Gilius Thunderhead
Tourist
- Joined
- Sep 1, 2020
- Messages
- 1,498
AAR: Had my first "game over" scenario with my IMP getting shredded in the Fleatown church map. The campaign had been going great so far, with barely a scratch on Ernie island and only one mishap in the mines, after one half-dead hyena jumped out of nowhere to chew on Livewire's face, getting her down to 3HP before Meltdown finally tore it to pieces.
When the fight broke out in Fleatown, my IMP and Igor, who had already put 3 guys on the ground in the silence of the night, took cover behind some flimsy tin panels south of the church in order to cover the western approach, while Buns, Barry and Meltdown took care of business from the north. Big mistake. I don't know if he was already hiding in the church or not, but some guy put my IMP on Overwatch and in the next turn interrupted him for 60 damage. I held on for another 5 turns or so, with my IMP desperately trying to cover his ass with smoke grenades while being continually suppressed and grazed, Igor bravely tanking shots with his grit and the other mercs forced to reposition under heavy fire(Meltdown even fell from the roof after it collapsed from constant fire!). Unfortunately it wasn't enough to save the Boss, who was finally taken out with a grenade, also leaving Igor in bad shape, who was shielding him with his body.
These stealth Overwatch interrupts are brutal, even after toning down enemy stats. You just can't assume there's no one behind a window or around a corner. You have to treat the enemies as velociraptors some times. You won't see them but they'll see you. It's also a bit suspicious how some of these shots are able to connect sometimes. I suspect Tac AI changed some values that aren't covered by other mods.
I try to avoid savescumming, but losing my IMP or one of the essential mercs means I'll just restart the sector. I suspect it won't be the last time.
Overall, I'm enjoying the game a lot now. I'm using Tactical AI and Rato's with default settings(except one setting in Rato's that removes penalties for AI, which I disabled), while mostly removing the enemy advantages in free movement and rolls with Custom Difficulty Settings(I still gave them 1 free movement , because their aggressive tactics seem to depend somewhat on lots of AP). Mission Impossible economy and the vanilla options for extra enemies and negative effects from wounds are also enabled.
Despite some of Tac AI "cheating" already mentioned, I think this is the closest to a "tough but fair" set of rules. If you want a more hardcore challenge, you can simply boost the enemies a bit more in CDS.
When the fight broke out in Fleatown, my IMP and Igor, who had already put 3 guys on the ground in the silence of the night, took cover behind some flimsy tin panels south of the church in order to cover the western approach, while Buns, Barry and Meltdown took care of business from the north. Big mistake. I don't know if he was already hiding in the church or not, but some guy put my IMP on Overwatch and in the next turn interrupted him for 60 damage. I held on for another 5 turns or so, with my IMP desperately trying to cover his ass with smoke grenades while being continually suppressed and grazed, Igor bravely tanking shots with his grit and the other mercs forced to reposition under heavy fire(Meltdown even fell from the roof after it collapsed from constant fire!). Unfortunately it wasn't enough to save the Boss, who was finally taken out with a grenade, also leaving Igor in bad shape, who was shielding him with his body.
These stealth Overwatch interrupts are brutal, even after toning down enemy stats. You just can't assume there's no one behind a window or around a corner. You have to treat the enemies as velociraptors some times. You won't see them but they'll see you. It's also a bit suspicious how some of these shots are able to connect sometimes. I suspect Tac AI changed some values that aren't covered by other mods.
I try to avoid savescumming, but losing my IMP or one of the essential mercs means I'll just restart the sector. I suspect it won't be the last time.
Overall, I'm enjoying the game a lot now. I'm using Tactical AI and Rato's with default settings(except one setting in Rato's that removes penalties for AI, which I disabled), while mostly removing the enemy advantages in free movement and rolls with Custom Difficulty Settings(I still gave them 1 free movement , because their aggressive tactics seem to depend somewhat on lots of AP). Mission Impossible economy and the vanilla options for extra enemies and negative effects from wounds are also enabled.
Despite some of Tac AI "cheating" already mentioned, I think this is the closest to a "tough but fair" set of rules. If you want a more hardcore challenge, you can simply boost the enemies a bit more in CDS.