface Elevator thinking "it would be great for the Hydra to roast all of the Xeno eggs at once", but the Hydra specialist was so incompetent all he could do was set his feet on fire. Sadly, he roasted to death after turn three. Neptunes. Neptunes for the win! Maybe the damage on the Neptune should be reduced?
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Post by Lt. Hathaway on May 1, 2013 2:27:17 GMT -5
Honestly, I'd love to see video of Hydras being employed properly. It wouldn't be the first time something that something I can't figure out turns out to be easier than I could have imagined. (POGO!) ;p
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Post by xdesperado on May 1, 2013 3:54:34 GMT -5
I love my Hydras They are perfect for pulling rear guard and flank security when on the move since they can be fired with 0AP. Also work great for large scale area denial operations and unlike with a Neptune they aren't locked into a single firing arc and completely immobilized when fired so can cover more than one threat axis at a time.
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Post by Lt. Hathaway on May 1, 2013 5:45:33 GMT -5
I recall recently seeing something on Facebook about Hydra recalibration, so I tried it out. Damage of fire on the ground seems to be pretty good now, a lot of Xenos are dying after 2-3 squares. I'm testing in static situations right now and things look far better!
I'll continue testing, but the two things that strike me right now are:
1) To the best of my knowledge, nothing kills critters except Templars and fire. If this is true, then for one Hydra knight, the kills from fire is the total number of kills minus the kills credited to individuals. I know the game tracks total kills separately from credited kills because the little popup said I had 21 kills but zero were credited (all fire kills, none targeted.). With multiple Hydras, you could split the kills and round up. Not a perfect solution, but a great improvement in few lines of code.
2) The other thing that keeps me from loving the Hydra so far is that I can't shoot over close Xenos. The only distance I want that sucker fired is far enough away not to burn my feet. I don't want to fire at the Xeno one square away, because with the better flamers, I could burn half the squad. * How about treating it more like an exploding ball of plasma and letting us choose the firing distance, map permitting?
*(You don't want to burn your squadies, Mate. Makes work for the Chaplain, who in turn is much less keen on sharing the good drugs. After the sickbay, then you face your mates!)
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Post by slayernz on May 1, 2013 17:55:49 GMT -5
@lt Hathaway, Even better .. with Hydra firing, you get to pick the direction - it will always fire 4 squares away in the full firing arc. That means even when a Xeno is right in front of you, it gets hit by fire, but the fire continues on ala a real flamethrower. There is only a little splash damage from normal flame units - it's more a projection beam with a finite range
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Post by johndramey on May 1, 2013 20:58:56 GMT -5
Doesn't the epicenter of the splash damage always occur at the first point of contact though? Meaning that if there is an enemy 1 space ahead of your hydra then the splash damage will reach behind your hydra.
I always wanted the hydra to be more of a projection then a blast, meaning that it will always splash forward in an arc. That would probably be a little overpowered though, but it would make the Hydra way more versatile in CQB
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Post by slayernz on May 1, 2013 22:47:34 GMT -5
For me, the Hydra is really just a venting of superheated plasma. There is no splash/blast damage to speak of. Anything in the way of this plasma will burst into flame (floor, walls, xeno's, knights). However, the plasma doesn't bounce back at you ... like any fluid, it has forward momentum and will surge around an object with minimal splash back.
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Post by fallen on May 24, 2013 0:49:28 GMT -5
slayernz - in the next release, the Relic Devastator gains +1 Damage and +4 Clip size, making it clearly better than the Long Devastator you can purchase.
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Post by slayernz on May 24, 2013 0:57:17 GMT -5
Oh SWEET ... that makes a nice difference.
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Post by fallen on May 24, 2013 1:02:41 GMT -5
Shalun bless our ticketing system. It never forgets!
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Post by slayernz on May 24, 2013 1:24:19 GMT -5
Will it update all weapons, or only count for weapons acquired after the fix? I only ask this because with ST, if you had a ship with certain stats, it remains intact even if Cory changes some of the attributes in an update.
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Post by fallen on May 24, 2013 9:57:36 GMT -5
slayernz - any weapon (past, present, or future) will be upgraded.
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