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.
Couple odd things.
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Re: Couple odd things.
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.
Re: Couple odd things.
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.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.
- WanWhiteWolf
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Re: Couple odd things.
Combatives do not block all melee attacks.stefan3iii wrote:Combatives don't block chrysalid unburrow 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.
Re: Couple odd things.
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: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.
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.
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Re: Couple odd things.
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
Re: Couple odd things.
Now I dunno if I should deliberately avoid or deliberately abuse this to my advantage. I can't forget this bit of information tho