Kubikiri. Good or way too good?

Noober
Posts: 129
Joined: Wed Mar 22, 2017 7:47 am

Re: Kubikiri. Good or way too good?

Post by Noober »

Just to clarify - never use Master enemy FO option on the Sectopod!
It dramatically reduces the hack chance and don't give any profit on the first FO options as that beast cannot be transfered to Haven.
The easiest way is to use first option of FO and get it till the end of the battle which in this case should be flawless.
Noober
Posts: 129
Joined: Wed Mar 22, 2017 7:47 am

Re: Kubikiri. Good or way too good?

Post by Noober »

LordYanaek wrote:
Noober wrote: I don't understand how you could have less 55% chance after BS and RS rounds.
Well, as i said i didn't use Redscreen as i abandoned them after a couple missions with nothing really useful to hack. I was using Bluescreen rounds which also (from the tooltip that appears when you shoot something) lower hack resistance.
BS rounds doesn't decrease hack it just makes more dmg to MECs (+3 if I recall correctly). Only RS helps with hack defence.
JulianSkies
Posts: 301
Joined: Thu Jan 19, 2017 12:17 am

Re: Kubikiri. Good or way too good?

Post by JulianSkies »

LordYanaek wrote:
JulianSkies wrote: As a fellow playing on Commander, I've observed that you are really only going to meet a large amount of Gatekeepers way past when you should have finished the game, you need to be a all the way to FL20 before they start showing in every other supply convoy/troop column. I've been delaying my game very far as I could have made me way into Waterworld by now but i'm trying to get all the techs for fun, I had 4 Gatekeeper corpses. They aren't as frequent as you believe they are, they're just really, really scary when they show up in a GOp
"Way past when you should have finished the game" is subjective. I didn't delay it on purpose, i realized it would be a "long war" somewhere in June-July and decided to put my efforts into stalling AVATAR progress. I didn't rush Blacksite/Forge as i didn't know what sort of hidden timer for badass RNFs there might be (i mostly stealthed them in my 1.2 campaign) so i started the Golden Path quite late and didn't totally stop my research for it (Plasma was still a dream). Finally i had to hunt for a codex to hack in order to recover the AVATAR body so i think i finished it approximately when i could finish it (i probably could have finished it 2-3 weeks earlier if i didn't want to test some stuff in production at PG but that's it).
You're probably right that it wasn't a typical campaign and that might have altered my view of the skill.

OTOH, i can say i really won a Long War :mrgreen:
I mean, I say should mostly on account of watching xwynns and how badly he's getting wasted lategame, there's definitely a certain point where you can really only reach on lower difficulties because on higher ones it becomes utterly unmanageable.
Zork
Posts: 151
Joined: Wed Jul 26, 2017 3:58 pm

Re: Kubikiri. Good or way too good?

Post by Zork »

Noober wrote:Just to clarify - never use Master enemy FO option on the Sectopod!
It dramatically reduces the hack chance and don't give any profit on the first FO options as that beast cannot be transfered to Haven.
The easiest way is to use first option of FO and get it till the end of the battle which in this case should be flawless.
It's supposed to provide some bonus to Haven like anything that isn't a mech (Sectopod, Turret, Drone) but I didn't get what's the bonus is really. Perhaps a bug at least in description.
NOT a tactical/strategy expert player, playing LW2 at Easy. Rather old so I appreciate not be bothered by excessive familiarity, I'm not your friend and will never be. Refuse to learn English well so don't attempt learn it to me, thank you. :-)
stefan3iii
Posts: 319
Joined: Wed Feb 01, 2017 3:49 am

Re: Kubikiri. Good or way too good?

Post by stefan3iii »

Using red screen rounds is easy, and it pays off whether there is a sectopod or not. m3, or even an m2, is also very useful to mind control, and with redscreen you can use haywire as well as full override.

For redscreen, put it on a NON-officer that can shoot a target more than once a turn. Ex, a technical with a pistol and clutchshot, or a ranger. You can now fire twice, command, fire a third shot for 3 stacks of red screen. I also usually have a bluescreen protocol grenadier on top of that.

In 1.4 the game is swarming with robots, the odds of there not being a good hack target is something close to 0.
RookieAutopsy
Posts: 80
Joined: Sat May 13, 2017 9:35 am

Re: Kubikiri. Good or way too good?

Post by RookieAutopsy »

Zork wrote: It's supposed to provide some bonus to Haven like anything that isn't a mech (Sectopod, Turret, Drone) but I didn't get what's the bonus is really. Perhaps a bug at least in description.
Any mech you master using FO, from Drone to Sectopod becomes a standard Advent MEC in the associated haven. Drones are great to master as they are easy targets and get upgraded to full MECs once transferred. You can easily amass a MEC army in havens this way, which will be more important in 1.5 when all faceless will be active at once on a rendezvous.
LordYanaek
Posts: 940
Joined: Mon Jan 23, 2017 1:34 pm

Re: Kubikiri. Good or way too good?

Post by LordYanaek »

stefan3iii wrote:Using red screen rounds is easy, and it pays off whether there is a sectopod or not. m3, or even an m2, is also very useful to mind control, and with redscreen you can use haywire as well as full override.
Well i had some weird AWC draws with pistol skills. On soldiers i wanted to give a pistol, the good perks (allowing multiple shots) were down the tree so i ended up not using pistols much (my only real pistol user was a Psi Trooper in a squad without any specialist) so multiple shots were not really an option, apart from using a real gun that would leave the MEC almost dead (and giving non damaging rounds to a shooter). I did use RS with a T1 pistol on soldiers who could afford to "waste" a turn to help the hack in order to acquire MECs for my havens while i still had some easy-ish missions but when things got harder i decided my havens had enough MECs and my priority was completing the missions, if possible without causalities. I noticed that Drones were easy to hack even without RS and they were the best tools available : tanky thanks to their high def and extremely useful with their stun, plus hacking a solo drone allowed me to stay concealed longer.

LW2 is great in giving you different ways to deal with most situations :)
Zork
Posts: 151
Joined: Wed Jul 26, 2017 3:58 pm

Re: Kubikiri. Good or way too good?

Post by Zork »

RookieAutopsy wrote:
Zork wrote: It's supposed to provide some bonus to Haven like anything that isn't a mech (Sectopod, Turret, Drone) but I didn't get what's the bonus is really. Perhaps a bug at least in description.
Any mech you master using FO, from Drone to Sectopod becomes a standard Advent MEC in the associated haven. Drones are great to master as they are easy targets and get upgraded to full MECs once transferred. You can easily amass a MEC army in havens this way, which will be more important in 1.5 when all faceless will be active at once on a rendezvous.
No, only mech become MEC in Haven. So I still don't know what Haven bonus for FO ME non Mech robotics.

In my current play one Haven has 5 mechs, it's a bit too much for the rendezvous missions, it makes control 11 units.
NOT a tactical/strategy expert player, playing LW2 at Easy. Rather old so I appreciate not be bothered by excessive familiarity, I'm not your friend and will never be. Refuse to learn English well so don't attempt learn it to me, thank you. :-)
RookieAutopsy
Posts: 80
Joined: Sat May 13, 2017 9:35 am

Re: Kubikiri. Good or way too good?

Post by RookieAutopsy »

I only bother mastering Drones and they always give me haven MECS. Are you definitely using the second option when hacking them as the first will only control it for the mission and not add it to the haven?
Zork
Posts: 151
Joined: Wed Jul 26, 2017 3:58 pm

Re: Kubikiri. Good or way too good?

Post by Zork »

RookieAutopsy wrote:I only bother mastering Drones and they always give me haven MECS. Are you definitely using the second option when hacking them as the first will only control it for the mission and not add it to the haven?
Yes Master option, I checked carefully a few time but I can't be totally sure. I quoted it because I'm sure I read it already in some posts, only Mech can provide a Mech, and frankly it's also clearly mentioned in the skill description.

I'll check again, and will report back. If I'm right then you probably use a mod that changes that. Myself the only mods I use are maps and UI nothing else.
NOT a tactical/strategy expert player, playing LW2 at Easy. Rather old so I appreciate not be bothered by excessive familiarity, I'm not your friend and will never be. Refuse to learn English well so don't attempt learn it to me, thank you. :-)
fowlJ
Posts: 198
Joined: Thu Jan 21, 2016 1:45 pm

Re: Kubikiri. Good or way too good?

Post by fowlJ »

RookieAutopsy wrote:I only bother mastering Drones and they always give me haven MECS. Are you definitely using the second option when hacking them as the first will only control it for the mission and not add it to the haven?
That's not how the skill is supposed to work. The benefit of choosing 'Master Enemy' on a unit that is not a MEC is that they receive stat buffs for the rest of the mission, not that they join the haven, which they don't.
Noober
Posts: 129
Joined: Wed Mar 22, 2017 7:47 am

Re: Kubikiri. Good or way too good?

Post by Noober »

fowlJ wrote:
RookieAutopsy wrote:I only bother mastering Drones and they always give me haven MECS. Are you definitely using the second option when hacking them as the first will only control it for the mission and not add it to the haven?
That's not how the skill is supposed to work. The benefit of choosing 'Master Enemy' on a unit that is not a MEC is that they receive stat buffs for the rest of the mission, not that they join the haven, which they don't.
Can confirm that only normal MECs could be transfered to Havens.
No drones, no Sectopod. Didn't try FO on turret though.
So no point of spending your only charge of Master Enemy on drones - usually standard override is more then enough for a hunter drone and that's the most powerfull one.
Another reason is that the drone in the late game usualy live for only 1 turn under enemy fire. The ayys aim and dmg is insane...
RookieAutopsy
Posts: 80
Joined: Sat May 13, 2017 9:35 am

Re: Kubikiri. Good or way too good?

Post by RookieAutopsy »

Hmm, I appear to be completely wrong. Need to find whats up with my campaign.
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