Need More Enemy Per Mission (mostly Pandoran)

Not at all, I play on Veteran and that was early february, 1st week. The only active priest ability that I use consistently comes from the head (frenzy), not his skills. He just reached lvl7, I guess I’ll be able to use mind crush too. I thought about having a second priest in the squad with the clarity head but then… the class is so useless now compared to others, I couldn’t justify it and changed my plans.

About the heavy priest TB… I think no active ability should be WP only. For example we still have some like vanish. It’s very nice to vanish and be able to still output 2 shots with the sniper, but why doesn’t it cost 1 AP if the guy even moves?

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Ouch! I thought the buff was only on Legend…

TBH, I would prefer if instead of the massive WP buff, Pandorans lost less WPs due to friendly death + Recover gave immunity from panic for 1-2 turns, as discussed in the other thread.

I completely agree, movement/attack for 0 AP shouldn’t be possible.

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Yeah the massive WP buff seems like a quick patch and not a solution. As you said the other thread has a good discussion about that.

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I can also only agree, the minimum nerf on Vanish for me would be that you can only cast it once per turn, then the 0 AP could probably stay (the Triton’s vanish has also no AP cost, but is of course not actively usable). Additionally they can get rid of the movement and all would be fine.
Generally it makes no sense to cast Vanish more than once with the exception to simply move 5 tiles without AP cost. The only downside of once per turn would be that you get visible when you touch mist areas even when vanished and then it is usable to cast it a second time. But mist repellers help or simply plan you moves wisely :wink:

@MadSkunky there’s a gameplay and theme reason for the walking in vanish. As you were probably spotted, the enemy knows your location and thus it’s a way to move out without being spotted again. If you vanished and then walked they would spot you again, if you walked and then vanished the enemy would probably know your location by sight or hearing range, and if you stayed at the same place they would also know your location. The only exception is if you kill the spotter first and only then vanish, but as there’s no fog of war I think units are always visible after spotted no matter the distance, unless they go behind something that takes the los away.

I like the current way the skill works even though I curse when I can’t stay at the same place, I just think it should cost 1 AP and maybe 3 WP.

Going back to the los thing, the game seems to show us any reinforcement that comes in, even if you don’t have los. You see him coming, making that first move, and only then he vanishes. I wish it wasn’t this way and you didn’t see where they came from if there’s no sight or hearing range.

Yes, most of the time, but sometimes not, and even on same map… Or maybe it’s just that the camera every once in a while “forgets” to pan on the enemy as it’s entering the map?

That’s true, Tritons do that.

Also not bad :slightly_smiling_face:

I think there is a light misunderstanding of Vanish, stealth and spotted or get this hearing blip, I think.

If you vanish you’re definitely unspotted, no one can see you and so shot at you. They will probably hear you, but I’m not sure if this is not also the case when you move with your vanish. Sure, you can’t hear Tritons when they vanish, but their ability is not exactly the same as the one the Infiltrator has. For instance is an Infiltrator Vanish definitely invisible even when you go direct adjacent to an enemy, the Tritons gets visible in this case (except in mist areas).

I’ve done many many Vanish’es without moving and direct on the place the soldier stands and there was never a problem with that. And it is also very often meaningless to get heard or not because the vanished status ends when your turn ends, so in the following enemies turn all normal spotting rules comes back to business. That means you should take definitely a save spot before you end your turn, regardless of vanished or not.

But maybe I misinterpret your post …

Idk, but there are a lot of times when I see reinforcements that I shouldn’t see, as they generally come from the opposite side of the evac zone and sometimes besides being very far away, there is even high terrain between my soldiers and the new enemy.

You know that when we agree on something, I have the expectation that you’ll take it into the community council, right? :grin:

No one can see you while you’re using the skill. If AFTER casting the skill, during the same turn, you take a shot for example, I’m not sure if a close spotter would see you but he would definitely hear you and have your hearing blip, as I’ve had this happen to vanishing tritons multiple times. However, at least on the next turn you’ll be spotted for sure (assuming the close spotter is still there) with any action from your soldier or the spotter.

I’ve not used much of the infiltrator vanish so I didn’t know about that direct adjacent part of it.

derp, I assumed that I had to move.

Hmmm, so it DOES work differently than what I thought - you’re right, I was misunderstanding it.

I do think that my wrong explanation makes sense though :slight_smile:

No, no one can see you as long as you’re vanished and outside of any mist. This way the Infiltrator Terminator build works. You can even stand direct adjacent to an enemy and you don’t get revealed.

After the Leviathan patch they introduced that you get revealed after a shot with a non silent weapon and if you’re in LOS of an enemy (except you use the bionic echo head).

This is gone and I don’t know why. But I found it also a bad design descension to get completely rid of a somewhat good mechanic (get revealed by shooting non silent) with an element of the first DLC.

Yes, this is for sure, but it doesn’t mean anything as long as they can’t see you.

Sure, but that is completely independent from the Vanish usage. If you can get spotted than you get revealed, if the spotter has not enough perception then not.
Every start of your turn this always happens, regardless of the use of Vanish the turn before that.

For instance, what I often do:
A stealthed Sniper with a good position is revealed by a Triton with double perception ability (60 perception). I use Vanish at exact the position he stands without any movement and kill this Triton. When now other enemies are in LOS but have low perception (i.e. Arthrons) then I’m definitely stealthed in the next turn.
I’m very sure at this point, because I do this very often with my Sniper Infiltrators, especially in Lairs.

:-), call me Infiltrator specialist :sunglasses:

I’ve always hated and not played stealth games. I do like stealth mechanics in TBS games if they’ve a good implementation like in firaxcoms, where it’s shown to you where you can walk and where you can’t. Counting tiles is just infuriating so only my snipers are infiltrators, and I leave those basically around the starting position so that they don’t get spotted.

Even then those damn tritons do spot them, however since I know it’s them, it’s just a matter of killing them before vanishing. Now I know that I can vanish and kill them, thanks :slight_smile:

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I almost don’t count tiles with one exception: When I have an Infiltrator with Thief perk, so he gets 100% stealth. He can only be spotted at a distance of 5 tiles without using vanish (auto spot, also introduced in Leviathan but this is still active and I liked it, the old 100% stealth was OP as hell).
All others that are somewhat closer to enemies (i.e. with the exception of snipers and grenadiers out of LOS) I almost use Vanish right at the start of the turn to deal that ridiculous high damage.

Yes, the real threat for every Infiltrator are these Tritons with double perception and additionally they have often the highest stealth values of the Pandorans. Very often I don’t see what has now revealed my stealthy squaddy. I know it can only be a Triton but where the hell is he? I like this gameplay, it is somewhat scary and very interesting at the same time for me :slight_smile:

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All the problems coming from being able to kill large amount of enemies in a single turn can have been solved. Like not rewarding any WP for kills or giving 1/10th of what you get now, having a limit on how many times ability can be used per turn (finally added to the game).
Lore wise, I don’t see why a hive-mind creatures would get upset and start panicking when some of them die.
Lore wise, I don’t see hordes of enemies in missions which are being talked about in cinematics and flavor text.
Weapons such as MGs could have been used against hordes, instead they’re are now a large variation of shotgun for heavy with different stats.
Instead of using superior technology and tactics against biological swarm, we are using magical abilities to fight bullet sponges that carry pretty much the same weapons and are not a swarm as you hardly see more than a dozen of them. Reinforcement are a joke in most cases, why even bother spawning 1-2 enemies if by that point you already cutting through 10 of them.
With the way how nests are guarded you could simply send few suicide RC robots, Anu would probably send actual people just as easily.
It makes no sense that a small group can walk into what is suppose to be a Pandoran lair that sends swarms in 500 miles radius, beat every single guard into submission and have a coffee while half of the team bashes the spawner. This is suppose to be a mission of attrition where you have both limited time and resources to accomplish it. In practice, you walk around like a bully, beating inhabitants into pulp. Returning back to exit is the most boring 10 minutes of gameplay as the result.

I really hope all this can be modded in.

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Critical Thinking Moment Ahead

  1. Justification You have your Squad, literally in your head at all times with a Hive Mind. Lose a piece, or Feel the agony of your comrade being shot up, and you either get confused, or panic.

  2. Agreed. Where are the Hordes? Give us the Hordes! … Balancing that feature, would be a nightmare. Ohhh hey! Nightmare Mode would be a great Play Feature! :wink: