I'm doing Sacred Coil as my first investigation (very excited about that last mission!), and met a Ronin for the first time yesterday. They took two of my people from full health to 1/2 with absolutely no repercussions, until I was finally able to get Torque into position and tongue/bind ( :winky: ) them. Can't say I'm looking forward to fighting more of 'em, especially if it'll be more than one at a time. Also, I can't imagine a scenario where I don't bring along Torque. Likewise, Cherub's Kinetic Shield is a tremendous get-out-of-jail-free card, and the powered-up shield bash is really useful, so again: kinda want him along, always?
I picked Verge's "Everyone in the Neural Network gets knocked out instead of killed" power instead of the "+aim and +crit for everyone in the network", because I'm a dumbo peacenik; I'm gonna regret this, aren't I?
I really appreciate how cheerful and chipper Cherub is.
Not really but a 100% crit banish from verge is pretty bonkers.
The main thing it allows you do to is not worry about tranq rounds or reinforced frames. Which saves you some weapon upgrade slots and extra ammo. Both have their uses
Edit: intel will never stop being useful. You will need a lot to upgrade all your field teams and its almost always worth it to buy from the scavengers
Scavengers and missions are the onl way to get top quality weapon and easiest way for armor mods.
Torque is a really good starting agent, but Torques future abilities are not as powerful as those of other agents (for example Verge, Axiom, Terminal, Claymore or Zephyr) and the ability to lockdown one enemy (and slowly crush them) isn't as valuable either when you face more and more enemies.
Her AoE poison and ally relocate are still super valuable.
Her crush is still super useful since you can remove the next person in line and her capstone makes her ally pull grant an AP to allies. Which makes her magnify your teams power.
Definitely worth on VIP missions though. Even at base rank.
Finished the Grey Phoenix campaign, after several retries of that last encounter (turns out Flush is good just to get enemies away from the launch console)
I'm going Progeny next because of what yall have said about Sacred Coil. Does that change what type of enemies I'll be fighting? Lots of psychic enemies?
When they say Shelter can swap places with somebody, do they mean physically on the map, or just like...on the battle timeline?
I know PSI powers don't work on robots, but this Patchwork person is supposed to be good against robots.
can someone better explain the field teams to me? At first glance, my thought is that I want security teams in each place because the bring down the unrest, but judging by when I tried to do that, the intel cost of security teams goes way up, while the cost of finance or technology teams remains lower, so I get the impression that I should be using a mix, but I guess I don't quite get why I might want to use a technology team as opposed to a finance one. I'm...guessing considering how many slots there are it should be 3/3/3? do certain teams match up with the city sections better?
The more you put of a particular team, the pricier it gets, which is how they incentivize you placing different types of teams. I don't see any particular advantage of one city district over the other. I just put security on the initial districts I was having trouble with, and then just a mix of finance and tech to fill out the rest. I put more finance than tech, just because it seems like credits is more of a bottleneck than elerium, I've found. I think I have something like 4/3/2 spread, and that is working out so far, but I've only just finished the first investigation.
Thanks, yeah that makes sense to me, I get that these field teams are an analog to the satellites in Xcom1, but the rest just didn't make sense to me. and yeah, I've received, I think 2 free teams so far, I think I still have 5 more teams to go before I have full coverage.
Chrysalids vs fully levelled up and trained Terminal
It's a massacre.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Finished the Grey Phoenix campaign, after several retries of that last encounter (turns out Flush is good just to get enemies away from the launch console)
I'm going Progeny next because of what yall have said about Sacred Coil. Does that change what type of enemies I'll be fighting? Lots of psychic enemies?
When they say Shelter can swap places with somebody, do they mean physically on the map, or just like...on the battle timeline?
I know PSI powers don't work on robots, but this Patchwork person is supposed to be good against robots.
One of the achievements is to “see all versions of each final mission across multiple playthrough” so i assume that whether you do something first, second, or third does indeed matter
Also torque’s 100% hit breech ability is really strong with any breech condition that adds damage - that’s a 6 damage hit that poisions and never misses, absurdly strong
Indeed, and since the poison procs at the start of that enemy's turn, that's really 8 points of guaranteed breach damage (5 on a normal breach). Which also means until you get enhanced weapons or unless the target is poison immune, you'll do higher average damage using spit on every breach.
Just remember that half the people you meet are below average intelligence.
Finished the Grey Phoenix campaign, after several retries of that last encounter (turns out Flush is good just to get enemies away from the launch console)
I'm going Progeny next because of what yall have said about Sacred Coil. Does that change what type of enemies I'll be fighting? Lots of psychic enemies?
When they say Shelter can swap places with somebody, do they mean physically on the map, or just like...on the battle timeline?
I know PSI powers don't work on robots, but this Patchwork person is supposed to be good against robots.
Physically on the map. It's an excellent ability. He'd almost be worth it just for that alone.
i hate androids
still on my first playthrough and i've been able to CC the hell out of my enemies so far until androids, and i picked most of the non-lethal cops
i hate androids
still on my first playthrough and i've been able to CC the hell out of my enemies so far until androids, and i picked most of the non-lethal cops
Yeah, it looks like each faction basically has a set roster of enemies which make them particularly strong/weak against certain XCOPs. I've also run into a situation where one XCOP is super OP in the beginning but as the game goes on they become weaker and weaker due to running into more and more things that enemies can do beyond just shooting.
Warlock captured my Templar early on, I never got a mission to rescue her and I assumed that killing him would bring her back, but no. She doesn't even get a spot on the wall, F
Finished the Grey Phoenix campaign, after several retries of that last encounter (turns out Flush is good just to get enemies away from the launch console)
I'm going Progeny next because of what yall have said about Sacred Coil. Does that change what type of enemies I'll be fighting? Lots of psychic enemies?
When they say Shelter can swap places with somebody, do they mean physically on the map, or just like...on the battle timeline?
I know PSI powers don't work on robots, but this Patchwork person is supposed to be good against robots.
Physically on the map. It's an excellent ability. He'd almost be worth it just for that alone.
I grabbed Shelter and so far I find the swap ability kind of useless because all it does is put the enemy near my guys and put my newest and weakest squadmate behind enemy lines.
A level up gives swap either push an enemy down 2 turns or give an ally 50 defense. So you can do some silly stuff with that, and I think he gets soulfire later on, but from what I've seen people generally think he's one of the worse ones.
Finished the Grey Phoenix campaign, after several retries of that last encounter (turns out Flush is good just to get enemies away from the launch console)
I'm going Progeny next because of what yall have said about Sacred Coil. Does that change what type of enemies I'll be fighting? Lots of psychic enemies?
When they say Shelter can swap places with somebody, do they mean physically on the map, or just like...on the battle timeline?
I know PSI powers don't work on robots, but this Patchwork person is supposed to be good against robots.
Physically on the map. It's an excellent ability. He'd almost be worth it just for that alone.
I grabbed Shelter and so far I find the swap ability kind of useless because all it does is put the enemy near my guys and put my newest and weakest squadmate behind enemy lines.
mastertheheroProfessional Video Editor & Book AuthorRegistered Userregular
I'm definitely finding Shelter to be underwhelming and overall bad pick. His power seems very situational in that he is great for escorting a VIP to safety. He's also useful in getting hard to reach enemies out of cover or pulling a squadmate away from a grenade about to detonate.
I've found that with Shelter, swap came in handy when teamed up with Terminal. I can have him swap with terminal or whatever squadmate, then have terminal use the companion ability to make shelter run from a grenade about to detonate. So far though, asides from getting to evac zones quickly, it's hard to justify picking Shelter over someone else.
0
-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
I'm definitely finding Shelter to be underwhelming and overall bad pick. His power seems very situational in that he is great for escorting a VIP to safety. He's also useful in getting hard to reach enemies out of cover or pulling a squadmate away from a grenade about to detonate.
Torque can do that too. And also you then are taking Torque, who is awesome
+4
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Ugh, I'm reeeeeallly at the limits of my patience with Chimera Squad. I dropped my first game because I picked Sacred Coil as the first investigation and just refused to try and force my way through the shitty final mission.
Now I'm on the final mission of another investigation and I am thoroughly sick of the glitches and oversights. First off, Phalanx absolutely does not fucking do what it says. I kick in a door and the entire squad goes through at once. There are four aggressive enemies, so I take three shots and use Phalanx on Cherub. The aggressive enemies pick completely random targets. Fine, I figure I screwed them up by shooting them, so I restart, have everybody shoot one target, then still use Phalanx. Nope, three completely fucking random shots and only one of them goes into Cherub, despite every aggressive enemy being absolutely in LoS. So apparently the ability does fuck-all for aggroing enemies and just attracts a single shooter.
Explosion indicators are also fucked up. When I drop into a fight and I'm outnumbered 2:1, I can't afford to be fucking around with explosives not doing the damage the game says they will. I've lost track of how many times I put out a grenade with Claymore and the explosion just doesn't fucking work like the game UI says it will; enemies in totally exposed slots take no damage from shrapnel grenade or the game will only deal damage from either the shrapnel or frag grenade (if both hit at once).
The nastier fights just don't have a margin of error for this shit. Having a soldier shredded because of three enemies that would be dead if the game was working as it says is zero fun.
On top of that, I've had multiple crashes and lockups. I'm just gonna wait a couple weeks and see if at least some of this doesn't get patched.
I'm definitely finding Shelter to be underwhelming and overall bad pick. His power seems very situational in that he is great for escorting a VIP to safety. He's also useful in getting hard to reach enemies out of cover or pulling a squadmate away from a grenade about to detonate.
I've found that with Shelter, swap came in handy when teamed up with Terminal. I can have him swap with terminal or whatever squadmate, then have terminal use the companion ability to make shelter run from a grenade about to detonate. So far though, asides from getting to evac zones quickly, it's hard to justify picking Shelter over someone else.
There was a synergy guide I saw earlier today that recommended Shelter with Zephyr, but I can't remember why.
In a not-so-annoying bug.
My medkits keep multiplying. I now have more than a hundred medkits in storage because they're like equipment tribbles.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
+13
Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
In a not-so-annoying bug.
My medkits keep multiplying. I now have more than a hundred medkits in storage because they're like equipment tribbles.
The kinds of bugs you find in XCOM games are interesting, to say the least.
+3
WhiteZinfandelYour insidesLet me show you themRegistered Userregular
Claymore's destructive capabilities at max level are hilarious and fun but jeeeesus does that 9 mobility stat hurt. I had to leave the fat bastard behind on an extraction once and he got a scar that lowered his mobility down to 6. 6! I laughed out loud when I saw that. Then I told the game to go fuck itself.
I'm definitely finding Shelter to be underwhelming and overall bad pick. His power seems very situational in that he is great for escorting a VIP to safety. He's also useful in getting hard to reach enemies out of cover or pulling a squadmate away from a grenade about to detonate.
I've found that with Shelter, swap came in handy when teamed up with Terminal. I can have him swap with terminal or whatever squadmate, then have terminal use the companion ability to make shelter run from a grenade about to detonate. So far though, asides from getting to evac zones quickly, it's hard to justify picking Shelter over someone else.
The swap can also set up a flank on two different enemies at the same time, while putting Shelter in a good defensive position. You shouldn't just swap with enemies thoughtlessly, obviously, but if you pick a bad guy at the back of the pack or in an elevated position, all of a sudden you can put that enemy right next to the rest of your squad, while also putting Shelter in that good firing position where he can mow down another guy or two, gaining a defensive bonus in the process with one of his upgrades. You can even pair him with Torque and then your mobility gets ridiculous. Positioning feels like it's everything for me and he lets you fuck up the enemy's while improving your own.
I have been playing XCOM: EW as a prep for XCOM2 switch release.
First run through was on normal, and I mostly breezed through the campaign. Lost one soldier, on the very last level.
Now I'm replaying on classic, and my troops keep getting killed. Only played three mission, but already lost something like 4-5. Is this an expected burnrate of soldiers given this setting, or am I doing something wrong? Is half cover much more useless on classic compared to normal? Should I neglect all meld and just grenade every event while keeping in good cover?
0
BethrynUnhappiness is MandatoryRegistered Userregular
Various notes:
Grenades and reinforcements are placed a fixed number of unit-turns into the timeline after they're triggered. This comes into play once you use abilities or fight enemies that alter the time. For example, if reinforcements are coming in 10 unit-turns' time, and then a ronin activates tempo surge and takes two extra unit-turns, those are counted towards the reinforcement arrival. Your units who might've been able to act before the reinforcements will have their slot pushed back.
Hitting a sorcerer who has at least one sacrifice ready does not allow for a second shot with Chain Shot and similar abilities. The first shot, even if it hits, is considered deflected, damage done to the sacrifice is not attributed to your character, and you will not get a second shot.
Unconscious enemies remain part of Verge's neural network. For this reason his abilities that give accuracy and health regeneration per enemy in the NN are very potent, and maximising the number times he puts people into the NN early is very good.
Zephyr cannot upgrade her weapons. However, ability upgrades do give her extra damage, and her weapon cannot be disabled, which is important for certain breach events.
Zephyr's Parry skill and Cherub's Kinetic Shield double as soft taunts. The AI will try and break them, sometimes ignoring better shots to do so.
Breach 'locations' are fairly fuzzy and may be bugged or possibly just poorly explained. Some breach abilities such as the holo scanner and target analyser will mark every unit in view. Other abilities, such as phalanx, or breach locations that say its enemies will be surprised, seem to only apply to enemies tagged to 'that' breach.
Breach items appear to be intended to be used in the second slot of a breach. There is a UI bug that sometimes says they cannot be used when they can, and clicking on the item will fix this. There isn't really an explanation of why you cannot use multiple breach items on a single breach in the third slot. Some abilities like Terminal's Gremlin heal can still be used in any slot. Some cases where you breach from two separate locations (with 2+ slots available per breach) into the same room allow you to effectively double up on these items if you wish.
Missions descriptions sometimes lie. Presumably this is a mistake in the cases I've seen, except for one mission which intentionally tells you 1 to indicate the number of breaches is actually unknown (why they didn't instead write "?" is beyond me). You will sometimes be told there are breach spots that there are not (the pylon mission where you are told there are vehicle, wall, and door options only has vehicle).
You can unlock 2 slots in your Spec Ops, Training and Assembly operations with your first Level 3 Field Office of a type. From memory, Security 3 gives Spec Ops, Finance 3 gives Training, Technology 3 gives Assembly? Worth double checking that, not sure about Security/Finance order.
I finished Gray Phoenix ( I just now realized the apparent X-men reference ) and went on to Sacred Coil anyway. I’m too curious to see how that end mission is.
I like that you can sometimes find attachments and equipment as rewards. I just got a rifle that grants Banish ( continue to shoot until target dies or out of ammo ) around the same time I recruited Zephyr, so hooray for two WotC elements at once.
Also, Terminal is crazy, I think she’s been on literally every mission so far.
I finished Gray Phoenix ( I just now realized the apparent X-men reference ) and went on to Sacred Coil anyway. I’m too curious to see how that end mission is.
I like that you can sometimes find attachments and equipment as rewards. I just got a rifle that grants Banish ( continue to shoot until target dies or out of ammo ) around the same time I recruited Zephyr, so hooray for two WotC elements at once.
Also, Terminal is crazy, I think she’s been on literally every mission so far.
My experience is that almost every unit is crazy. My primary team just wrecks everything, even in situations where they shouldn't. Meanwhile, people here or in the couple of streams I've watched have been using characters I don't have or have been on my bench, and those character have also been insanely powerful.
I came across one bug in the final Grey Phoenix mission that almost ended my Ironman run. Used Torque to pull someone and then when I tried to bind them, she fell through the floor. I could see her, and her turn stayed in the initiative order, but she was unselectable and every time her turn came up it would skip to the next person.
Annoying, but I could finish with a person down. Except the reinforcements that were supposed to spawn never did. With nothing left to kill, I just kept rotating through my turn order. There was still one explosive barrel on the map so I parked my 3 remaining agents on it, and then dropped my last grenade on it... killing no one and leaving Verge closest to dead at 1HP. I thought that was it, I’d have to just abandon the run... but it turns out Godmother’s scatter shot does friendly fire, so I was able to kill Verge and let him bleed out to restart the mission.
I don't know how many people are taking Patchwork instead of Terminal, but you really should if you can. Her GREMLIN Holo-scan breach action is extremely powerful, especially once you gain the ability to use it twice per mission. I don't even usually have her fire her gun cause attacking enemies with the GREMLIN is guaranteed damage. I haven't played around with Shock Therapy (Disorient/% chance to stun on GREMLIN attacks), but I imagine it'll get more powerful once I face higher enemy counts and especially when I start investigating Sacred Coil. I also feel like Stasis is an incredibly powerful ability for a free action, given that I don't think it can be resisted (someone confirm this for me).
I think I used Terminal once on the tutorial mission and she has been locked up in the research room since; not using boring humans when you got weird aliens to choose from
I have been playing XCOM: EW as a prep for XCOM2 switch release.
First run through was on normal, and I mostly breezed through the campaign. Lost one soldier, on the very last level.
Now I'm replaying on classic, and my troops keep getting killed. Only played three mission, but already lost something like 4-5. Is this an expected burnrate of soldiers given this setting, or am I doing something wrong? Is half cover much more useless on classic compared to normal? Should I neglect all meld and just grenade every event while keeping in good cover?
Classic is a big jump and you're going to lose a lot more soldiers, but 5 in 3 missions too much. Your intuition is correct, full cover in classic is like half cover in normal, and half cover is like no cover. I would recommend you start over, make sure Progeny is disabled (seriously, there are too many thin men you can't do it), more liberally use grenades, and commit to at least light save scumming. There are too many bullshit crits in EW for ironman. Obviously people have done it but I certainly can't. I don't know if you've played Xcom 2, but the good news is its second hardest difficulty is much more fair than EW's.
In a not-so-annoying bug.
My medkits keep multiplying. I now have more than a hundred medkits in storage because they're like equipment tribbles.
If it's the upgraded nano medkit, I wonder if that is caused by the fact the research implementation for it is defined differently from every other item in the game. Though with the unusual way the game does certain things, I'm not sure it would actually be fixable for an in-progress game.
Just remember that half the people you meet are below average intelligence.
Posts
Not really but a 100% crit banish from verge is pretty bonkers.
The main thing it allows you do to is not worry about tranq rounds or reinforced frames. Which saves you some weapon upgrade slots and extra ammo. Both have their uses
Edit: intel will never stop being useful. You will need a lot to upgrade all your field teams and its almost always worth it to buy from the scavengers
Scavengers and missions are the onl way to get top quality weapon and easiest way for armor mods.
Her AoE poison and ally relocate are still super valuable.
Her crush is still super useful since you can remove the next person in line and her capstone makes her ally pull grant an AP to allies. Which makes her magnify your teams power.
Definitely worth on VIP missions though. Even at base rank.
I'm going Progeny next because of what yall have said about Sacred Coil. Does that change what type of enemies I'll be fighting? Lots of psychic enemies?
When they say Shelter can swap places with somebody, do they mean physically on the map, or just like...on the battle timeline?
I know PSI powers don't work on robots, but this Patchwork person is supposed to be good against robots.
3DS Friend Code: 2165-6448-8348 www.Twitch.TV/cooljammer00
Battle.Net: JohnDarc#1203 Origin/UPlay: CoolJammer00
Thanks, yeah that makes sense to me, I get that these field teams are an analog to the satellites in Xcom1, but the rest just didn't make sense to me. and yeah, I've received, I think 2 free teams so far, I think I still have 5 more teams to go before I have full coverage.
Enlist in Star Citizen! Citizenship must be earned!
It's a massacre.
-Antje Jackelén, Archbishop of the Church of Sweden
One of the achievements is to “see all versions of each final mission across multiple playthrough” so i assume that whether you do something first, second, or third does indeed matter
Indeed, and since the poison procs at the start of that enemy's turn, that's really 8 points of guaranteed breach damage (5 on a normal breach). Which also means until you get enhanced weapons or unless the target is poison immune, you'll do higher average damage using spit on every breach.
Also do you have to do that thing in XCOM where you feed people kills to get them to level up, or is that uniform across missions?
3DS Friend Code: 2165-6448-8348 www.Twitch.TV/cooljammer00
Battle.Net: JohnDarc#1203 Origin/UPlay: CoolJammer00
Physically on the map. It's an excellent ability. He'd almost be worth it just for that alone.
still on my first playthrough and i've been able to CC the hell out of my enemies so far until androids, and i picked most of the non-lethal cops
Streaming 8PST on weeknights
Yeah, it looks like each faction basically has a set roster of enemies which make them particularly strong/weak against certain XCOPs. I've also run into a situation where one XCOP is super OP in the beginning but as the game goes on they become weaker and weaker due to running into more and more things that enemies can do beyond just shooting.
I grabbed Shelter and so far I find the swap ability kind of useless because all it does is put the enemy near my guys and put my newest and weakest squadmate behind enemy lines.
3DS Friend Code: 2165-6448-8348 www.Twitch.TV/cooljammer00
Battle.Net: JohnDarc#1203 Origin/UPlay: CoolJammer00
You could always run up/do something/swap back
3DS Friend Code: 2165-6448-8348 www.Twitch.TV/cooljammer00
Battle.Net: JohnDarc#1203 Origin/UPlay: CoolJammer00
I've found that with Shelter, swap came in handy when teamed up with Terminal. I can have him swap with terminal or whatever squadmate, then have terminal use the companion ability to make shelter run from a grenade about to detonate. So far though, asides from getting to evac zones quickly, it's hard to justify picking Shelter over someone else.
Torque can do that too. And also you then are taking Torque, who is awesome
Now I'm on the final mission of another investigation and I am thoroughly sick of the glitches and oversights. First off, Phalanx absolutely does not fucking do what it says. I kick in a door and the entire squad goes through at once. There are four aggressive enemies, so I take three shots and use Phalanx on Cherub. The aggressive enemies pick completely random targets. Fine, I figure I screwed them up by shooting them, so I restart, have everybody shoot one target, then still use Phalanx. Nope, three completely fucking random shots and only one of them goes into Cherub, despite every aggressive enemy being absolutely in LoS. So apparently the ability does fuck-all for aggroing enemies and just attracts a single shooter.
Explosion indicators are also fucked up. When I drop into a fight and I'm outnumbered 2:1, I can't afford to be fucking around with explosives not doing the damage the game says they will. I've lost track of how many times I put out a grenade with Claymore and the explosion just doesn't fucking work like the game UI says it will; enemies in totally exposed slots take no damage from shrapnel grenade or the game will only deal damage from either the shrapnel or frag grenade (if both hit at once).
The nastier fights just don't have a margin of error for this shit. Having a soldier shredded because of three enemies that would be dead if the game was working as it says is zero fun.
On top of that, I've had multiple crashes and lockups. I'm just gonna wait a couple weeks and see if at least some of this doesn't get patched.
cool game but glitchy
There was a synergy guide I saw earlier today that recommended Shelter with Zephyr, but I can't remember why.
3DS Friend Code: 2165-6448-8348 www.Twitch.TV/cooljammer00
Battle.Net: JohnDarc#1203 Origin/UPlay: CoolJammer00
My medkits keep multiplying. I now have more than a hundred medkits in storage because they're like equipment tribbles.
-Antje Jackelén, Archbishop of the Church of Sweden
The kinds of bugs you find in XCOM games are interesting, to say the least.
3 days of shuttle runs! Dont stop until i get back!
The swap can also set up a flank on two different enemies at the same time, while putting Shelter in a good defensive position. You shouldn't just swap with enemies thoughtlessly, obviously, but if you pick a bad guy at the back of the pack or in an elevated position, all of a sudden you can put that enemy right next to the rest of your squad, while also putting Shelter in that good firing position where he can mow down another guy or two, gaining a defensive bonus in the process with one of his upgrades. You can even pair him with Torque and then your mobility gets ridiculous. Positioning feels like it's everything for me and he lets you fuck up the enemy's while improving your own.
First run through was on normal, and I mostly breezed through the campaign. Lost one soldier, on the very last level.
Now I'm replaying on classic, and my troops keep getting killed. Only played three mission, but already lost something like 4-5. Is this an expected burnrate of soldiers given this setting, or am I doing something wrong? Is half cover much more useless on classic compared to normal? Should I neglect all meld and just grenade every event while keeping in good cover?
Grenades and reinforcements are placed a fixed number of unit-turns into the timeline after they're triggered. This comes into play once you use abilities or fight enemies that alter the time. For example, if reinforcements are coming in 10 unit-turns' time, and then a ronin activates tempo surge and takes two extra unit-turns, those are counted towards the reinforcement arrival. Your units who might've been able to act before the reinforcements will have their slot pushed back.
Hitting a sorcerer who has at least one sacrifice ready does not allow for a second shot with Chain Shot and similar abilities. The first shot, even if it hits, is considered deflected, damage done to the sacrifice is not attributed to your character, and you will not get a second shot.
Unconscious enemies remain part of Verge's neural network. For this reason his abilities that give accuracy and health regeneration per enemy in the NN are very potent, and maximising the number times he puts people into the NN early is very good.
Zephyr cannot upgrade her weapons. However, ability upgrades do give her extra damage, and her weapon cannot be disabled, which is important for certain breach events.
Zephyr's Parry skill and Cherub's Kinetic Shield double as soft taunts. The AI will try and break them, sometimes ignoring better shots to do so.
Breach 'locations' are fairly fuzzy and may be bugged or possibly just poorly explained. Some breach abilities such as the holo scanner and target analyser will mark every unit in view. Other abilities, such as phalanx, or breach locations that say its enemies will be surprised, seem to only apply to enemies tagged to 'that' breach.
Breach items appear to be intended to be used in the second slot of a breach. There is a UI bug that sometimes says they cannot be used when they can, and clicking on the item will fix this. There isn't really an explanation of why you cannot use multiple breach items on a single breach in the third slot. Some abilities like Terminal's Gremlin heal can still be used in any slot. Some cases where you breach from two separate locations (with 2+ slots available per breach) into the same room allow you to effectively double up on these items if you wish.
Missions descriptions sometimes lie. Presumably this is a mistake in the cases I've seen, except for one mission which intentionally tells you 1 to indicate the number of breaches is actually unknown (why they didn't instead write "?" is beyond me). You will sometimes be told there are breach spots that there are not (the pylon mission where you are told there are vehicle, wall, and door options only has vehicle).
You can unlock 2 slots in your Spec Ops, Training and Assembly operations with your first Level 3 Field Office of a type. From memory, Security 3 gives Spec Ops, Finance 3 gives Training, Technology 3 gives Assembly? Worth double checking that, not sure about Security/Finance order.
Though I've counted at least two occassions where it bugged and the selected enemy just shot someone else anyway
It sounds like the ability is just bugged to hell and back.
I like that you can sometimes find attachments and equipment as rewards. I just got a rifle that grants Banish ( continue to shoot until target dies or out of ammo ) around the same time I recruited Zephyr, so hooray for two WotC elements at once.
Also, Terminal is crazy, I think she’s been on literally every mission so far.
My experience is that almost every unit is crazy. My primary team just wrecks everything, even in situations where they shouldn't. Meanwhile, people here or in the couple of streams I've watched have been using characters I don't have or have been on my bench, and those character have also been insanely powerful.
Annoying, but I could finish with a person down. Except the reinforcements that were supposed to spawn never did. With nothing left to kill, I just kept rotating through my turn order. There was still one explosive barrel on the map so I parked my 3 remaining agents on it, and then dropped my last grenade on it... killing no one and leaving Verge closest to dead at 1HP. I thought that was it, I’d have to just abandon the run... but it turns out Godmother’s scatter shot does friendly fire, so I was able to kill Verge and let him bleed out to restart the mission.
Origin: KafkaAU B-Net: Kafka#1778
Steam: CavilatRest
If it's the upgraded nano medkit, I wonder if that is caused by the fact the research implementation for it is defined differently from every other item in the game. Though with the unusual way the game does certain things, I'm not sure it would actually be fixable for an in-progress game.