it's less the particulars of squad size for them, and more about my conviction that they're eschewing the nuXcom formula.I don't remember either having larger squads.yes yes, of courseI'm mostly shitposting
And since 4 man squad is a golden nu-xcom standard and this game is proper tactical pc experience for prestigious gentlemen
sigh. i did it. i let myself believe.
at least we have urban strife and project haven
You can have 6-man squads from the onset, like here or here. The only constraint is the finances on hand and the mercs available.@Ghulgothas hit us with some knowledge then
yes, this game has 4 person limit. Which is why they show gameplay with 6 person party:
Edgelords and shitposters are not even trying anymore.
Edit: ninja'ed by Ghulgothas
in penance for my low effort interest in this game, i offer evidence of the above:You can have 6-man squads from the onset, like here or here. The only constraint is the finances on hand and the mercs available.@Ghulgothas hit us with some knowledge then
You can break them up into multiple squads of up to six and control them separately, which they do before going into a map here and are represented by the emblems in the upper left of the screen here.
They've talked about integrating a per bullet ballistic system that takes level geometry and collision into account since their first dev diary. And you can see spray deviation and damage only resulting from bullets that make contact here, here, and here.
I understand the inherent suspicion, but all this stuff is obvious from the footage they've been showing off.
Haemimont_Boian said:Trailer shots are sometimes recorded many times over and over, so it is important to guarantee the same outcome for each "take". In the specific trailer that you analyzed this was not done in the best way, resulting in the wrong impression. In addition we were still hammering out some kinks in the bullet simulation, which is one of the more involved and demanding systems in the game.
Both accurate and inaccurate shots are randomized and follow different trajectories, damaging objects and units on their path, penetrating objects and bodies depending on ammo properties and materials and causing chaos and collateral damage. Without going into further detail (saving this for a combat DevDiary) I will say that barring bugs and trailer fakery, they should behave as you expect them to - e.g. a missed attack might hit another character standing next to the target and an accurate attack does damage to objects on the way before and after the target (if it penetrates its body).
But can you bring more than one squad to a fight?6 is a good balance tbh. Allows for enough variety in team composition while not turning the TB combat into a boring "wait for a million enemies to have their turn."
I'm guessing that it's reserved for bigger battles/operations/whatever where it's narratively warranted (and I'm in favor of that, naturally).But can you bring more than one squad to a fight?6 is a good balance tbh. Allows for enough variety in team composition while not turning the TB combat into a boring "wait for a million enemies to have their turn."
Wartales cares not if you got 30+ guys in battles but also battle arenas are probably smaller than what JA3 will have.I'm in favor of multiple squads in-combat, but it's a double edged sword as bigger turn-based battles can turn into a slog. And it might cause performance issues depending on how the game is made.
I mostly like it as an option for overwhelming firepower. More dakka please.
Shit this is nuXcom after all
Enemy pods run into cover as free action once combat starts and you cannot pickup their gear after you kill them..
Shit this is nuXcom after all
Enemy pods run into cover as free action once combat starts and you cannot pickup their gear after you kill them..
Shit this is nuXcom after all
Enemy pods run into cover as free action once combat starts and you cannot pickup their gear after you kill them..
on the loot - i'm not sure. While one of the squad members was walking by a corpse during combat, the UI showed the "loot him" popup. It looked like he could have done that, during combat, if he wanted.
(timestamped)
Shit this is nuXcom after all
Enemy pods run into cover as free action once combat starts and you cannot pickup their gear after you kill them..
on the loot - i'm not sure. While one of the squad members was walking by a corpse during combat, the UI showed the "loot him" popup. It looked like he could have done that, during combat, if he wanted.
(timestamped)
It might be some random loot but in the splattecat video he killed a bunch of guys on these maps and only loot was from map(plants for crafting) and boxes. Bodies gave shit and zero while those enemies used weapons to shoot at your guys.
There's nothing wrong with that. Then it becomes about how clever you are about starting engagements. If you move your squad around properly you can set up devastating alpha strikes, but if you're not careful you'll get spotted by some random patrol and your cover is blown while you're still unprepared. I don't get why devs have to invent random shit to fix problems that aren't problems.Scramble turns are bad?
Its either that, or the first group will be killed off before they can act or cover.
Yes.Scramble turns are bad?
So what?Its either that, or the first group will be killed off before they can act or cover. Or the first group has to be huge to compensate, meaning if you get a couple of misses you are fucked.