Laughing Man said:
Did you or did you not complain about a bunch of situations? Did I or did I not say they are preventable?
With no context, stun lancers, 3 drop in at once located at different points do I stick with your bullshit stun nade them or do I throw down a mimic nade, your 'tactic' requires three separate moves and mitigates one type of attack on each enemy, mine requires 1 move and mitigates all attacks as long as the mimic is on the field.
First of all, you shouldn't be able to get into a situation where you're facing three ADVENT lancers at once and you simply cannot flashbang at least two of them at once. I've never even seen a pod that consists of three lancers. Did you trigger two pods at once? Solution - don't trigger two pods at once. Did you
let them move around first (not the skitter to cover but actual moves)? Solution - don't let them do that.
Second, your mimic strategy is flimsy if that's all you rely on to take on three lancers without disabling any of them. One lancer could very well oneshot your mimic with a crit so you're left with two running straight at your soldiers. Best case scenario, one lancer misses, the other only injures a soldier but doesn't inflict ant further statuses. Worst case scenario - you get two dead or effectively dead soldiers and the rest of your squad panics as the lancers continue chopping them to pieces.
But sure, let me indulge you - a better solution:
Assumptions - facing three ADVENT lancers at the same time; no two are in the range of a flashbang grenade (somehow); there are no other aliens (somehow); you have a team of 5 soldiers who aren't squaddies but certainly no higher than lieutenants (+1 squad size is available very early on - this is an early game scenario); you have a flashbang and a mimic beacon;
Solutions:
1) you try to kill as many lancers as possible. Grenade them out of cover, if needed, blow up vehicles if you have to. The goal is to kill two using four soldiers' actions. Your final soldier throws a flashbang to make the rest of your squad safe.
2) you got incredibly aggressive - disregard cover, if the lancers get to act, it won't help you - move in as close as possible to get the maximum proximity aim bonus and try to kill as many as possible. Assuming this is the first pod you meet, you will need to go aggressive with four soldiers - final one would throw the mimic beacon, assuming that there are lancers left and that the soldier is not able to reliably kill them, otherwise the soldier would finish off the last one. Assuming this is the last pod on the map - you can go aggressive with all five soldiers if the last lancer standing can be finished off relatively easily. Worst case scenario is one soldier dieing to a crit but it's not that likely, second to last worst case scenario is one soldier being rendered unconscious through the ADVENT lancer extra effect proc - given that's the last pod, it should not be a problem.
3) if possible, you fall back as far as possible and engage the lancers next turn on better conditions - chances are they'll be better grouped together so area effect abilities (mostly grenades at this point in the game) would be much more effective.
4) you sacrifice a soldier for the greater good. Move everybody back (while still trying to take down a lancer or two) and one soldier is left within reach. The surviving lancer(s) would go for that one. It's very preferable that the soldier gets the Aid buff from a specialist
Laughing Man said:
I was complaining about some very specific points, for example the stun lancer and one certain debuff chance percentage
But you got
hit by them. A lot. Enough to even have an opinion on the debuff chances. I didn't even KNOW they could render somebody unconscious before your post - I've seen disorient and stun and that's it. I've been hit by lancers a total of, like, ten times when I first started on Commanders then the stopped being a problem when I learned how to handle them. In my new Ironman game, I've been hit a total of twice - both were a calculated risk and neither would have amounted to much of a problem if a nasty debuff was procced (I did get a soldier disoriented one of the times but whatever - not nasty enough).
Laughing Man said:
I was not AT ANY POINT looking for hints and tips on how to over come or mitigate those effects
You complained about stuff that was really easy to counter. I simply pointed some ways to deal with the situations. And now
you are sitting there fuming that I DARED do that. Yes, how DARE I do this unspeakable horrible thing.
Laughing Man said:
without having the context or ANY of the actual battle field tactical information is frankly stunning.
Every situations can be countered. The ones you described very obviously could. Oh, poor you - the e-e-e-evil stun lancers don't stop hitting you? Yes, it's because you've
let them hit you. Either kill on sight or retreat and regroup. Or deploy one of the many toys available for countering them. Oh the e-e-e-evil muton counter attacked you? Well, tough luck. Sure, I didn't know they could do that the first time I met them. Whatever - soldiers grow on trees (figuratively speaking) at that point in the game - big deal that you've lost one. You should lose only one at most, since you'd know about this afterwards.
Laughing Man said:
Now jog on mate I am bored of listening to your 'superior' inferior tactics.
Too bad. I'll keep giving you advice. You can leave yourself, you know.
Laughing Man said:
Not not equally viable but it would be nice if the actual hit chance was calculated on the fly, if it says 90% hit chance and I reload 100 times and do the exact same thing every time it would be nice if 90 of those hit and 10 missed but because the game generates the seed on load it means if I miss first time and then load and do the same thing 100 times over it will miss every single time.
Why? What does that accomplish? What's the difference between hitting a 90% shot and reloading until it's a hit? If all you want is to hit every time - feel free to mod the game.
Also - "generates the seed on load" is completely wrong. I shall educate you on how RNG works:
The "seed" is the initial state of the RNG. Same initial state, means you get the same results back. Change the seed (if done on an initialised RNG, that's called "reseeding") you get a different results back. If the game did exactly what you said, then the results would not be set. XCOM preserves the state of the RNG used, hence why there aren't any rerolls.
Laughing Man said:
It's a weird situation, in the real world if someone told you you had a 90% hit chance you would way up the shot and then take it with the outcome being determined there and then, Xcom tries to give that impression but the concept that the outcome has been determined before you even take the shot actually irks me, the idea that you are making decisions based on the facts given to you but the outcome was determined before you even decided what action to take always plays at the back of my mind when playing.
What does it matter? A 90% shot is something that, if you have the same situation 10 times, you'd miss once and hit nine times. If you really want to reload, feel free to just consume that roll with a different action, then you'd have the 90% chance to hit again - highly likely you would actually hit.
Laughing Man said:
If the game calculated the hit using the percentage and some other variances on the fly and showed it happening, on screen, I dunno how say some sort of number scroller showing the fore and against hit weighed alongside factors such as location, weapon, enemy, defensive, offensive bonus, etc then I would be far less likely to save scum if a 90% hit chance missed, actually seeing why it missed as it happens would be much better than the 90% chance but it's already been determined that you miss situation the game uses now.
But this
is what's happening. You factor in all the soldier's bonuses - aim, skills, other advantages, then subtract negatives - enemy defence, debuffs, other penalties. You can expand the chance to hit and you'll see all relevant modifiers - stuff like 75 aim + 10 scope -20 enemy cover -10 enemy defence = 55% chance to hit. The game then makes a roll against that and if it's within those 55% you hit, otherwise - you don't. It's slightly more complex, since the game actually keeps track of decimals but hides that from you [footnote]hence why you could miss an 100% shot - it's actually 99.6 or something[/footnote] but the principle is the same. The roll is predetermined because of the stateful RNG but so what - you literally just said that if you get the roll, it'd be fine but that's not the game works. Yet it is. Reload a thousand times and you'd just see the same number being rolled, if the game was showing you that. It didn't actually predetermine that your 90% shot would always fail - as I said, consume that number with a different action and you can now make that 90% shot with the next one in the sequence.
I mean how do you mitigate a 95% hit chance that then misses because it was determine to miss before you even took the shot?
Easy - don't rely on it. If it's not 100% just always have a backup plan. If it fails, then have another soldier shoot at the enemy. That's why I keep my sharpshooters around - they are
very good at hitting things - if somebody fucks up, they would usually pick up the kill. Grenadiers and psi ops can also work. If your ranger (for example) hits an enemy, your other soldiers would attack other targets, if the ranger misses, the rest would finish off that enemy. Hence the tactics with dealing with pods start with the biggest threat - early game, that would be lancers and you'd pick them off ASAP. If you leave them for last with a 95% chance to kill them off, then it's actually 5% chance for you to fail and things to get ugly. So, prioritise targets and leave the least harmful for last - early game those would be sectoids and ADVENT troops, because if they survive they are very unlikely to ever kill any of your soldiers. At most, you'd get one hurt (by an ADVENT trooper) or mind controlled/panicked (by a sectoid) but whatever - wounded soldiers heal - dead don't, soldiers affected by sectoids would, at most, skip a turn - you should be able to deal with the sectoid in the mean time.
Late game, it's pretty much the same - go after biggest threaths first, leave the small ones for later. In the case of really big treaths, like sectopods and gatekeepers, you could take them out of combat for a turn using stasis/haywire and then deal with their buddies. Next turn, you should be completely free to nuke them to bits.
It is about making the most out of the moves and tactics that you can employ that do not require the RNG, use of nades and the very rare 100% hit chance shots.
*shrug* 100% chance is not
that rare. It might be in the beginning, but nearing mid-game it is really plentiful. Holo Targeting can give you a boost, as could height advantage. Both stack for a total of +35% chance. Then there are weapon mods and PCS to help out as well. Rangers going up close and personal with a shotgun are almost always guaranteed a hit - once they get Run and Gun they are really good at going close and personal.