[QUOTE=Alsojames;48277410]So what exactly is the point of melee combat? You need to run up close to an enemy in a game that is famous for murdering your men from [I]a distance,[/I] to hit them with a weapon that, realistically, should be weaker than a ranged weapon, and at least one enemy can no-sell and then counter your melee attack?
What's the benefit?[/QUOTE]
Check out the MEC powerfist. That deals insanely high amounts of damage, destroys cover in an area and costs no ammo. It's pretty much guaranteed that the Ranger will also have a way of countering melee attacks of his own or reduce damage taken somehow, kinda like how Assaults - a CQC class similar to the Ranger - are immune to critical hits.
[QUOTE=MrHeadHopper;48277658]Check out the MEC powerfist. That deals insanely high amounts of damage, destroys cover in an area and costs no ammo. It's pretty much guaranteed that the Ranger will also have a way of countering melee attacks of his own or reduce damage taken somehow, kinda like how Assaults - a CQC class similar to the Ranger - are immune to critical hits.[/QUOTE]
Perhaps rangers have a chance to block damage with their sword. I imagine part of the ranger skill tree will be to make them better melee fighters.
[QUOTE=Alsojames;48277410]So what exactly is the point of melee combat? You need to run up close to an enemy in a game that is famous for murdering your men from [I]a distance,[/I] to hit them with a weapon that, realistically, should be weaker than a ranged weapon, and at least one enemy can no-sell and then counter your melee attack?
What's the benefit?[/QUOTE]
I can't be sure but I think the idea is that rangers will be, in most cases, able to run in, chop, and run into cover again.
I want a perk that gives the Ranger the ability to go unlimited overwatch with his sword.
Just imagine a ton of chryssalids running towards you and slicing them down one-by-one.
Since the common rook will now be human (and most aliens now apparently also got human DNA built in), I hope the whole bunch of them will be more liable to panic.
Slicing a Muton's arm off and having the rest panic and scamper off sounds fun as hell.
[QUOTE=Awesomecaek;48277800]Since the common rook will now be human (and most aliens now apparently also got human DNA built in), I hope the whole bunch of them will be more liable to panic.
Slicing a Muton's arm off and having the rest panic and scamper off sounds fun as hell.[/QUOTE]
Hybrids should panic too. Since they have all the benefits of having a human intelligence, they should get some drawbacks from possessing it. Their greatest strength shall become their undoing!
i'm guessing the ranger will have close combat abilities that scale against shit like the muton to make it less risky as experience increases but either way the ranger's melee is probably going to require you to have a plan B as much as anything in XCOM does
I'm getting 22~ Meld per canister now on missions... what is HAPPENING
That's something i hope they change too, panic.
People don't flip their shit and shoot their teammates every time they take damage. It's such a strange mechanic that I've never understood. Either Shoot back at the attacker with an accuracy penalty, hunkerdown or run to actual hard cover away from the attacker those make 'sense'.
Accidental friendly fire / collateral damage is something I'd like put in instead. Like you can miss your intended target but still hit another depending on their proximity and hit %, be it another alien or a friendly.
90% of the time I've gotten a Panicked soldier, they shot at their attacker and killed/almost killed them.
[QUOTE=Fr3ddi3;48278060]That's something i hope they change too, panic.
People don't flip their shit and shoot their teammates every time they take damage. It's such a strange mechanic that I've never understood. Either Shoot back at the attacker with an accuracy penalty, hunkerdown or run to actual hard cover away from the attacker those make 'sense'.
Accidental friendly fire / collateral damage is something I'd like put in instead. Like you can miss your intended target but still hit another depending on their proximity and hit %, be it another alien or a friendly.[/QUOTE]
I think they intend for paniced friendly fire to represent the guy spraying and accidentally hit an enemy, but it comes off weird because it's just them shooting their friend.
[QUOTE=IrishBandit;48278071]90% of the time I've gotten a Panicked soldier, they shot at their attacker and killed/almost killed them.[/QUOTE]
that's odd because there's a significantly greater chance they hunker down
[QUOTE=MrHeadHopper;48278086]I think they intend for paniced friendly fire to represent the guy spraying and accidentally hit an enemy, but it comes off weird.[/QUOTE]
Oh i get what they are trying to show and if an ally is stood near the alien i could 'get it'. But it's just comes across incredibly stupid when they shoot a guy standing behind them further away from them than their attacker.
On another note of changed mechanics. I'd like a move / ability for maybe the assault class which allows you to blind fire an enemy with an accuracy penalty but it keeps your 2nd move available to hunker down afterwards or run away.
[QUOTE=joshuadim;48277969]I'm getting 22~ Meld per canister now on missions... what is HAPPENING[/QUOTE]
Well in Long War it works like this.
[quote]The amount of Meld that you get from canisters scales with how well the aliens are doing. As such, you may find that Meld becomes hard to come by if you're doing "too well", so selling it or giving it by Request should not be done. On the other hand, if the aliens have you on the back foot, you may find yourself with enough Meld to build plentiful MECs and gene mods to help you get back in the game. [/quote]
It always does keep going up, as the lmao's research and progress. The stronger they are, the more meld you gonna get per container. It's normal and unavoidable.
Thanks Awesomecaek
Now, the council has given me the newfoundland mission, what would be the best way to go about it in Long War?
[QUOTE=joshuadim;48278311]Thanks Awesomecaek
Now, the council has given me the newfoundland mission, [B]what would be the best way to go about it in Long War?[/B][/QUOTE]
Not to
[QUOTE=ReligiousNutjob;48275064]that could definitely be true, lids could be a totally new thing to Bradford[/QUOTE]
Naw, Lids probably killed his wife and child, so he had to shoot their zombified corpses. And then strangle the newborn cryssalids with his bare hands.
[QUOTE=Alsojames;48277410]So what exactly is the point of melee combat? You need to run up close to an enemy in a game that is famous for murdering your men from [I]a distance,[/I] to hit them with a weapon that, realistically, should be weaker than a ranged weapon, and at least one enemy can no-sell and then counter your melee attack?
What's the benefit?[/QUOTE]
You can probably use Colonel-rank rangers to go all "Rules of Nature" on the Ayes.
[QUOTE=joshuadim;48278692]why not?[/QUOTE]
I haven't actually played that mission in long war but knowing long war, it's probably fucking bullshit.
My starting base is canada. I don't know if I can ignore the newfoundland mission
For clarification: I've actually done the Long War Newfoundland mission in another campaign I had, it just cost me a lot of men to complete though. I want the most optimal way to be able to complete it with minimal chance of losing people.
[QUOTE=joshuadim;48278870]For clarification: I've actually done the Long War Newfoundland mission in another campaign I had, it just cost me a lot of men to complete though. I want the most optimal way to be able to complete it with minimal chance of losing people.[/QUOTE]
the only bullshit thing Long War adds to that mission are thin men and in my experience there usually aren't many of them: there's a small chance of a Cryssalid queen spawning after you light the beacon but it's negligible imo
if you position your troops well overlooking the cargohold you can farm kills from the whale spawn before you light the beacon, which makes falling back trivial
[editline]23rd July 2015[/editline]
my big hyperspecific tip for that mission is not to cling to the middle, where the height drops, because line of sight is wonky on all the stairways which can lead to lids activating and then parking there so you have to waste precious moves to get line of sight on something that should be right in front of you
[QUOTE=joshuadim;48278870]For clarification: I've actually done the Long War Newfoundland mission in another campaign I had, it just cost me a lot of men to complete though. I want the most optimal way to be able to complete it with minimal chance of losing people.[/QUOTE]
When I run it I try to bring 2 assaults with shotguns and CQC. Hardest point is getting through the market without losing anyone, just burn through what you can as fast as you can. Also don't be afraid to liberally use explosives, you're not salvaging anything from the mission. For hitting the node I always leave my long range troopers back in the market, my gunners near the boxes on the upper path to the deck, then my assualts to hit the beacon. Then run back to boxes while everyone provides overwatch, back to the market with the same deal, then back to the Sky Ranger. If you have some decent soldiers it really shouldn't be too difficult.
[QUOTE=joshuadim;48278311]Thanks Awesomecaek
Now, the council has given me the newfoundland mission, what would be the best way to go about it in Long War?[/QUOTE]
[media]https://www.youtube.com/watch?v=YAIctku3O0s&[/media]
Like this.
I'm watching Beagle's take on the Newfoundland mission in his Live and Impossible campaign and the box strat is right in the middle of the fucking hive. I love it, I'm gonna try it.
[editline]23rd July 2015[/editline]
[IMG]http://i.gyazo.com/ee0166ee822c22cd777a8924fc674230.png[/IMG]
[QUOTE=Kartoffel;48277242]So this is back up now.
[url]http://xcom.com/news/the-muton-returns-in-xcom-21[/url]
:suicide:[/QUOTE]
Man this website really hates me. Every link takes me back to the agegate where it realises I've already completed it and then forwards me to the homepage again.
[editline]23rd July 2015[/editline]
Had to swap to chrome. It didn't like my version of firefox.
Beagle seems to be pushing it to the limit
who else is watching [url=http://www.twitch.tv/miss_jamball]beagle[/url] stream right now? I'm dying of laughter, this is a tremendous strat
Tonight's stream:
Beaglerush needs a hero for retribution on the Temple Ship.
I was late, why is he going back and forth?
ahhh for gear
Sorry, you need to Log In to post a reply to this thread.