Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Under [ResCard_TacticalAnalysis X2StrategyCardTemplate], set Strength to 99 and remove bContinentBonus.
Full squad sets up an overwatch trap, Advent blunders around the corner. With fingers on triggers I expect overwatch shots to be taken along with the -1 AP penalty.
I did something similar by turning the Reflex Action chance in Yellow Alert Gameplay to 100%. That really screws over the old pod management strategies.
Not sure I would want Yellow Alert on with this, since then ADVENT could bullshit scamper and fire on me and not suffer the same 'surprised' mechanic.
And because cover bonus is so high my aliens are making use of grenades and cover bypass mechanics so often that even tho overwatch is basically useless they can still do damage almost every turn to my soldiers. Every mission is kind of an attrition war, almost every mission results in soldiers wounded or gravely wounded.
I might try this mod as well tho', just because Tactical Analysis exists and I do use it.