[QUOTE=bloboo;50262279]No mr. archon king, I'm not ready for your probably 20+ damage melee, please be gentle[/QUOTE]
Eh, 12 damage, 20 damage, what's the difference? I get pissed off either way when my power armoured units get one-shot because I didn't alpha-strike the Archon with half my team.
[QUOTE=-Ben_Wolfe-;50262351]Finally, I get to make Serpentor:
[IMG]https://dl.dropboxusercontent.com/u/14260215/Serpentora.jpg[/IMG][/QUOTE]
[video=youtube;2UhmwkZF6rg]https://www.youtube.com/watch?v=2UhmwkZF6rg[/video]
Those ruler aliens look cool but those new armor sets are goofy as fuck in a bad way.
We've gone from sci-fi B movie to The Thing comic book adaption.
I'm a little disappointed if that's all the DLC offers. I was expecting futuristic trappers and safari hunters. The new aliens are cool but the armors are silly.
lol
I thought the berserker and archon sets look awesome.
The viper one, however, looks goofy as hell.
the viper king armor probably looks shit because of the super bright blue armor tint, I assume you can change it
[media]https://twitter.com/gsdeangelis/status/728267609360183296[/media]
Neat, preview of one of the new locations and the Viper King getting up close and personal.
He's got a little cape.
Would have preferred entirely new enemies, rather than just glorified reskins. I'll take what I can get though
It's not the most amazing thing I've ever seen but new content is new content... The coinciding patch actually grabs my attention more.
probably wont buy it unless it includes a bunch of new customization
I wonder if the silenced pistol lets you ambush pods and stay in concealment, not just throw you into it after the loud gunshots and explosions happen.
[QUOTE=ColdAsRice;50264692]I wonder if the silenced pistol lets you ambush pods and stay in concealment, not just throw you into it after the loud gunshots and explosions happen.[/QUOTE]
That would be awesome since I have a ranger dress up as Solid Snake with the MG:S voice pack
[quote]The Alien Hunters DLC for XCOM 2 introduces three new Ruler aliens. In this blog series, we go into more detail on each of these Rulers and talk with the XCOM 2 team about the new threats they present.
The Viper is not only a fan favorite in XCOM 2, but it’s also one of the development team’s favorite alien units.
“They look terrifying, have awesome abilities, and they‘re a great narrative Easter egg for the XCOM series overall,” Jake Solomon, Creative Director on XCOM 2, says of the base Viper. So when the team was coming up with the concept of Ruler aliens for the Alien Hunters DLC, the Viper was naturally an early contender to get its own representative amongst the Ruler class of aliens – and so the Viper King was born.
“The Viper King was made to embody the idea of a ‘king’ or ‘ruler’ the most out of our three new aliens,” Solomon adds. “The Viper King has a very regal look and its move set combos really nicely with other enemies.”
[img]https://downloads.2kgames.com/xcom2/blog_images/dlc2/gholtl77290_AH_Concept_ViperKing_atwt226sb58pey87ear.jpg[/img]
The Viper King’s move set includes:
Choke, an upgraded version of the Bind ability that deals more damage and has a chance to knock the target unconscious
Freezing Breath, a deadly area-of-effect attack that can freeze multiple targets simultaneously
Huge amount of health that will take multiple engagements to deplete
Will summon a portal to flee battle after devastating your soldiers or being chased off
Stalks your soldiers across multiple missions
Rulers take a turn after every soldier action
“We wanted the Viper King to be distinct, but also have abilities that enhanced the threat of regular Vipers,” Greg Foertsch, Art Director on XCOM 2, adds. “When paired together, they have multiple ways to stop your units in their tracks. If they don’t outright kill your units, their Bind attacks, Tongue Pull, and Freezing attacks will set your soldiers up for their fall.”
Solomon says the ice element not only makes the Viper King much more deadly, but helps it to increase the threat of every other enemy unit on the map. “When a soldier gets frozen, you lose all control, you’re more vulnerable, and now your other soldiers have to compensate for the new challenge.”
It’s hard to argue that the Viper King really takes the “King” look to heart. Its regal design is undeniable, and Foertsch says this was the goal for the team all along. “We wanted to make this ruler look regal which would contrast with some of its more primal animations and abilities. We gave him a headdress with some sci-fi inspired adornments and nothing says ‘regal’ like a cape. Additionally, we wanted to reflect his frost abilities through his icy blue color scheme.”
[/quote]
[url]https://xcom.com/news/en-into-the-nest-xcom-2s-viper-king-exposed[/url]
[QUOTE]Rulers take a turn after every soldier action[/QUOTE]
Eeeeexcuse me what
[QUOTE=Roman Candle;50269185]Eeeeexcuse me what[/QUOTE]
Seems like you need to liberally apply acid grenades everywhere
[QUOTE=Roman Candle;50269185]Eeeeexcuse me what[/QUOTE]To elaborate based on a developer post on Reddit: They [I]only[/I] move after a soldier action. They don't move during the alien turn. In addition, dashing only counts as one action in this regard, even if it costs 2AP.
That being said, Alien Rulers apparently have so much HP that they had to redo the UI health element to account for it, so you're boned either way.
[QUOTE=The Kins;50269646]To elaborate based on a developer post on Reddit: They [I]only[/I] move after a soldier action. They don't move during the alien turn. In addition, dashing only counts as one action in this regard, even if it costs 2AP.
That being said, Alien Rulers apparently have so much HP that they had to redo the UI health element to account for it, so you're boned either way.[/QUOTE]
I know just the thing we need
[video]https://youtu.be/DXSCT1Oj2Tw?t=6[/video]
sounds like they're going to be extremely frustrating but perhaps this is the endgame difficulty we need.
send in the rookies! who ever survives gets to stay in my pool
Wow that sounds really fun
[QUOTE=Mbbird;50270395]Wow that sounds really fun[/QUOTE]
Unless that fucker spawns when you are fighting a Gatekeeper and bunch of Archons and Mutons.
[QUOTE=RocketRacer;50271613]Unless that fucker spawns when you are fighting a Gatekeeper and bunch of Archons and Mutons.[/QUOTE]
Well we have to lose soldiers from time to time, don't we?
[QUOTE=gudman;50271624]Well we have to lose soldiers from time to time, don't we?[/QUOTE]
A.K.A. The cycle of XCOM
[QUOTE=gudman;50271624]Well we have to lose soldiers from time to time, don't we?[/QUOTE]
it's fine to lose soldiers because i make a tactical mistake
having enemy units have high as fuck health and get a free turn on every move/action you make
is not very good
[QUOTE=gudman;50271624]Well we have to lose soldiers from time to time, don't we?[/QUOTE]
If they were replaceable, sure. Soldiers in the original series were very replaceable. But Soldiers in EU / 2 are very replaceable, losing a key unit or two could be the end of your campaign.
[QUOTE=The Kins;50269646]To elaborate based on a developer post on Reddit: They [I]only[/I] move after a soldier action. They don't move during the alien turn. In addition, dashing only counts as one action in this regard, even if it costs 2AP.
That being said, Alien Rulers apparently have so much HP that they had to redo the UI health element to account for it, so you're boned either way.[/QUOTE]
Imagine you find one of those guys and kill everybody else in the pod, but your soldiers are too weak to fight it. So you just do nothing for several turns until they're forced to leave the map because of their time limit.
[QUOTE='Ninja Nub[NOR];50271849']it's fine to lose soldiers because i make a tactical mistake
having enemy units have high as fuck health and get a free turn on every move/action you make
is not very good[/QUOTE]
The problem is that XCOM 2, to a lesser extent, still suffers from the biggest problem of full-turn-I-go-you-go systems that plagued XCOM EU
So long as you don't screw up and you use all of your actions efficiently, or don't waste the actions of a Trooper or two before triggering enemies, there's basically only two levels in the entire game where its almost certain you don't have a chance at wiping everything out in a turn [sp]these being Avenger defence and the final mission[/sp] and that means that every time the game gives you a really nasty enemy you're supposed to be scared of like a Berserker, there's a decent chance you just mince it easily due to having 6 guys with actions and plenty of guaranteed-hit items.
By giving the Rulers a shit ton of health and the ability to get free moves, they're making them a threat that isn't just a giant static bullseye begging to lose its cover and evaporate in the XCOM turn.
[QUOTE=Dr.Critic;50272625]The problem is that XCOM 2, to a lesser extent, still suffers from the biggest problem of full-turn-I-go-you-go systems that plagued XCOM EU
So long as you don't screw up and you use all of your actions efficiently, or don't waste the actions of a Trooper or two before triggering enemies, there's basically only two levels in the entire game where its almost certain you don't have a chance at wiping everything out in a turn [sp]these being Avenger defence and the final mission[/sp] and that means that every time the game gives you a really nasty enemy you're supposed to be scared of like a Berserker, there's a decent chance you just mince it easily due to having 6 guys with actions and plenty of guaranteed-hit items.
By giving the Rulers a shit ton of health and the ability to get free moves, they're making them a threat that isn't just a giant static bullseye begging to lose its cover and evaporate in the XCOM turn.[/QUOTE]
That's like the entire point though. There are some enemies that throw a curve, and although you could argue that the reverse difficulty curve is poorly designed and that the extremes are too extreme, you're supposed to be able to chess the enemy and win consistently.
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