I will do a few clips with regular weapons.
But to make this into something a bit more constructive - would you say that 8 tiles (the distance in the clip) is a good distance for an MG to be effective?
I will do a few clips with regular weapons.
But to make this into something a bit more constructive - would you say that 8 tiles (the distance in the clip) is a good distance for an MG to be effective?
That things should be on heavy at the start⦠this is the purpose of a class being heavy, wear heavy and use heavy.
Sure, I was thinking of a Stability Stance using the HA legs but, you know, getting new stuff is hard, making the case that the penalty to accuracy from HA has to be reduced is easier.
Meh, you need something to progress to. You could also make it a mount for a Bionic Torso, or an upgrade of some sort for the legs to deploy stabilizers that lock you in place and increase accuracy. Thereās a lot of room for creativity in the framework theyāve designed.
Speaking of which, are there any leg mounts in the game?
From 8 tiles, if it can hit most of the bullets, yes. I think you should able to fire it from 10 tiles effective. With some gear addition, heavy armor bonus and stances it could be long.
OK, I will bear this in mind and test with those distances.
Yeah, basically youāre looking for components that would allow that build. I think that falls into the āGreat ongoing contentā bucket.
Progress over default. If NY got miniguns, theyr armor should have it too. Those anti alien troopers do not wear heavy armor. For that reason they needed that gear. But a heavy armor should handle it by itself.
Fun part is we donāt even have progress over miniguns⦠we got only 1⦠and something same as it is.
Turrets⦠I expect my minigun hit like those turrets. When I see first turret at enemy, I just smiled how pity it is. I hit it from about 10+ tile with my assault and turret return fire nearly killed my assault. I just stoped for some sec with WTF face⦠they hit hard and with enough acc from enough distance.
As I said, Itās sad that my heavy and his minigun sucks so bad with all the acc armorā¦
Designer at Snapshot: Hey guys, I prepared an AP minigun and laser gattling for heavy weapon updates. Should I give those to 3d modeller?
Head of Snapshot: Man⦠we donāt do this here⦠sryā¦
Designer: Guys, I did a gattling gun for new DLC, so the Pure can use it as they are mostly about heavy!
Head: Another minigun? Are you crazy???
Designer: Guys⦠listen⦠I need something to make an upgrade for heavy weapons to players. I made a minigun at LoA⦠game needs thatā¦
Head: Herecy!!!
1 year laterā¦
Designer: I need to put this minigun update at this 6. DLC! I should do it before game developments end.
āGun shotā
Thatās not a reasonable expectation. Besides the fact the turrets are OP at the moment (as a result of players who didnāt understand how they work complaining that they were useless, so they got buffed to absurdity⦠@etermes may be kind enough to post one of his videos on what these turrets can do), itās important to consider the following:
To put some numbers on it, Scorcher AT for example has an ER of 29 tiles, which is better by considerable margin than any NJ AR and at the same time punches harder than a Heavy Weapon (60 x 10). So itās more precise than an AR that has a weak punch and has to be used against specific body parts, and does more damage than a HW that has poor accuracy because itās strong enough that it doesnāt matter that much what body part it hits.
(thatās besides the fact that they can be used repeatedly for 1 AP)
@VOLAND Yes, I have clips and I can create more, Scorcher AT is overlooked many times, we talk about Adrenaline or Rapid Clearance, but these turrets are stronger than many soldiers
And the ER is exceptional too, and a technician can activate several times,
two is enough to kill a Siren for instance, even after new Pandoran Evolution
and you can deploy as many as you want, next turn after deployment all of them ready to shoot every turn
Well, the Heavy armor in this game is just armor, not Power Armor. Thy arenāt Astartes, but I WOULD like to see more progression to the equipment as you mention. I know they are working on the next DLC, and Iām sure that will bring some much needed depth to aircraft and (fingers crossed) vehicles, but beyond that I would like to see them address this space.
To your point there is one, and only one, minigun that you can build. I donāt get why you canāt reverse engineer the YAT-AR or the Independent Minigun so you can build ammo, but whatever. I would like to see a Tier 2 Gatling gun, or ammo mods for them that apply effects, or a HEL II upgrade that you could use with a drone to have laser guided munitions, or any number of other options to explore.
The good news is that they have all the foundations to do that stuff, so weāre not likely talking about re-coding the engine, just extending the content. For example, I like the idea of a powered exoskeleton mount for the Heavy Armor. That could add to the stability, increase carry weight, increase bash damage, etc., but have some drawbacks, like speed, or not being able to use Jump Jets. Actually in that case itās really a separate base armor, but you get the idea.
We kind of have that with the Juggernaut torso, but it doesnāt do stabilization.
Anyway, the idea of specific mounts for bionic, or mutated components could also be explored. The tools are there.
The other really big one for me is the modability of the client. Actually I wonder if you can mod in new models, animations, equipment, research options, etc.
There will be 4 more DLC which we donāt have any clue about what will the final 3 will. 3 DLC means a good content and as I said before, Snapshot sure got a plan and they probably count that for global balancing.
Game has already many things to use compared a X-Com genre. Many type of weapons with many different things to do. Some of them very lacking, mostly heavy weapons. They can even make a DLC with big weapons and more bigger enemies together.
At modding, you can make modable everything game has, as you mentioned. Game is very rich about that and itās very nice thing for a modder. You can make totally different game with just text files. If they can allow us to add weapons and armors like X-Com 2 we wonāt have any problems. There are millions of games which got any kind of weapon models. Even Frax Xcom weapons would be enough if someone can add them to the game.
But again, there will be 4 DLC⦠maybe with some additional scenarios and threads, game play time can rise more. Even LoA DLC got so many battles more then it should have. They are already planned more alien types so i expect more bigger enemies, siren style but more bulky. TFTD crabman style⦠they were so fearsome at those days⦠so they will probably bring themā¦
As we talk about big weapons⦠even normal foot soldiers get so much armor and HP bufs with mutations, they are still little targets⦠so you need more fire power as you donāt get much better weapons. Assault rifles even snipers became absolute and you lose so many time to kill just one from a safe distance. Now you need big weapons⦠BUT as the target still little, your low acc heavy weapons canāt hit them enough.
One example how the Deceptor actually works. Without judgment on my part, just to show how I use it. I actually start a new campaign, in my 6 man team I have 2 Heavies and one Assault (Strongman) with Deceptors. All on LVL 4, no cross classes, date ingame is mid January.
One of my Heavies in full Anvil 2 heavy armor (-30% acc) vs one Triton 6 tiles away ā¦
The aim ā¦
The result (last enemy, mission ends)ā¦
My 2nd Heavy has PP heavy torso for jetpack, technician helmet and legs, together +7% acc. He can do reliable shots at 8-10 tiles. The Assault has his assault armor and with Strongman +20% acc with the Deceptor and is accordingly a little more precise than my 2nd Heavy with the Tech armor mix.
Actually I like this teamsetup, the pandorans not really.
Edit:
In this mission, Phase One for NJ, I killed 4 of the 7 enemies with my Deceptor trio.
I did a mission today with my C Team that has 5 Heavies, 1 Assault and 1 Tech in Assault armor with Trooper, all LVL5 or below. Four of the Heavies are still wearing their Raider Heavy Armor and one is wearing Assault (most of this team come from Recruit Scavenging missions). The Raider Heavy Armor is terrible, giving - 45% to accuracy. Their performance at 7-8 tiles leaves much to be desired, tbh.
The Heavy in the assault armor is of course a different story, but we are still talking distances 10 tiles and under. That is OK, imo, what Iām disappointed with is the damage output. I think the nerf to damage and shred was too much, given the low accuracy. The deal has to be that it doesnāt matter so much where you hit the target because it packs a punch, but since the over-shredding bug has been squashed and the shred reduced to 2, the damage output is below what I expected with medium armored targets. Iām not sure however.
I will keep experimenting with this team - my long term plan is to give them all NJ HA, Destiny III and train the Tech to lvl7 to give Electric Reinforcement, see how good of a synergy it makes with the Heavy Armor.
One question I have been thinking about and I wonder if anyone has the answer to: how much does accuracy increase and decrease with each tile? Is it 2% per tile, as would suggest the differences between faction assault armors?
AFAIK it is absolute linear and no fix percentage to increase or decrease per tile.
That said, it depends mostly on the ER of the weapon and the accuracy of the shooter. If you get a target aim like me above with around 60-70% hitchance at 6 tiles then I would have nearly 100% at 4 tiles. That would be +15% accuracy per tile. (Edit: so if we take away the -30% acc penalty of the heavy armor away I would āgainā an accuracy (range) of around 2 more tiles).
A Sniper with full sniper armor and high accuracy SR like the Pythagoras should have a much lower increase per tile because of this, maybe 2-4%.
Thatās my assumption, or I misunderstood your question ā¦
I canāt explain myself.
Your answers are: you can win and kill things with heavy, sooner or later, easier or harder. But you can use them with deceptor and it can kill enemy.
Yes you are right but the problem is, you can kill enemy much easier, better, faster and safer with any other builds or classes. Why would I have 3 mini gun users when I can have sniper and assaults even shotguns to kill enemies much easier. Why would I have 5 heavy at first place? Yeah you can warcry spam everywhere and 5 heavy could act better for this reason but itās lame and I donāt think the game design wanted to this.
Using Electric Reinforcement is heresy
I think you donāt need to explain, because I also think that I got your point and it is fully understandable for me.
What I donāt like are the statements in this thread like ācompletely uselessā, āyou donāt hit anything when youāre nor direct adjacentā etc pp. They are simply false and that is what I want to show, nothing more. OK?
Now:
If you look at my screens and consider the time in the game (I only have the PP Ares assault rifles), nothing could kill this enemy, no AR, no Sniper, because anyone should have to move at least for 1 AP and for this can also do only 1 shot, the same as my heavy in this situation (I also have to move him for 1 AP before this shot).
So let us divide it, in many situations you can kill enemies easier (not much) with AR, SR, melee or what ever, but there are also situations where the Deceptor is the best answer and none of the other could do the job better.
Also OK?
In this case because I got them in a couple of Rescue Scavenging missions (2 in one and 3 in the other).
But if you must know where my preference for Heavies comes from it has to do with previous iterations of the game where enemies had a lot of explosives early on. For example, it wasnāt unusual to get an explosive Chiron in NJ 25 REP mission. They could appear at any time, really. Also Arthons with grenade arms.
And there was a nasty double explosion bug where sometimes explosives dealt twice the amount of damage.
Full Heavy Armor was then the best way to play the game in those circumstances, particularly if you are playing on a self imposed Ironman mode and with restrictions (which many of us do to do avoid OP combos, and before there were many more of them).
Thatās how I, and many other players too learnt to use and to like Heavies.
Which is why for us this is not true:
All classes and builds are viable and have their pros and cons, unless we go into the exploitive combos territory where you go for optimized meta builds. There the optimal build is still Berserker/Assault with Strongman and a Deceptor.
But if we are looking at Sniper vs Assault vs Heavy it comes done to play style and preference.