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El Perkele
Nov 7, 2002

I HAVE SHIT OPINIONS ON STAR WARS MOVIES!!!

I can't even call the right one bad.

GuavaMoment posted:

I am a Danger Zone Shredder Rocket kinda guy. Why suppress when you can kill?

Suppression removes overwatch. Relatively situational, extremely useful.

edit: Covering Fire Suppression Support is also handy when in a pinch

El Perkele fucked around with this message at 08:48 on Feb 7, 2014

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El Perkele
Nov 7, 2002

I HAVE SHIT OPINIONS ON STAR WARS MOVIES!!!

I can't even call the right one bad.

JamieTheD posted:

No, I get what he's saying, and you're not. Maybe because he wasn't being specific. Essentially, it nullifies the crits on all squadsight shots, which is what he's talking about here. So he's saying that yes, with Squadsight, you shoot more dudes. But you don't get the insane crit damage bonus a tooled out Snapshot sniper is going to have without Headshot when the shot can only be taken through Squadsight.

And Headshot can only be used once every three rounds. So, again, it's a question of playstyle. With Snapshot, Divorce's going to be moving his sniper a lot more, but if he plays that right, he's going to have some serious damage spikes against heavier enemies (which you sort of need). But with Squadsight, it's a much more defensive, tactical option, where your sniper is set up in his ideal range, moves rarely, but does more consistent damage, albeit not as much as he could with the constant crits.

Seeing as he's arguing that Snapshot has its place, not that it's better than Squadsight (I'd say more consistent damage would usually win out over spike damage from crits), I have to agree with HaitianDivorce here: Snapshot v Squadsight isn't quite as clear cut as Jade makes out, and both have their place.

Snapshot Snipers are really useful against mechtoids. When you update them with Disabling Shot and preferably Mimetic, they can effectively disarm a dangerous enemy almost every time. Against Berserkers - and to lesser extent, mechtoids again - the ITZ can also prove really useful, since you will almost certainly be taking the first shot after seeing the X-rays. Granted, that combination requires quite a lot of research and can be a pain to get. Also, Snapshotters are much more useful in moving CQC which players will be facing often. They are a clear frontline unit and suitable for cautious players' scouts, but they are definitely a mid- to lategame shiners.

El Perkele
Nov 7, 2002

I HAVE SHIT OPINIONS ON STAR WARS MOVIES!!!

I can't even call the right one bad.

Jade Star posted:

This post doesn't require Snapshot. It's listing reasons why other skills are great on a sniper, and makes the presumption they're adding value to a snapshot sniper that wouldn't be there with squad sight. There is no reason a squad sight sniper can't have ITZ, or disabling shot. If things get close quarters a Squad Sight sniper could use gun slinger and be arguably be more effective than snap shot. My argument there is that sniper rifles take huge aim penalties at close range, so stack that with snapshot and you could be upwards of -10-50% to hit with a snap shot rifle or +0-40% with a pistol due to range modifiers. He said CQC, which means close quarters, so I won't accept 'But I'd use the sniper rifle at that range' as an answer. If it was far enough for a snap shot sniper to use its rifle with out massive range penalties, then so could a squad sight.

It requires Snapshot because such a build emphasizes mobility, which a Squadsighter cannot achieve. A Squadsight sniper is always dependent on someone else's FoV and cannot crit - if you move it ahead, it becomes highly vulnerable since it cannot move and engage meaningfully, whereas a mobile snapshotter can more often take the first action. With a significantly powerful weapon as well! At close quarters a Squadsight sniper is even more situational than a Scout/Disarm snapsniper. A Squadsighter can DS and it can activate ITZ, but is nowhere near as useful as a Snapshot in bases, smaller UFOs and other close quarters missions, which Enemy Within has more than Enemy Unknown. Combined with the removal of Squadsnipe critical, the choice is less "better/worse" and more "assault/standoff".

The range tradeoff is of course there. But so is the very significant possibility of losing one Plasma Sniper shot at the beginning of the firefight.

El Perkele
Nov 7, 2002

I HAVE SHIT OPINIONS ON STAR WARS MOVIES!!!

I can't even call the right one bad.

double nine posted:

I'm probably the only one but was anyone else disappointed in the visual design of the enemies in Enemy Unknown? I mean you have sectoids & sectoid commanders, no problem - they look distinct enough from each other and there's a certain coolness about the big-brain design. Thin men are also really nicely designed. But then you get floaters, mutons, heavy mutons and berzerkers - all of which are pretty much the same species with various bits chopped of and given differing armor sets.

I really wish they'd emphasised a bit more that (other than the sectoid/commanders) these were differing species given a role in the aliens' army

You weren't, although I got bored with the ideas behind the enemies. Many of the enemies lack a certain flavour. Instead of reskins of Mutons and Floaters - both of which can be countered with almost identical tactics - I would have preferred less tanky and more interesting enemy designs. I like Seekers, because they force you to adjust your squad positioning and can hamper your plans. Against late-game enemies the only adjustment needed is how much firepower you have to direct against an enemy to remove it from the game.

The games emphasization of tactics and pretty high level of abstraction probably leads pretty clearly to small, discrete set of alien-ability combinations. Throwing more and more aliens into the mix would probably make the game too busy. However I also felt that heavy floaters in particular were pretty lazy. They play too similarly to other aliens you'll be facing and don't feel unique or threatening enough. Another frontline soldier alien? Just throw some Plasma Sniper fire at it, spiced with Alloy Cannons into the face!

And Chryssalids as standard space-arthropods? bwahh :(

El Perkele
Nov 7, 2002

I HAVE SHIT OPINIONS ON STAR WARS MOVIES!!!

I can't even call the right one bad.

Dreamsicle posted:

I pushed the Alien base assault to I think late June or just past Mechtoid arrival and the two times I faced Mechtoids they were escorted by regular Sectoids. The next time I faced a Mechtoid after the base assault the Commander was escorting.

There seems to be a sort of mortal ground re: tech advancement and the first big plot mission in EW. Doing the Big Plot Mission early on with relatively standard weaponry and Carapace was hard, but doable, in EU. It was a viable terror minimization strategy. However, in EW completing that Big Plot Mission can sometimes force you into an encounter where, if you haven't advanced far enough, you will be both outnumbered and outgunned.

I got thrown into the base defence mission with only laser rifle/carapace tech, faced shitloads of Mechtoids. Got absolutely shredded, game over. I recommend stalling alien base assault until you have heavy-hitting support weaponry, since the base defence will activate some time after that. Trying to disable Mechtoids and kill Sectoid Commanders with Sniper Rifle, yay.

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