Hey guys! Here’s a video I took of myself playing through the second backer build again. I hope a video makes it easier to see the stuff I point out!
At 3:17 to 4:37, you can see I get a crabman down to 1 HP with 1 bleed, but when I end my turn, he doesn’t die
At 6:50: Inaccurate damage reporting, it says I’ll hurt the two crabmen with my rocket blast behind the wall, but when the rocket goes off it does 0 damage to them despite blowing up the wall!
well, I was a bit surprised on some crabs jumping like Jordan from beneath levels and tossing granades (e.g. 15:00). I am not 100% sure if it was their AI and movement, even I do find it a bit over the top or is it infamous warping bug when they warp nearby (or soldiers dont see lower levels until they approach it).
Good play, you were more scared in first tactical situation with first turret and crab around tehnicians corner then in main queen battle.
I laughed a lot on how bad killing last one with ramming went. Driving often caused more destruction, it showed how bad idea was to have no Armadillo clips anywhere and in the end and how ramming isnt well implemented. Seems like anything that counts as obstacle (even not really being there) makes it not doing anything … (41:00 and onward). If some shorter distance is needed to do a proper ram, that isnt indicated either.
I’m not sure, but I think “Agile legs” allow the crabmen to jump/ignore height. It would make sense at least, to give them some mobility to make up for less armor
As usual, I don’t complain on their abilities, but starting position. Looks like he appeared at lower level and had a jump and grenade at you at first turn
Granade shot takes 50% of Action Points. If their high jump is counted as typical move (maybe 2 to 4 AP) they can acomplish those two actions in one turn.
Units in Phoenix Point do not warp or teleport. Any unexpected behaviour like that is a bug, probably due to pathing. It isn’t the game mechanics, and bugs like this are to be expected in pre-alpha.