Smash N Grab
For those who haven't seen the video yet, xwynns put up a preview here.
I really like the look of these missions. They provide some much needed resources and can really help eliminate being dirt poor if your not scumming supply raids. Will be interesting to see how much resources they end up giving and what sort of detection timers are on them.
Outpost Management
ADVENT will more rapidly lose interest in regions with numerous Resistance members in hiding, or with few Resistance members overall, and be less likely to move troops in.
We'll have to wait until the code hits steam, but this sort of sounds like ReinforceActivity is going to be influenced by resistance members working/hiding in some way? Currently only vigilance matters and it makes strength get 'stuck' in regions. Seems like advent will now 'move on' if you hide. Will be interesting to see how this works for sure.
Radio Relays
Note that capturing a regional tower will give the Resistance a working radio relay for the region.
This is very interesting. It plays well into the early game strat of not liberating your first region, but actually going for a region that is 2 away from the start region. Getting a free relay is a very nice reward for getting through liberation. And I also like the narritive aspect of it. I remember having the thought before, if we're taking down a broadcast tower, why can't we use it afterwards? Now we can!
Rupture
A Rupture shot grants a large bonus to critical hit chances and ensures that the target takes an additional +<Ability:RuptureAmount/> damage from all attacks in the future
Looks like this is changed from guaranteed critical to just a crit bonus? I guess that makes it more powerful, not sure ranger really needed a nerf on late game. Can only tell so much until the code is released though so we'll see what they did here soon.
Coup de Grace
Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies
That's certainly an improvement. For the most part these numbers will go way over caps, but it should guarantee hits against things with innate defense. In case you really wanted to last hit that cyberball with a sword!
Chain Lightning
Cannot be used from concealment
This is only fair, concealment chain lightning was silly. See xwyyns #117 if you need any convincing that this was needing a fix.
Formidable
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points
So +1 armor vs +2 ablative. I think this is better overall. If you only get hit once, this may eliminate wounds altogether, especially grazes. Being able to get 4-6 ablative through most of the campaign is really nice.
Trial By Fire
Any soldiers below the rank of sergeant will be automatically promoted after a successful mission with this officer.
Training Day! I remember some folks talking about something along these lines. I wonder what rank it will be and what got tossed out because of it? I'm betting it replaces Lead By Example, and good riddance if it does. That or Fall Back.
Snap Shot
You may take standard shots with your sniper rifle after moving, but you suffer severe range penalties beyond 5 tiles of squadsight range
The soldier may not enter overwatch with the sniper rifle after moving
I'm not really sure as to whether this is a buff or a nerf. If you don't move you get normal aim at squadsight. But then they removed overwatch from moving. Always seemed to me like the overwatch part was one of the good parts of this perk.
Soul Steal
Soulfire transfers half of the damage done back to the Psi Operative as health or grants an ablative HP if you are uninjured
Rise of the PsiTank!
![Laughing :lol:](./images/smilies/icon_lol.gif)
Mind Merge
Grants bonus will, critical chance and ablative hit points to an ally
Adding crit chance is nice. If nothing else it helps push grazes down. Soul Merge seems to triple the amount of crit it gives. Lot's of ways this can be good.
Solace
The Psi Operative may immediately extinguish mental impairments for a squadmate
Basically a better version of Revival Protocol. I guess this is mostly aimed at fixing the weird FPS issue the AoE was causing. Probably better anyway that it can target at range instead of having to move the psi op closer.
Close Encounters
Cannot be used on the same turn as Run and Gun
I wonder if this is disabling Run N Gun if you take the CE shot. I think this mostly nerfs the assault pistol spam that very few people caught on to. Good Job JoINrbs!
![Razz :P](./images/smilies/icon_razz.gif)
Hit N Run
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon
Yay, sanity is restored! Still not sure I'd take it over CE, but at least it's a viable double shot.
Flush
Target loses 10 defense and 10 dodge until the start of XCOM's next turn
Interesting change. If they just removed the 'makes the enemy run away to better cover' aspect of it then it might be useful.
Biggest Booms
Critical hits with grenades will grant +1 damage to ongoing damaging effects such as fire
I'm not sure how to read this. Does it mean if you hit something with a frag that is burning and crit it will burn for more? Will have to wait for the code to see exactly what this is up to. Either way it was always an autopick for me.
Covering Fire
In addition, having the Covering Fire ability confers a temporary aim penalty upon any units you take a reaction shot at, regardless of whether it was a covering fire shot or not.
Now that's an interesting change. Not sure it will ever get me to make an overwatcher but for those that swing that way it will be a little boost. Not sure why it doesn't include the aim penalty amount, never understood why some text is vague like this.
Serial
Each kill also reduces damage on future hits.
Well, you still get your near 100% crit chance, so shouldn't affect serial chains too much. Might not get 20 in a turn anymore though
![Laughing :lol:](./images/smilies/icon_lol.gif)
Flashbang
Some powerful enemies may be able to resist their effects
ORLY? This should make for some interesting oh shit moments. Wonder what the list of 'powerful enemies' is.
Whirlwind
If you hit with a melee attack during your turn, gain a bonus move
Replacing implacable? Makes sword attacks less sketch. At least you can GTFO as you fail to kill everything.
Phosphorus
Flamethrower attacks shred 1 armor.
A small buff, does this really make it viable over the also buffed Formidable? Probably not.
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Most of the changes seem good overall. Some decent buffs and some expected nerfs. I'm mostly interested in how these strategy layer changes play out. Will make for some interesting code diving once it drops.