I’d argue that the skill is Dash. Just a basic assault with some speed and nothing else can Dash up to a target, attack it, and Dash into relative safety. Not as insane as it used to be… but there’s a variety of options. Vanish is another skill. If you’re not completely exposed, Deploy a Decoy that is. If you’re using BnT DLC, the Juggernaut Torso offers the shield. Someone else can onslaught you… Rapid Clearance… Frenzy, etc. Then there’s the Anu skill and BnT Synedrion Torso that reduces melee to 1 AP to make all of the above even easier and more powerful.
In regards to squad wipes, I’d say they are a rare issue, and are almost always a result of having too few bodies on the field. I’ve suffered only one I can remember recently, and I reloaded, all because the Hatching Sentinel triggered behind a wall and I had no idea. I only had 3 troops and 3 mindfraggers hatched, ran around the corner and mind controlled everyone… I thought that was a bit unreasonable so I just reloaded… but looking back, I think if it wasn’t the very beginning of the game and we had rosters of 30+ soldiers instead of a struggling 4 to begin with, I wouldn’t have cared so much and just laughed at the outcome of that mission instead.
You can’t? I do that all the time… well, whenever that time permits it as an ideal solution anyway… which is rarely… but still!
Heavies actually don’t seem to draw that much fire unless they’re the only valid target, and even then enemies seem to prefer firing at the vehicle because of how much of an easier target it is… a tank being a tank! The only thing that really hurts a heavy for most of the game are other heavies, explosions, and sniper rifles… sniper rifle, the rock to a heavy’s paper. Sniper rifles aren’t always present though, and if they are, play accordingly… otherwise if you have an injured unit or something stuck in a bad position, but a nearby heavy… yeah, I’ve ran him in front of my other guy a few times and yea he took the hits like a champ and potentially saved their lives (especially against a shotgun). So I know it works, but that was only against one aggressor who I also knew wouldn’t be able to do much else except potentially kill that unit I didn’t want to die. I actually did this once to protect someone who might die from sniper fire, standing him in front of the crouched sniper because the sniper only had 108hp or something and this guy had 200hp. He lost his head, but he didn’t die!
I use vehicles that way about half the time as well, otherwise they’re mostly for hit and runs (dropping someone out the back, using 2ap for attacking, and loading back in before driving away. with 3-4 soldiers) Really enjoy using a vehicle as a blockade to close an entrance/exit to give my soldiers time to move to a different location without worrying about pursuit (nests come to mind as a perfect example)
The armor will not protect people from multiple attacks though. Your best bet is to always position yourself in a way to prevent an enemy from firing on you at all.
My position on Squad Wipes are that they aren’t inherently an issue, and are mostly the result of poor choices, unclear mechanics, balance issues or any combination of the above. That being said, most of the balance issues seem to have been finer tuned (the artillery chiron nerf for example).
Does our soldier armor need to be buffed to compensate for any of this? I’ll argue that no I don’t think so, and that if it were changed, then the rest of the game would also need a complete rework as far as balance goes and we could easily find ourselves in a worse place than we perceive ourselves in now. While more variations and technical aspects to armor would certainly be appreciated and interesting, I’m not confident that it would necessarily add much (lets say “as much”, relative to other improvements/changes that could be made with the same time by the same team) to the game nor solve any perceived balance issues.
As long as we have a means of stripping enemy armor, killing the enemies on the same turn, and providing a lot of distractions for the enemies on their turn (there’s a lot of ways to do this), then we shouldn’t ever really find ourselves in a position where everyone’s dying unless it’s on one harder of hard missions in the game and you’re coming in under-prepared/under-equipped or just had really really really bad luck.
As I play the game on Legend, I find squad wipes in the early game to be only possible on the New Jericho or Anu starter missions if one were to make unfortunate errors and hadn’t yet mastered these missions. Honestly don’t know what happens if you try to continue after losing literally everyone…
I play with a strategy in mind throughout the entire game that focuses on growing my power exponentially in every direction. This means I try not to waste resources on anything that isn’t immediately useful. I focus on fielding as many teams as possible, and giving them all Scarabs to make missions easier for them. They all spread out, exploring, raiding, scavenging, defending, destroying and only converge for tough story missions, lairs, citadels. Losses within the first month are almost never had, only 2 or 3 this last time but by the end of this first month I’m at 4-5 aircraft, about 15 outfitted soldiers and 10 or so additional recruits in training. By this point, the “weeds” begin to show (the soldiers who aren’t entirely useful, and I deem expendable) but I’ve also grown to a state where I can begin throwing out new teams in just a few days, all doing their own separate missions (raids mostly now) and still gathering resources.
By the time I get to those harder missions in the game, I’ll have a lot of soldiers with a lot of SP and any soldiers who are lost can be easily replaced because I’ve already been preparing for that. I plan for this. A squad wipe at this point would suck, but it wouldn’t be the end of the game… it couldn’t be… The only complaint I have in this regard is… PREPARING FOR THIS TAKES FOREVER! HOLY MAN… the amount of missions I’m doing. New Xcom you’re doing a mission once every few days… Phoenix point I’m doing multiple missions an hour. I’m glad the haven defenses were scaled back, because it really opens up my ability to field more outfitted teams easier (more teams doing more raids = more resources than wasting all that stamina defending havens and taking out nests)… but due to the way resource gathering works, I’m still stuck doing many missions per hour and these ones are kinda worse. So I’m just saying there’s a strategy that compensates for squad wipes or soldier losses… but it in itself is also kind of problematic… but that my stance remains firm that I think soldier losses need to be a meaningful part of this game and need to happen, just not result in a lot of sunk time and costs.
(+) Something needs to be done about overall mission frequency and methods of resource income, and the relation between the two