Retaliation counter xcom 2
Otherwise, Counter misses.Īlthough Counter deals Fighting-type damage, it is not affected by type effectiveness (so it can affect Ghost-type Pokémon).Ĭounter is a decreased priority move.
![retaliation counter xcom 2 retaliation counter xcom 2](https://i.redd.it/4n80dwwmktc31.jpg)
Deploy a small squad and you keep squad wide concealment. Squad Size Concealment - rather than forcing squad size for missions arbitrarily, have it be a conscious choice that affects your tactical position. We operate under the presumption that the aliens have comparatively limitless resources, you just need to do well to attract their wrath. The threat level spikes when you do well, flawless missions, lots of kills, deployment of good technology, rapid regional expansion - it tapers off when you skip/fail missions, lose soldiers, regions are lost. XCOM Threat Level exposes how seriously the aliens are taking you, their speed of reinforcement, the size of garrison, potentially we can have that reach into more resistance retaliation and UFOs hunting you. If you fall behind you lose, if you pull ahead you snowball. XCOM Threat Level - at the moment force level progresses linearly. I believe this to be enough for a play testing alpha, which sets the stage for deciding just how much of the strategy layer needs to change to still have a fair game.įrom there, we start to look at changes which give you more meaningful choices to make rather than clear upgrades. There is also an argument for forcing the call down to be a minimum distance from enemy troops.Īll missions are changed to support this objective focus, and notably supply raids become a proper smash and grab rather than a no time limit bug hunt. The only way to succeed at a mission is to complete its objective and then leave.īodies and Loot can only be recovered by carrying them off the mission site, or equipping and using a Fulton Harness for extraction.Įvacuation is delayed to make it more of a conscious decision with risks rather than a reactive one turn evac. With that in mind, we start off by changing the context:Īfter breaking concealment, reinforcements start arriving at exponentially growing rates. We're going to start off with the assumption that maybe class and combat balance is alright, it's just the context that invalidates suppression, smoke, etc in favour of phantom scouting with grenadiers.
#RETALIATION COUNTER XCOM 2 UPGRADE#
Never allow the player to feel like they can outright win a fight, they must focus on primary objectives and self determined secondaries (collecting bodies, loot, etc) and then escape when they feel the risk is too great.Īvoid clear upgrade paths for the player, research and development should open up more gameplay options rather than just incrementing numbers to keep up with enemy numbersĬounter snowballing with systems that make thematic sense and force interesting choices There is no impetus to go faster than that because it actually slows you down - cleaning up a bad engagement takes more turns than activating and killing in one turn. Timers help but don't resolve this issue, as you just get better at scouting, activating and killing in 1-2 turns. This boils down tactics to a fairly predictable approach where you scout, activate and kill pods in single turns. The core issue that makes tactics limited is the pod activation system combined with a limited number of enemies in the map.
#RETALIATION COUNTER XCOM 2 MOD#
This mod aims to make the gameplay reflect the narrative better, and also resolve issues in the gameplay that limit the amount of optimal options available.
![retaliation counter xcom 2 retaliation counter xcom 2](http://1.bp.blogspot.com/-Do7BDRb6OhM/UdIT600He2I/AAAAAAAAAZw/C5FsYVDP5F8/s800/880381.jpg)
The guerrilla force somehow has better weaponry, and the capability to control a battlefield. XCOM 2 doesn't feel right because XCOM is, except for maybe the first few missions, stronger than ADVENT and Alien Forces.