dave_the_nerd
Lifer
- Feb 25, 2011
- 16,984
- 1,616
- 126
97 kills vs 27 for my fire after move vs SS snipers.
Doinitwrong.
I've had three Colonel level SqSi Snipers with >100 kills now. Two in the same game.
97 kills vs 27 for my fire after move vs SS snipers.
Doinitwrong.
I've had three Colonel level SqSi Snipers with >100 kills now. Two in the same game.
ditto. SS with either double tap or in the zone = 100s of kills easy.
doinitwrong.jpg
It IS overpowered. It's probably the single reason why even Ironman Impossible isn't.
For my part, my dual SS Snipers hit over 150 kills each in one of my longer campaigns. Only other soldier that was even close was my Heavy (and that's only because I used the explosives at any hint of trouble... part of the reason why the campaign ended up longer because I needed weapon fragments. On the other hand, this also meant there was 0% chance of my losing the campaign).
I don't really know if it's overpowered or intended to be powerful. The game is not competitive, and you can't just go in with 6 of them for obvious reasons - anymore than 3 is not really viable.
I still think you guys are full of it, when it comes to squad sight snipers.
I went back and started a new game with one, and line of sight issues mean that 9 out of 10 times when a squadmate spots an alien, my squad sight sniper does not get a shot - have to move him to a position that can 'see' the enemy (line of sight from A (sniper spot) to B alien spot, even if very far). Then the enemy moves on it's turn, and I have to move my squad sight sniper again (again not getting a shot).
I can see Archangel + Squad Sight perhaps working. Are there no line of sight issues in the air? Otherwise, I still don't get why or how you guys are getting the kills you say you are.
I still think you guys are full of it, when it comes to squad sight snipers.
I went back and started a new game with one, and line of sight issues mean that 9 out of 10 times when a squadmate spots an alien, my squad sight sniper does not get a shot - have to move him to a position that can 'see' the enemy (line of sight from A (sniper spot) to B alien spot, even if very far). Then the enemy moves on it's turn, and I have to move my squad sight sniper again (again not getting a shot).
I can see Archangel + Squad Sight perhaps working. Are there no line of sight issues in the air? Otherwise, I still don't get why or how you guys are getting the kills you say you are.
I still think you guys are full of it, when it comes to squad sight snipers.
I went back and started a new game with one, and line of sight issues mean that 9 out of 10 times when a squadmate spots an alien, my squad sight sniper does not get a shot - have to move him to a position that can 'see' the enemy (line of sight from A (sniper spot) to B alien spot, even if very far). Then the enemy moves on it's turn, and I have to move my squad sight sniper again (again not getting a shot).
I can see Archangel + Squad Sight perhaps working. Are there no line of sight issues in the air? Otherwise, I still don't get why or how you guys are getting the kills you say you are.
I still think you guys are full of it, when it comes to squad sight snipers.
I went back and started a new game with one, and line of sight issues mean that 9 out of 10 times when a squadmate spots an alien, my squad sight sniper does not get a shot - have to move him to a position that can 'see' the enemy (line of sight from A (sniper spot) to B alien spot, even if very far). Then the enemy moves on it's turn, and I have to move my squad sight sniper again (again not getting a shot).
I can see Archangel + Squad Sight perhaps working. Are there no line of sight issues in the air? Otherwise, I still don't get why or how you guys are getting the kills you say you are.
Towards the end of my first game I had two snipers with squad-sight and double-tap. If I ran into anything, I fell back to them and they typically provided the big kills with the rest of the squad supporting.
If you have two sets of mutons advancing on your position (before having snipers that reliably one-hit them) you have to retreat from time to time.
I do agree, that snipers are way unbalanced too.
My usual squad consists of two snipers, two supports, one assault and one heavy, and the heavy and assault either tank or go ghost, while the snipers just stay behing cover on some high ground and deal crit after crit.
This is why late-game was positively boring. Yeah, I still moved mostly carefully (except some thin man missions, where I just went berserk knowing that nothing could touch me), but as long as I did, the snipers dealt an average 30 or so damage per turn, while the supports could heal a total of 60 HP, IIRC.
Compare that to the early game, were thin men would single hit my rookies, because I had no armour, and I'd have to get two hits on them.....yeah.
It's a weird difficulty curve, that punishes the beginner, and in my eyes a bit of a design problem. Maybe a time limit on some of the story missions, or a higher panic penalty in the late game would turn that around.
Currently considering a replay, but knowing that only the first two dozen missions will be troublesome kind of turns me off.
If you have two sets of mutons advancing on your position (before having snipers that reliably one-hit them) you have to retreat from time to time.
I do agree, that snipers are way unbalanced too.
My usual squad consists of two snipers, two supports, one assault and one heavy, and the heavy and assault either tank or go ghost, while the snipers just stay behing cover on some high ground and deal crit after crit.
This is why late-game was positively boring. Yeah, I still moved mostly carefully (except some thin man missions, where I just went berserk knowing that nothing could touch me), but as long as I did, the snipers dealt an average 30 or so damage per turn, while the supports could heal a total of 60 HP, IIRC.
Compare that to the early game, were thin men would single hit my rookies, because I had no armour, and I'd have to get two hits on them.....yeah.
It's a weird difficulty curve, that punishes the beginner, and in my eyes a bit of a design problem. Maybe a time limit on some of the story missions, or a higher panic penalty in the late game would turn that around.
Currently considering a replay, but knowing that only the first two dozen missions will be troublesome kind of turns me off.
Play Impossible once and see what happens.Ah, maybe that is it. I never retreat
Ah, maybe that is it. I never retreat, but I could see falling back on two squad sight snipers and having them decimate all that follow you.
I tend to constantly advance, only retreating badly hurt characters from the 'front line'. So I spot an alien, they move, and I advance everyone toward the alien, which makes my squad sight sniper stink.
Perhaps a playstyle thing? Like to constantly advance the snap shot sniper is better, but like to lay traps or draw enemies in and the squad sight sniper is better? Probably better to use squad sight also because with all my advancing, I use alot of rockets (2x Heavy when you got 6 mutons + disc + whatever), which destroy the alien guns I believe. I'll give it another shot.
Yea you can't do that "always advance" tactic on classic and absolutely impossible on impossible. On easy/normal, you can feel like a tactic king doing so, and it'll end sooner.
Finished over the weekend, I might play through a higher difficulty at some point. Does higher difficulty simply improve enemy tactics or does it influence other things as well? Like smaller mission rewards, lower soldier aim, increased mission frequency, anything like that?
This. Switch up to classic. It'll point out all of the mistakes the AI has been letting you get away with.
On a side note about 'falling back,' I had one of my most harrowing missions last night. It was an alien supply barge and I (unwisely) assaulted it from the sides. I managed to have nine elite mutons, four regular mutons, two berserkers and a cyberdisk active at the same time. I've never had to go full Sir Robin, but I just ran and ran and ran like hell. Lost a single Lt Assault and pretty much everyone else was wounded. Got back to the Skyranger and pulled the cord.
I wonder if this will be $25 come blackfriday....