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I wonder if this is still viewed as a cheap tactic? Not fan of using it anyway.
While in squad concealment, you put everyone on overwatch and keep one soldier exposed so when the enemy sees you, you loose concealment and trigger overwatch (during the enemy's turn) then you have your own turn to shoot again.Ethereal Commander wrote:Please explain the Beagle maneuver.
If you look at XComAI.ini in the LW2 config you'll see thisDwarfling wrote:Besides, it's by design, Pavonis chose to do away with the old system that prevented this.
Code: Select all
; Disables CBRM b/c green/yellow actions are sufficient
+BehaviorRemovals="CounterBeaglerushManeuver"
+NewBehaviors=(BehaviorName=CounterBeaglerushManeuver, NodeType=Failer, Child[0]=IsAbilityAvailable-StandardShot)
This can also sometimes lead to the second pod yellow alerting. If the first pod trips the overwatch, the second pod isn't activated yet by the game engine, and the sound events get processed causing them to yellow alert. After the first scampers the second scampers on yellow. It's not common but it can happen. I think the last time I had this happen the second pod was actually out of visual range, then yellow moved toward the fighting.Flintrok wrote:I do use it a lot on Rendezvous (kill Faceless) missions where all that you have is maybe 1 Soldier Haven Advisor and some Rookies. Setting it up from height advantage (usually there is 1 building in the middle of those maps to use) for some aim bonus helps a lot.
One side note - if you have 2 pods in visual range and try to open with Beaglerush maneuver, I've noticed that sometimes the farthest away pod will scamper move FIRST after you have been detected. And so, the farthest pod will aggro your overwatch shots. This is not ideal. So, be careful with this maneuver with more than 1 pod in visual range.