marvelharvey
Member
Shit, I'm surrounded by enemies! At least skulljacking this codex will remove one of them from the playingfield and make things safer... Oh fuck!Just skull jacked a codex for the first time and D:
Shit, I'm surrounded by enemies! At least skulljacking this codex will remove one of them from the playingfield and make things safer... Oh fuck!Just skull jacked a codex for the first time and D:
The real power of the specialist is the ability to do guaranteed damage, dependent only on line of sight.
I think Capacitor Discharge also ignores LOS, although I may be high and just actually thinking of the AE effect hitting stuff he couldn't see, rather than being able to actually select a tile out of LOS.
Yeah too bad the way it pushes things off the roll isn't very intuitive or makes sense. It should literally push crit off the table and shift hit into its space.Makes a lot of sense to me but I used to tank in WoW.
¯\_(ツ_/¯
How much can you stack dodge on your own soldiers, anyways? If you can stack dodge and defense enough, it could be possible to be shot at but have a 100% chance to dodge.
It's enough to make Hunker Down completely push everything other than dodge off the table, at least. There's a PCS + GTS boost which is about 30?
It's not flawed it just was never explained is was changed from the previous games and explains why debuffed Ayys always crit you in full cover. Suddenly your defensive maneuvers INCREASE that chance of death, but lower chance of taking damage.Yeah just I don't see why this is considered a flawed system. There's two ways to interpret crit % and just because crit isn't a % of hit doesn't mean the system doesn't make sense. Already agreed with Jintor that it's counter-intuitive to initial thoughts (as evidenced by all the complaints) but I disagree with a need to change the system.
Someone else mentioned it should be D&D style rolls but it is a D&D style roll. In 5e you crit on 20s so an attack vs DC20 with no bonuses will always crit if it hits. /shrug. As long as the system is known and fair then it should be fine.
It scales (like all laser sights). Up close they are like +16/22/28% + 20% from Talon + 15% from shotgun + 40% from flank and GTS bonus +3 = 42 Damage a shot with Rapid Fire.Oh yeah. Suddenly the +15% crit mod is god-tier.
...I thought they were practically useless before.
Alright, I'm back on board with this system. I guess the hit chance and crit chance aren't deceptive or anything (since they're all based on the same roll) but man is it hella confusing. I doubt a single person thought it worked this way before the news leaked.
Suddenly your defensive maneuvers INCREASE that chance of death
I agree. I think the single roll is fine but weird edge cases make it unintuitive (like when you can't hit but you can still crit, which to me is just a hit), at least for me. 2-roll system makes more sense but I also value consistent damage over time to discrete bursts although the game probably doesn't work for it vs. like a WoW raid boss that's taking in hundreds of damage instances over 3 to 10 minutes.I guess ultimately I feel that right now this is really more of an academic than practical discussion since, as discussed slightly prior, the whole wounded mechanic still makes taking hits an absolute last resort, whether you take half damage (or quarter, compared to crits) or not. Unless you have a huge-ass roster of high-ranked soldiers.
Suddenly your defensive maneuvers INCREASE that chance of death.
no pls I did my 2am mathWat.
If an enemy has 85 chance to hit, 20% crit (numbers pulled out of ass), not taking any dodge bonus you have or aim angle/height advantage into account:
Low cover: (20% defense)
- 35% chance to miss
- 45% chance to hit
- 20% chance to crit
High cover: (40% defense)
- 55% chance to miss
- 25% chance to hit
- 20% chance to crit
High cover + disorient: (40% defense, 25% aim penalty)
- 80% chance to miss
- 0% chance to hit
- 20% chance to crit
In every case, a shot taken by the enemy still has 20% chance to crit. "increase that chance of death" is factually incorrect.
The thing is that Crit implies hit since it's the same roll which is what I got caught on.It's weird that a shot that shouldn't hit has a chance to crit.
oh shit my math is not correct I am making mistakes those numbers dont do that
Is this going to get patched?
Is this going to get patched?
Yep. It all plays into this Reddit post, which I completely agree with:I guess ultimately I feel that right now this is really more of an academic than practical discussion since, as discussed slightly prior, the whole wounded mechanic still makes taking hits an absolute last resort, whether you take half damage (or quarter, compared to crits) or not. Unless you have a huge-ass roster of high-ranked soldiers.
yep, the game is not designed around taking damage. anything but a flawless is a more or less a waste of time. it's imo very bad game design.Yep. It all plays into this Reddit post, which I completely agree with:
https://www.reddit.com/r/Xcom/comments/476ckv/xcom_2s_gameplay_is_too_binary/
How much can you stack dodge on your own soldiers, anyways? If you can stack dodge and defense enough, it could be possible to be shot at but have a 100% chance to dodge.
Dodge overriding hit AND crit is what irks me.
Especially when dodge on your soldiers is near-useless without a mod to revert the 'wounded' status to needing to drop below the bonus amount provided by armor to be counted as wounded, or to have medkit heals override wounded state if healed in mission.
"It's just a scratch":Is there a mod for this?
Someone at the strategy department of alien HQ is about to get fired.
"Mission report. How was the avenger's attack?"
"Uh... we killed one."
Someone at the strategy department of alien HQ is about to get fired.
"Mission report. How was the attack on the Avenger?"
"Uh... we killed one."
This is a really weird map layout to me. The two times I've done this mission, it's featured a sort of "land bridge" with two valleys on either side. The first time, the reinforcements kept dropping on the bridge, which I needed to traverse to get to the disruptor. And setting up a squadsight to the disruptor was impossible because of the bridge blocking LOS. It kinda sucked.Someone at the strategy department of alien HQ is about to get fired.
Overwatching reinforcement drops is fun.How did you do that? You fought 53 aliens and only one person died?
This AI grouping sure made the final room easy. I took out all but thein a single turn.Avatars
How did you do that? You fought 53 aliens and only one person died?
This is a really weird map layout to me. The two times I've done this mission, it's featured a sort of "land bridge" with two valleys on either side. The first time, the reinforcements kept dropping on the bridge, which I needed to traverse to get to the disruptor. And setting up a squadsight to the disruptor was impossible because of the bridge blocking LOS. It kinda sucked.
The second time, all the drops were in the valleys, so I could sit on the bridge and destroy everything.
Overwatching reinforcement drops is fun.
Just skull jacked a codex for the first time and D: