WARNING – THIS IS ANOTHER LONG POST
So, I’ve finally hit the much heralded ‘Difficulty Spike’ and had my butt comprehensively handed to me for the first time this iteration. TBH, it was my own stupid fault – I sent my Lvl 3/4 B Team into a Lair to do the 5/7 A Team’s job and overextended them. Lost my Infiltrator 'cos I don’t really get how Stealth works (more about that later) and blundered into a Siren when ‘Beany’, my Pointman, was trying to outflank the Chiron. Fell back & regrouped to deal with the Siren (at the cost of Beany) but decided to bug out when my third Squaddie went down.
I can see why people who aren’t used to the way the game works struggle with this. It is incredibly unforgiving and will punish any mistake you make brutally. But I personally wouldn’t have it any other way – on Heroic that is – on Easy/Standard, it should be significantly toned down as I’ve argued before.
I would say that I can also see how multiple Sirens &/or an Explosive Mortar Chiron could be devastating in a Lair, where there are dark corners to hide behind and very little cover, to the extent that I strongly recommend limiting their numbers in Lairs to max. 1 Siren v a Squad of average Lvl 4 or under and 2 v Lvl 5+. Explosive Mortar Chirons simply shouldn’t be found in Lairs unless you’re playing on Legendary. Let’s face it, Sirens are basically XCOM Elders and Chirons are Sectopods on steroids – and you rarely see more than one of either in any but the most difficult XCOM missions.
On the whole, I LOVE this combat system. Action Points provide much-needed flexibility, and the trade-off between WP and Abilities is a really interesting one – do you blow all your Will on an OP power move, or do you keep it stashed until that pesky Siren turns up? Some ability combos are clearly broken, as is well documented elsewhere on these forums – Rage Burst should be limited to HMGs for instance, and there should be a limit on the amount of times you can regain APs through Rally/Rapid Fire – but I hope that they’ll be fixed as the monster mix gets more balanced out.
And note: I said you need to fix the monster balance before you nerf the Squaddies. In my General Feedback, I suggested setting a cap on the number of Sirens/Chirons in a mission based on the Difficulty Setting, and I stand by that. I strongly resist all calls to nerf them – they can be dealt with if you play well – but even a top-level squad will get swamped by 5 Sirens on a mission backed up by 2 Chirons, as someone once reported on this forum. C’mon JG, give us a break!
In the AJS Review Thread, @cfehunter provides a really interesting analysis of the way the game rebalances itself according to player performance after missions. The simple message here, People, is avoid Save Scumming as much as possible, and I think I can attest to that. I’m almost 40 hours in, on 14% ODI and I’ve only twice Restarted a mission – I run what I call ‘Honest Man’, where I simply accept the result and keep on going unless I feel that I’ve been cheated or lost because of some misunderstood game mechanic. In all that time, I’ve only encountered 2 Sirens on a mission once – so either I’m incredibly lucky or the game is adjusting to my level of play and because I’m not Scumming it doesn’t think I’m a gaming god who needs taking down a peg or two.
However, the one thing I am disappointed by is the way the Crabbies evolve (or at least I think they do). It seems like their only solution to anything is: “We need a bigger Machine-Gun.” This gets very old very quickly. It would be much more interesting if the Pandas evolved defensively in tune with your tendencies as a player, so that:
- If you use a lot of Snipers (I use 3 in a 5-man Squad), the Crabbies evolve larger Shields that cover more of their body area and the Sirens evolve a Shield Arm which they can scrunch their head behind when they go foetal in response to being shot.
- If you use a lot of explosives, the Crabbies evolve heavier armour, or Blast Shields which are immune to explosive damage from a particular direction
- If you use a lot of Heavies, the Crabbies evolve AP MGs & GLs.
- If you use the Dash+Shotgun combo, the Crabbies start spamming Overwatch and deploying goo grenades in front of themselves.
- If you overuse Stealth, Crabbies increase their Perception.
- If you employ Sniper Rage Burst, all Pandas evolve massive Tower Shields that they erect in front of themselves at the end of every move.
- Etc…
There should probably be some sort of trade-off to these improvements – maybe everything is expressed in an Armour Budget, where standard Crabbie kit costs 0 Armour, but the more specialised they become, the weaker their armour becomes (and heavily armoured Crabbies have to make do with Pincers and Spitting Heads). I just think it would be a lot more interesting if instead of OP’ing their firepower, the Pandas evolved defensive ways to counter, say, Rage Burst with a Sniper. Then, instead of having our OP combos nerfed, we players would find ourselves having to change our tactics in a constant evolutionary arms race to maintain the upper hand (though Rage Burst should still be limited to HMGs imho – being able to auto-fire a one-shot Sniper Rifle is utterly ridiculous).
Some people will argue: “But the Sniper/Heavy RB is the only way you can survive against Chirons & Sirens,” to which I say: “Rubbish!” This forum is full of threads with people showing off the latest ‘broken’ combo they’ve discovered: 100% Stealth Infiltrators; Sniper/Techs; Heavies with 100% Perception etc. There’s even an entire thread dedicated to anti-Siren tactics that can work with a Lvl 3/4 Squad. Personally, I think some of the squaddie combo skills should be nerfed, in the same way that Dash & Quick Fire were rebalanced after BB5 (thanks for doing that JG/devs) – and I totally agree that being swarmed by 3 or more Siren/Chirons on a mission is completely OTT, which is why I reiterate that getting the monster balance right should be a higher priority to the devs than nerfing innovative player solutions. So far, I’ve deliberately avoided using what I consider to be the broken Squaddie Skill combos, and I’m finding things hard but manageable. I may change my tune now that I’m fully into the ‘Difficulty Spike’, but my argument remains: ‘Tone down the numbers of mega-Pandas in each mission, then nerf the broken Squad skill combos and this game will be really tough, but fun.’
INFINITELY SPAWNING NESTS
Some people have complained vociferously against this. As the one who argued strongly for it in BB5, I would say think about it for a minute: you have just invaded a Nest – a HIVE swarming with Crabbies who are all riled up 'cos you’re trying to kill their Breeders. The map simply represents a tiny corner of that massive hive, so it stands to reason that Crabbies will come swarming in from all sides to protect the eggs. In game terms, it also prevents the ridiculous situation you got in BB5, where you’d simply hunker down behind an Overwatch screen, wait until you’d wiped out all the defenders who came charging at you, then take a leisurely stroll through the empty nest to take out the Spawning Sentinels. You’ve invaded a hive full of angry bugs – it SHOULD be a race against time to get to the Breeder before they overwhelm you.
STEALTH
This really is NOT intuitive. I have no idea what keeps me Stealthed and what breaks the cover. I’m assuming that keeping behind cover is essential, and that the Perception of the Pandas has something to do with it, but it’s frankly a random toss of the coin as to whether I stay hidden or not. XCOM did this much better by highlighting the tiles you could enter to stay hidden, and I think you need something like that in this game. I’ve twice lost an Infiltrator now by thinking that he was hidden when he wasn’t.
RECRUITS & PROFICIENCIES
Now, I have absolutely no objection to new Recruits on Heroic/Legendary turning up with no weapons/armour, in fact I really like it – that’s exactly how it should be. BUT I do think it’s ridiculous that you can recruit a highly trained (and extremely expensive) specialist, like a Priest or an infiltrator, only to discover that he is completely incapable of holding a basic weapon the right way round. Either ALL Squaddies should come with Proficiency in basic weaponry like Pistols & Auto-Rifles, or the specialist classes should be given Proficiency in basic weapons. If you want to make it hard for us, make their first Personal Skill default to Pistol or Auto-Rifle Proficiency, and force us to give them a bit of training, but it is utterly ludicrous that a highly trained Special Forces Operative doesn’t know how to use a gun until you either miraculously come up with the magic weapon he needs or he reaches Lvl 4, gets halfway through his career, and suddenly morphs into something else.
CUTE POLISH GIRL
I’d just like to say ‘thank you’ for keeping the cute Polish Girl’s voice from the BBs as Voice 1. I have since learned that she’s actually Bulgarian, so my apologies to her as she will be forever immortalised in my games as ‘Polish Girl’, and is the third character I build, after Sophie ‘Shotgun’ Robinson and ‘Moby’ Wong, my 2 favourite characters from XCOM. ‘What’z the plan?’ never fails to make me smile.
Ok, that’s it for the moment. I’m sure I’ve forgotten something, but this is long enough.