We are considering allowing only 3-4 players on your away team. We’ve noticed a lot of good players play this way because the less targets you provide the enemy A.I the more likely you are to keep your units out of their sites with only two turns. With 6 units and an advancing enemy almost someone is always left to ‘take one for the team.
That doesn't sound like they have much faith in their own system.
They shouldn't have.That doesn't sound like they have much faith in their own system.
You don't need more than 3 characters in each fight.
And the difficulty is off once you get 3 elite fighters.
Edit: And I'm wrong. Finished the trip from Byzantium to Aztec on Normal but then you have to go back and Viscera has some huge health (69 !?) which means that my party was wiped.
Transfiguring Roar : I cannot beat second incarnation of Viscera with my current party. What is the next step?
The only way I've been able to deal with Viscera easily is by leveling one of the elites (Gunslingers are my preference because of their range and movement) as high as possible before the end game and to have high energy reserves for healing and shielding (health has to be at max each round and shields have to always be up when Viscera is in range). I'd have to say the best thing to do is restart.
To help with the leveling, select the crew member you want to level up and unleash a dozer weapon (my preference was the nuke, except against mutants I used Skyshine twice to clear the whole screen because mutants start with 2 hp). Wipe as many enemies as you can and watch the levels roll in.
There are four King Viscera Incarnations. The third, a Gunslinger can be nasty but is dealt with the same as the second and last incarnations. The last is a Deadeye and has around 90 hp. There are also two elites (Trenchers), each with 25 hp but they're not much of a problem.
BTW, nice score!
This means that I have to visit everything before reaching Aztec.
I could do that but I won't because it pisses me off, I cannot stand bad design like this ... thank you for the info but I think I'm done with the game.
Just in case you didn't know, points of interest respawn. That allows you to easily keep fighting and finding new stuff without the need to traverse every area on the map.
Does the game have a difficulty slider? What was that on?
Transfiguring Roar how do you deal with encounters on bedlam? I have a pretty good team a nuke and a fair amount of cells, but I progressively start to use more than I gain. Encounters where your guys are on one side and enemies on the other are pretty straight forward but I'm having trouble with the ones where your guys are in the middle surrounded from all sides. If I don't nuke, invis, or shield constantly they start to lose chunks of their health.
Hello All!
We're proud to bring you our first patch! We've been hard at work getting things tweaked and adjusted and we're very happy with how things have turned out. Below you'll find the patch notes and known issues for this update - and we're already working on getting the known issues as well as a few other tweaks fixed too! Expect our next update sometime next week.
Release notes
Known Issues
- Bug fixes include end game show stopper, various event outcomes, performance related issues and reduced overall map memory to fix never-ending battle loading screens Increased the size of many battle maps and spread out the enemy and player spawns to prevent ambushes at the beginning of combat in every map
- Powercell pickup awarded immediately in battle
- Weapons now use 1 action point Balance of equalizers vs. powercell cost
- Rookies will reach Veteran status after 3 kills with the first level up at 2 more kills and each level up after that requiring 5 more kills
- Heal time has been adjusted so having fewer health points means faster healing Lowered the overall number of enemies
- Threat level ramp up tightened
- The Away Team now has a 4 crew member maximum Away Team sizes of 3 or less will net twice the crude and meat rewards after battle
- Instead of missing, cover now provides a 50% damage reduction with the exception of directly adjacent attacks
- Deadeye rookie and enemy health increased from 2 to 3
- Deadeye veteran movement increased from 2 to 3
- Elite battles are more like mini-boss fights against an entire team of one weapon class The encounter spread for Elites is better balanced
- Rogue A.I. now teleport/shield but do not attack
- Faction dozers now have starting faction crew
- Updated Double Down Map now has boundary lines
- Balanced the powercell reward based on threat level
- The entire board and all of the valid movement tiles are now displayed
- Movement flood tiles are now much more prominent
- Removed the forced encounter outside the gates of Bysantine
- Changed S.O.L to 3 outcomes and more resources rewarded in good outcome Passengers die off quicker when the Dozer is out of meat
Once again - huge thank you for all of the amazing feedback and comments!
- End game shows 0 passengers saved
- Unexplored POIs vanish from the map when the player resumes a save
- All rewards are given at Aztec City regardless of passenger count
- Saves are only generated after traveling to a new location and does not currently save after battles.
- Nicknames will not be saved unless you travel to a new location before quitting. Unlocking Legendary Mechanic achievement does not automatically unlock the other score achievements below it.
--Skyshine
Transfiguring Roar how do you deal with encounters on bedlam? I have a pretty good team a nuke and a fair amount of cells, but I progressively start to use more than I gain. Encounters where your guys are on one side and enemies on the other are pretty straight forward but I'm having trouble with the ones where your guys are in the middle surrounded from all sides. If I don't nuke, invis, or shield constantly they start to lose chunks of their health.
Overall I can't get a strategy that I feel comfortable with. I forfeited a couple of probably won runs because fucking Abe started getting bum rushed by deadeyes and I was too cheap to drop some heals on him. I will say this, playing without Abe is no fun, yeah the cyborg dude is practically identical but he's not a giant, mutant, zombie, cowboy who's dual wielding machine gun revolvers.
How do you guys start the game BTW? I have a somewhat easy yet unreliable method of getting a vet out of the first encounter but it seems more about the luck of the draw. The brilliant strategy basically amounts to having a trencher and a deadeye on your first encounter and going in on mutant territory. Both the trencher and the deadeye have 3 turns where they can oneshot any of the mutants so unless the AI does suicide runs to take out that one guy you're good, sometimes it does. I usually run with the deadeye, frontliner, and trencher until I get an elite. The only thing I do with upgrades is not overdoing them until I have my first elite encounter. I want to be able to use equalizers twice, but you can probably get away with dumping all of them into upgrades as soon as possible I just like having an oh shit button available.
If I can't get an elite on the first encounter I just restart. As far as equalizers I found them invaluable on the first elite encounters depending on the position. I had one instance where shielding a throwaway crew member resulted in the elite staying long enough in place to get killed.Then I try to level him up as fast as possible because that means I can two-shot the first elite encountered (like Abe or Biv).