I don't know where this legend of the "NEVER DASH EVER" commenters came from, I've been watching this from the beginning and most of the comments have been about "Don't dash into unknown territory with your last move" or "Don't dash when you can take one move and then decide to move further if something happens."
Like if there's one lesson to take from the comments it should be "Try to think about the consequences of your actions at least one turn in advance or at least survey all your options," like for the most part Abby did fine but there were still times when Abby was ready to shoot with just her first soldier, first aim target before Vinny suggested looking at other options, or the very first move of "reveal pod, and then immediately go into overwatch before moving anyone else"(?!)
@bisonhero: On the other hand, it's good that this episode Vinny asked to look at the shot calculation percentages. He just needs to do that with everyone every episode until it's clear that they understand that high cover is more important than distance to target. Then the logical conclusions about clearing out cover will come naturally
Actually I forgot that China already had a satellite on it. Although I still don't think it would make sense to go to Australia, they need to either assault the Alien Base or hope for an event to reduce China's panic within 21 days, or it will be guaranteed to leave the Council (and also waste the satellite that was on it)
Turning down the Brazil mission with the Sniper Captain in favor of the money was a bad call considering they are still hard up on experienced troops. Also although Mexico was in danger, one satellite will fix that while now Brazil and Argentina are both in the red.
@lotrsam0711: I loved the original games and have hundreds of hours put into all of them. I have a hard time remembering any significant possibility space created by the absence of move-shoot ordering rules. In most cases for most soldiers shooting used up almost all of your TUs for a turn anyway.
The move-shoot ordering is balanced around class abilities and the cover mechanics, neither of which were present in the old games. I would say overall that the newer games have larger sets of tactical options which are more clearly discernible to the player, but even if you want to argue about superiority, at the very least, they are different sets of possibilities and I don't see how the move-shoot order would hamper someone's tactical brilliance
From the discussion in the comments I thought Dan had busted into a "Long Duk Dong" impression or something. The game gave him a name with "Dong," Dan chuckled thinking about wieners, that that was about it
They are still continually surprised that distance to target matters less than being protected by cover. Like, I understand that there are some places where visually it looks like it could be a flank (that one truck shot) but the interface clearly says it's not a flank beforehand, so
@efesell: Act IV is pretty much a grind by definition, you have to do the same thing over and over and need to slowly build up levels otherwise you stop making progress. But the story is basically over after Act III for people who care about that, and they can watch the, like, two minute "true ending" on YouTube. Act IV is for people who like the combat and management gameplay and want to keep doing it
@gregalor: I just think it's funny (and all three of them do this) that whenever they have a specific question about how something works (like they literally 5 seconds before were wondering whether Run and Gun would allow them to use the arc thrower), they always blow through the confirmation screen instantly, even though that is exactly where the information they want is located.
Like, every single action in the game that is not movement has a confirmation screen that makes you click a second time while presenting the information you need, and they always blow through it. This was the same thing with Dan missing his rocket and blaming the game's RNG when it was clearly not targeting the enemy, or Abby missing with the MEC punch and blaming the game when it was clearly not targeting the enemy, or...
Vinny consciously telling Alex to stop and look at the tooltips multiple times was the first time in this series that they have actually looked at how the game generates the odds for their shots, for example, as opposed to in previous episodes where Dan or Abby blamed the game for giving them a 57% shot through full cover
ComradeSolar's comments