On February 13 2016 01:15 Kipsate wrote:
wait if you add rounds to a sniper it also gets use on the pistol?
wait if you add rounds to a sniper it also gets use on the pistol?
Yes.
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Dranak
United States464 Posts
On February 13 2016 01:15 Kipsate wrote: wait if you add rounds to a sniper it also gets use on the pistol? Yes. | ||
-Archangel-
Croatia7457 Posts
On February 13 2016 01:04 Godwrath wrote: The point about killzone is that it allows you have a free turn when you activate a pod with it, not about it killing a whole pod by itself. The pod activates on the alien turn, and you are free to go with your whole turn next. Except for first killzone from Concealment phase it is too hard later to know when enemies will run into your squad on their turn. Still better to get 3 free reloads as it works well in any phase of the mission and depend on Serial. Killzone is one shot wonder, mostly useless later. Only other situation I found it good is vs reinforcements but those are always only 3 so you have enough ammo. | ||
-Archangel-
Croatia7457 Posts
On February 13 2016 00:33 Latham wrote: I'd agree with killzone missing a lot. I feel like its just a waste of ammo actually. Out of 6 enemies you'll hit maybe 1. While lightning hands, faceoff and fanfire actually get things done. Overwatch in general is pretty shitty this game. Between max range overwatch which has some disgusting penalties and sprinting opponents that get dodged: grazed, later on in the game I find myself just hunkering down more. The aliens have better AIM than you anyway, hitting max range shots roughly 50% of the time, even plain old stupid ADVENT troopers. Only thing that cripples the pistol is huge amounts of armor - Sectopods, gatekeeper that have generally 5-6 armor making the pistol hit only for 2-3 each shot. You reduce armor with your grenades first. Also get EMP rounds for the sniper, mech units are mostly those with armor and you can use extra damage vs them. | ||
hfglgg
Germany5372 Posts
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daemir
Finland8662 Posts
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hfglgg
Germany5372 Posts
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Latham
9560 Posts
On February 13 2016 02:38 -Archangel- wrote: Show nested quote + On February 13 2016 00:33 Latham wrote: I'd agree with killzone missing a lot. I feel like its just a waste of ammo actually. Out of 6 enemies you'll hit maybe 1. While lightning hands, faceoff and fanfire actually get things done. Overwatch in general is pretty shitty this game. Between max range overwatch which has some disgusting penalties and sprinting opponents that get dodged: grazed, later on in the game I find myself just hunkering down more. The aliens have better AIM than you anyway, hitting max range shots roughly 50% of the time, even plain old stupid ADVENT troopers. Only thing that cripples the pistol is huge amounts of armor - Sectopods, gatekeeper that have generally 5-6 armor making the pistol hit only for 2-3 each shot. You reduce armor with your grenades first. Also get EMP rounds for the sniper, mech units are mostly those with armor and you can use extra damage vs them. I run 2 grenadiers with Shred and 1 of them has acid nade, the other flashbang + both of them have 1 plasma grenade each. I know how to shred bro. I'm just saying that other soliders say support, sniper, ranger can deal respectable damage themselves and should not be forced to gimp themselves in order to armor shred instead of dealing their own damage. This bring me to the 6 solider composition you want to run - What is your ideal composition? I've changed things up from 2 grens 2snipers 1ranger 1specialist to -1 sniper +1psi ops. IMO 2 grens are absolutely necessary not only for nade spam but those mechs. Psi Ops is OPopie also with null lance, domination, self-revival and all those other goodies, but I can't seem to fit a 2nd one in. I was thinking about take out 1 of the heavies but... well, it's a heavy. | ||
Gorsameth
Netherlands21648 Posts
I don't think a Sharpshooter is bad at all but he is probably the weakest. Phantom Ranger's scouting is to good to not bring and Combat Protocol + Haywire keeps atleast 1 Specialist in. | ||
daemir
Finland8662 Posts
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Latham
9560 Posts
![]() Guys look at the 2 new recruits I found on this mission. I think I'll let them clean shit up. Shit is hilariously OP. | ||
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Kipsate
Netherlands45349 Posts
Alright finished it, final mission was hella hard. + Show Spoiler + it wasn't onscreen but I hope my loyal squad made it out of that alien fortress ;;. | ||
Latham
9560 Posts
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Gorsameth
Netherlands21648 Posts
I hope they fix it soon tho. Shouldn't have such game breaking bugs. | ||
Taf the Ghost
United States11751 Posts
I'm 100% not kidding. Not only is someone is a salty F1 fan, but Alonso is getting Germans killed! | ||
Latham
9560 Posts
Last mission is insane, thank the LAWD for stocks that execute everything ;D took me 49,7 hours. I dunno how TotalBiscuit did it in 75h... | ||
Taf the Ghost
United States11751 Posts
On February 13 2016 10:50 Latham wrote: I did it boys, Earth Avenged. With a lot of save-scumming I might add, and only on veteran. Last mission is insane, thank the LAWD for stocks that execute everything ;D took me 49,7 hours. I dunno how TotalBiscuit did it in 75h... Lots of interruptions combat, leaving the game running and off doing other things? Can inflate the time-taken for a turn-based game. | ||
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BLinD-RawR
ALLEYCAT BLUES50118 Posts
On February 13 2016 03:26 Latham wrote: ![]() Guys look at the 2 new recruits I found on this mission. I think I'll let them clean shit up. Shit is hilariously OP. who doesn't MC the kool-aid man in that mission? also someone should make a andromedon kool-aid man reskin. | ||
Antisocialmunky
United States5912 Posts
From this point of view, they just aren't very consistent compared to something like a grenadier that can level whole pods single handedly or rangers and specialists who can do many useful support things every turn. | ||
deth2munkies
United States4051 Posts
That and maybe it's just me, but my grenadiers have never hit anything. In the entire game. Even on 90%+ shots. They just can't shoot anything that's not a grenade. | ||
Antisocialmunky
United States5912 Posts
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