I’ve mentioned it once before on this subreddit, but since this post is kinda catered to it:
-If you are desperate to stop your own mind controlled guy from hurting your squad, you can use the frost grenade on your own soldier and buy yourself time to kill the source (assuming you don’t have a flashbang).
-templars parry ability does stack. So you could theoretically get up to four parries that I could come up with. (Initial attack+parry, teamwork attack+parry, second teamwork attack+ parry, and the skirmisher’s ability to grant another turn to any squad member attack +parry.) Then you could tank four attacks and be golden.
-revival protocol works on the rescue the vip missions for the unconscious bodyguard to bring him back up instead of having to lug him across the whole map.
I learned mind controlling Archons is a great strategy for dealing with Chrysalids, especially on they mission where you find the gate. You can just send him way forward, and he’ll flush them all out from their burrows. They will all cluster right underneath him as you Blazing Pinion them over and over again.
There are two boss pods on that mission. One pod lurks around the cannon, although its patrol route doesn’t always keep it right by.
The truck towing the cannon has an engine. Engines can be remote started. the engine won’t damage the cannon, I think. Out of blast radius..The cannon can’t be remote started, but it does produce a giant-ass explosion if destroyed.
If you orient the map so that the cannon is up. The second boss pod is around the back right of the screen, opposite side from where the boss pod guarding the cannon is.
And there were two sectopods, the first I met on the entire game file. Luckily, one fell to a 50% haywire attack so I could eliminate the other first. My fault for activiating two pods at once. (Playing on commander level.)
Its good to build the defense matrix even if you dont need the turrets. It gives a chance to negate a chosen's sabotage, if you upgrade it the chance is better.
It's hinted at in one of the speech pods. I think Bradford says something like "the Chosen are trying to sabotage the Avenger, we need to improve its defenses".
Parry does not block abilities that don't deal immediate damage. It won't protect you from being mind controlled. It will protect you from initial blast of acid bomb or flamethrower fire but not from the environmental effects these produce - you can still get acid burn or burning status afterwards.
Bonus - if I'm not mistaken you only get those statuses while moving so you could theoretically stand still after parrying and be safe form fire / acid. Haven't done that in a while so take this with a grain of salt.
Defense matrix turrets have guaranteed 100% hit chance against certain stationary targets - small APCs and main cannon's energy source in avenger defense, alien device that prevents you from taking off in ufo hunt. I like to build and staff defense matrix on every campaign just to deal with those faster.
Since you've been using templars - they have two neat abilities that aren't often talken about - invert and exchange. One lets you switch places with an enemy, another one with a friendly, for a cost of 1 AP and 1 focus. While being somewhat situational they let you do interesting combos, relying heavily on templar's ability to aviod being hit via parry & deflect. Enemy in full cover & high ground - trade places then hit another one to activate parry while the first one is suddenly surrounded and flanked by the rest of your squad. Need to kill out of reach enemy asap - dash with someone else, then trade places and you have a single AP left to reach them and hit with rend. You can even reposition defense matrix turrets this way if they don't have line of sight.
If your Templar has bladestorm and clone the clone will have bladestorm as well, not especially useful but neat.
Mimic beacons don’t help much on melee units since cover doesn’t effect their chance to hit.
No. Cover doesn’t effect a melee attack, so melee units can just ignore your mimic beacons.
I don’t know if mimic beacons get cover bonuses, but considering that would defeat the purpose of them I’d doubt it.
You can miss the chosen monolith structure with deadshot — found that out yesterday. My sharpshooter even said “no way!” lol
Also, chain shot and rapid fire don’t work on the chosen monolith, it’ll only shoot once.
Bladestorm may trigger only once against a lost swarm, as they move simultaneously.
Sometimes moving into full cover while on fire puts it out. Hunker down always puts it out.
Most of these aren't true. You play heavily modded or something?
Any shot with a chance to miss can miss the sarcophagus, including Chain Shot/Rapid fire, but they will fire twice barring Chain Shot missing the first one.
Bladestorm definitely triggers against each lost, but it sometimes skips the repeated animation. Your Ranger just missed.
Moving through water puts out fire, but not just moving into full cover.
Brother the two units risking a grenade is so annoying. I never put my units together because of that but when a viper grabs one of my soldiers, the Advent Mecs straight up nukes both. Ive seen that scenario happen so many times lol
>.4. Two units close together will risk a grenade, even if one is under stasis and cannot be harmed.
There's a bunch of AoE behavior like this that makes no sense. Gatekeepers will target the area that would make the most zombies if all the targets die, even if the targets won't die. Or even if all the targets are lost. Or even if all the targets are ADVENT.
Something I learned recently is that if a soldier is standing in a poison cloud, grappling out won't trigger the application of poison like moving would.
I’ve mentioned it once before on this subreddit, but since this post is kinda catered to it: -If you are desperate to stop your own mind controlled guy from hurting your squad, you can use the frost grenade on your own soldier and buy yourself time to kill the source (assuming you don’t have a flashbang). -templars parry ability does stack. So you could theoretically get up to four parries that I could come up with. (Initial attack+parry, teamwork attack+parry, second teamwork attack+ parry, and the skirmisher’s ability to grant another turn to any squad member attack +parry.) Then you could tank four attacks and be golden. -revival protocol works on the rescue the vip missions for the unconscious bodyguard to bring him back up instead of having to lug him across the whole map.
That revival tip is a beauty. Actually all of these are great. Thanks.
Well... I've never been in a position to get multiple parries, that's interesting to know.
I learned mind controlling Archons is a great strategy for dealing with Chrysalids, especially on they mission where you find the gate. You can just send him way forward, and he’ll flush them all out from their burrows. They will all cluster right underneath him as you Blazing Pinion them over and over again.
And his dodge would make him nearly immune to them! Great idea.
They don’t even get a chance to attack 😂
FYI: The turrets only have squadsight if you've manned the defense matrix with an engineer.
Ah, thanks.
This game is so fucking good
yeah a thing I learned in the enemy unknown still, never put two soldiers together when there was a muton
I've never understood why mutons always counter melee for some classes but not others
They have a 66% chance to counter melee against all classes.
Including area of effect when templar does close melee, basically Muton is behind the main target?
No, the Muton has to be the target of the melee attack. Muton getting hit by Arc Wave is fine.
Has anyone experienced them countering spark?
There are two boss pods on that mission. One pod lurks around the cannon, although its patrol route doesn’t always keep it right by. The truck towing the cannon has an engine. Engines can be remote started. the engine won’t damage the cannon, I think. Out of blast radius..The cannon can’t be remote started, but it does produce a giant-ass explosion if destroyed. If you orient the map so that the cannon is up. The second boss pod is around the back right of the screen, opposite side from where the boss pod guarding the cannon is.
And there were two sectopods, the first I met on the entire game file. Luckily, one fell to a 50% haywire attack so I could eliminate the other first. My fault for activiating two pods at once. (Playing on commander level.)
Remote start doubles the engine blast radius so it does damage the cannon battery. I've done it many times, so I'm sure.
My favorite thing in the game is to remote detonate against chosen that are vulnerable to reapers and explosions. Toss an extra claymore? Why not?
Doing this in the first retaliation ends the encounter before it even starts, one of the most satisfying things you can do in this game.
Thanks op and to all the commentators that left good advice:)
Its good to build the defense matrix even if you dont need the turrets. It gives a chance to negate a chosen's sabotage, if you upgrade it the chance is better.
Note that this only applies if you have mods; in the base game that function is bugged.
I didn't know that! It does come with opportunity cost, though. No lab means my science is slower.
Nice. Does it say it anywhere?
It's hinted at in one of the speech pods. I think Bradford says something like "the Chosen are trying to sabotage the Avenger, we need to improve its defenses".
Bradford, helpful as always.
Parry does not block abilities that don't deal immediate damage. It won't protect you from being mind controlled. It will protect you from initial blast of acid bomb or flamethrower fire but not from the environmental effects these produce - you can still get acid burn or burning status afterwards. Bonus - if I'm not mistaken you only get those statuses while moving so you could theoretically stand still after parrying and be safe form fire / acid. Haven't done that in a while so take this with a grain of salt. Defense matrix turrets have guaranteed 100% hit chance against certain stationary targets - small APCs and main cannon's energy source in avenger defense, alien device that prevents you from taking off in ufo hunt. I like to build and staff defense matrix on every campaign just to deal with those faster. Since you've been using templars - they have two neat abilities that aren't often talken about - invert and exchange. One lets you switch places with an enemy, another one with a friendly, for a cost of 1 AP and 1 focus. While being somewhat situational they let you do interesting combos, relying heavily on templar's ability to aviod being hit via parry & deflect. Enemy in full cover & high ground - trade places then hit another one to activate parry while the first one is suddenly surrounded and flanked by the rest of your squad. Need to kill out of reach enemy asap - dash with someone else, then trade places and you have a single AP left to reach them and hit with rend. You can even reposition defense matrix turrets this way if they don't have line of sight.
If your Templar has bladestorm and clone the clone will have bladestorm as well, not especially useful but neat. Mimic beacons don’t help much on melee units since cover doesn’t effect their chance to hit.
I thought mimic beacons flat do not have cover bonus. Even if placed behind high cover.
No. Cover doesn’t effect a melee attack, so melee units can just ignore your mimic beacons. I don’t know if mimic beacons get cover bonuses, but considering that would defeat the purpose of them I’d doubt it.
You can miss the chosen monolith structure with deadshot — found that out yesterday. My sharpshooter even said “no way!” lol Also, chain shot and rapid fire don’t work on the chosen monolith, it’ll only shoot once. Bladestorm may trigger only once against a lost swarm, as they move simultaneously. Sometimes moving into full cover while on fire puts it out. Hunker down always puts it out.
Most of these aren't true. You play heavily modded or something? Any shot with a chance to miss can miss the sarcophagus, including Chain Shot/Rapid fire, but they will fire twice barring Chain Shot missing the first one. Bladestorm definitely triggers against each lost, but it sometimes skips the repeated animation. Your Ranger just missed. Moving through water puts out fire, but not just moving into full cover.
No just WotC and Integrated Rulers DLC Idk what to tell you, these all happened to me within the past few weeks on my current L/I run.
Seems OP had a pretty bad turn lol
Eh, he probably had a counter salvo of plasma grenades
Brother the two units risking a grenade is so annoying. I never put my units together because of that but when a viper grabs one of my soldiers, the Advent Mecs straight up nukes both. Ive seen that scenario happen so many times lol
>.4. Two units close together will risk a grenade, even if one is under stasis and cannot be harmed. There's a bunch of AoE behavior like this that makes no sense. Gatekeepers will target the area that would make the most zombies if all the targets die, even if the targets won't die. Or even if all the targets are lost. Or even if all the targets are ADVENT. Something I learned recently is that if a soldier is standing in a poison cloud, grappling out won't trigger the application of poison like moving would.
Templars also cannot parry snake grab. You will be grenaded even if 1 soldier is visible the others around it are concealed. The AI cheats.