@Tennmuerti said:
At the start of the campaign? - Yes. Absolutely. The randomness can screw you big time. Low HP pools, limited abilities, panicky soldiers.
As you progress further? - No. Better armor and dozens of soldier abilities can provide you with a sufficient buffer to deal with random fuckups, as well as tools to avoid said fuck ups in the first place. Not to say that the game gets easier, just more manageable and controllable, provided you play your cards right.
At 3 hours you are still in the very very early stages of the game.
Also don't put your entire squad behind the same cover, that's bad tactics. While we are at it, low cover should be considered a baseline state, not actual good protection.
As to what you're supposed to do when killed when in full cover and hukered down? Analyse why were you killed in a single turn, weak soldier with low HP? was it a flank? type of enemy? weapon used against you? could you have instead suppressed the enemy? or flushed him out of cover, or destroyed enemy cover? Rookies and low ranked dudes can get one shot if they are only wearing basic armor, regardless, so don't sweat it, new recruits are cheap.
It seems like you've hit the nail on the head, it is because of how early I am in the game. The old X-COM you could pretty much move out of early-game technology if you knew the tech tree and could mitigate any of these same problems I am having. Now, I think that is pretty bad design so I am pretty happy that it is not in this new game, so I will just have to tow this shitty line until my gear gets better.
Also, my troops aren't all behind one piece of cover, I just try and keep behind full cover as much as possible. It is just annoying when I am moving cautiously and then I discover a group of Mutons or whatever, they get to move behind cover for free(another infuriating thing about this game) and then when their turn starts they kill two dudes because they got lucky.
I forgot to mention as well that I am playing on Classic Ironman. I thought about doing Impossible but I didn't know how much different this would be from the old X-COM to warrant that.
@haggis said:
@Ping5000 said:
I think it's the fairness of it that let's me not see this as a problem, since it applies to the aliens, too.
Yeah, I've had a few sniper shots go through cover in my favor, so it balances out (at least, so far). There's basically no way to completely protect yourself, which seems like a sensible design approach for the game. You try to minimize the chance of being hit, but you can never eliminate it. That keeps you on your toes, and forces you to assess the risk/reward of your positions. Honestly, it's usually safer in the long run to take some risk in order to get a better shot angle than it is to keep your soldiers hunkered down all the time. Of course, I'm only a few hours in so that advice should be taken with a grain of salt.
I can kind of understand this sentiment, but the thing is I really don't want random chance ruling over the outcome of the game like that. From what most people are saying the random chance seems to mostly be due to how early I am in the game and I just don't have the gear yet to mitigate it (just like in the old X-COM, except in that one you could rush the tech really early). I like games where both sides are on equal footing when it comes to mechanics and capabilities, but I think how much things can swing with random chance is not good design. If I made a huge mistake and my dudes deserve to get killed and I get lucky by killing two dudes with two 20% chance to hit critical shots, that is not good to me. Sure it is advantageous to me, but I did not deserve to have that happen. If it is of any help to understand my thoughts on turn-based strategy games, I think Frozen Synapse is one of the most brilliant strategy games ever made.
Anyways, thanks a lot everyone for your responses. I will keep at it for a bit more and see how things turn out.
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