Couple odd things.

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stefan3iii
Posts: 319
Joined: Wed Feb 01, 2017 3:49 am

Couple odd things.

Post by stefan3iii »

Combatives don't block chrysalid unburrow melee attacks.

I'm not 100% sure on this one, but it seems that whenever you lower a target's hack defense using redscreen rounds or bluescreen bombs, it re-rolls the random variation in a specialist's chance to hack. At least I suspect so, because redscreen never changes hack chances like I expect, I've seen it go way up, and sometimes barely go up at all. Not sure if anyone can confirm or deny.
Exquisitor
Posts: 53
Joined: Wed May 10, 2017 4:50 pm

Re: Couple odd things.

Post by Exquisitor »

In an earlier post I mentioned that the bluescreen round in 1.4 didn't affect the hack percentage at all. I'll double check it again.
Dwarfling
Posts: 524
Joined: Wed Jan 25, 2017 12:16 pm

Re: Couple odd things.

Post by Dwarfling »

Exquisitor wrote:In an earlier post I mentioned that the bluescreen round in 1.4 didn't affect the hack percentage at all. I'll double check it again.
He's not talking about Bluescreen Rounds, but Bluescreen Bombs, the SGT Grenadier skill that makes flashbangs disorient robotics and gives a -20(?) hack def.
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WanWhiteWolf
Posts: 138
Joined: Tue May 16, 2017 10:09 pm

Re: Couple odd things.

Post by WanWhiteWolf »

stefan3iii wrote:Combatives don't block chrysalid unburrow melee attacks.
Combatives do not block all melee attacks.

http://www.pavonisinteractive.com/phpBB ... roc#p46150

Also, I've seen they are getting nerfed:

"- Lowered dodge roll from Combatives from 100 to 90, so it will fail a little more often."

So it will be 90% on 1.5. Don't know ...mutton hits for like 9; that's enough to kill any shinobi early game.
Steve-O
Posts: 124
Joined: Fri Feb 24, 2017 8:00 pm

Re: Couple odd things.

Post by Steve-O »

stefan3iii wrote: I'm not 100% sure on this one, but it seems that whenever you lower a target's hack defense using redscreen rounds or bluescreen bombs, it re-rolls the random variation in a specialist's chance to hack. At least I suspect so, because redscreen never changes hack chances like I expect, I've seen it go way up, and sometimes barely go up at all. Not sure if anyone can confirm or deny.
The chances for success on each of the two choices will change anytime any character takes an action. I was playing with this in a mission recently. I had a Hacker Specialist standing in a particular space trying to use Haywire on a drone further down the field, here's what I was doing:
1) I select the hacker, issue the Haywire order, select the drone as my target
2) when the hack screen comes up, I look at the percentages for stun/control.
3) I don't like them, so ESC to back out.
4) select my Ranger, fire once at an unrelated enemy
5) I select the hacker again, go back to haywire the same drone
6) when the hack screen comes up, the percentages for stun/control are now different. Nothing has been done to either the hacker or the drone, but the numbers changed.

I repeat steps 3-6, performing other actions with other soldiers, one action at a time, and checking Haywire after each action. I'm not moving the hacker around the field or anything. The numbers keep changing. Not always by a lot, mind you. Sometimes Control is 26%, other times it's 25%. Once in a while it drops to 19% or jumps to 30%. I didn't commit to actually do Haywire until the percentage was as high as I could get it.

To be clear, I wasn't save-scumming. This was all in one session, only backing out of Haywire to perform an unrelated action with someone else and then returning. I don't do this very much, of course, because it's cheesy and also it's tedious, but it's definitely a thing I've noticed. The same thing happens when hacking a security pole. I assume it's intentional? At least on Firaxis's part, if not Pavonis's.

I presume that using Redscreen/Bluescreen would change the target's hacking defense, so in addition to re-rolling the specific percentages because an action took place, the values would trend upward as the attack:defense ratio is now more in the hacker's favour. How much it goes up would still be random due to the above effect.
stefan3iii
Posts: 319
Joined: Wed Feb 01, 2017 3:49 am

Re: Couple odd things.

Post by stefan3iii »

Yikes, I had no idea, that is much worse. Going to exploit that as much as possible for the 3 remaining missions in my campaign :)
Dwarfling
Posts: 524
Joined: Wed Jan 25, 2017 12:16 pm

Re: Couple odd things.

Post by Dwarfling »

Now I dunno if I should deliberately avoid or deliberately abuse this to my advantage. I can't forget this bit of information tho :lol:
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