XCOM 2
Long War 2
Nijugo-Cinq 25 Feb, 2017 @ 9:06pm
Something that needs to be changed
Enemy soldiers prioritize shooting viper bound soldiers WAY TOO ♥♥♥♥♥♥♥ MUCH, the poinnt of grap and bind is to make you attack the viper, not to be an instakill for your soldier, the enemies never did that in the base game, either give bound soldiers a defense buff or STOP SHOOTING THEM DAMMIT
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Showing 1-5 of 5 comments
Anderson 25 Feb, 2017 @ 10:50pm 
While this is certainly an unpleasant change, it makes Vipers a real threat. In Vanilla, i didn't even mind that much having my guys grabbed, since all it meant is that I just had to hit the viper once to loosen the grip, and that was it. Now, you need to protect your guys or keep the Vipers suppressed/disoriented.

If you think about it, shooting bound soldiers makes sense - they are in the open, and easiest to hit.

P.S. The aliens will also shoot at mind-controlled Xcom soliders, if they don't have a better shot. You have been warned.
Element UK 26 Feb, 2017 @ 3:16am 
I'm near the end of the game. Recover data mission last night where they set a trap for me. Reinforcements arrive every single rnd once im revealed. Fight around 45-60. Last man out is the low profile snapshot Sniper I've had since the beginning. He has to make two full moves to get out and near the evac to escape next move. The last arrival pod has Vipers in it. I can't manage to kill them all. One of them tongue grabs and the rest all aim at him once grabbed, Adios one of my favourite PC's. I always prioritize vipers, even over Centurions/Mechs etc coz of this one reason. Its totally silly as the viper would also get injured as he is wrapped around the target. I don't get it at all either. Maybe someone can make a Mod to revert these slithering nasties back to normal?
Last edited by Element UK; 26 Feb, 2017 @ 3:19am
AlienObserver 26 Feb, 2017 @ 4:14am 
I bave quite a lot of issues with LW2, but that is not one of them. Vipers have no armor, can easily be stunned and only need a flashbang to stop them from doing all the nasty things they can do. A single plasma grenade, shredder gun or rocket can take them out. I admit though, that the first elite vipers appear in the game very early and are a real challenge.

So my thought on this, consider bringing the support grenadier, with lots of flashbangs upgraded with spike granade (and bluescreen bombs). Vipers are often nocked out by spike grenades.

When the real nasty things come to play, you will rarely see vipers anymore, but believe me, you will be thinking about the good ol times when you only had to face vipers.
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I consider my personal nemesis the Andromedon, "the sniper, heavy tank", tt hits far too often and with way too much damage for a tank.
Have you met the elite Chryssalid soldier yet or the elite muton commander?

Or take the Gatekeepers that now explode with 7 damage and destroy as much cover when moving as the sectopod, it just breaks oaktrees like toothpicks. You will see the gatekeeper with 5 Armor and absurd defense and hitpoints just move in and destroy your cover and your then flanked group will be killed by his entourage or being overwatched.


Last edited by AlienObserver; 26 Feb, 2017 @ 4:39am
Axquirix 27 Feb, 2017 @ 11:44am 
Okay, my thoughts on this;
In the core game, the Viper's pull and bind ability was a threat because it was very likely to hit and did immediate damage, even if only a little. It probably wouldn't kill a soldiers once they were a couple ranks higher or wearing Predator armour, but it would still land them in the infirmary for a bit.

Long War changes that firstly through one means; Ceramic Plating. Suddenly that initial two damage does absolutely jack, because the plating eats it up. Once a soldier's in Predator armour and has an armour point now, they only take one damage to it! The ablative armour render the damage from Bind completely negligible, so another penalty needed to be added, this being the ease with which other ADVENT troops can target the bound soldier.

HOWEVER, it does seem like they hit way too reliably; you're telling me ADVENT'S troops have trouble with someone ducking behind a concrete bollard, but have no difficulty hitting someone bound in one of their own writhing serpentine teammates, without hitting said Viper? There needs to be some sort of protection.

Personally, I think adding a huge penalty to crit chance onto the Bound condition would help; I've also noticed that the Viper becomes bound when their target does, so this would pull double duty; ADVENT not wanting to hit the Viper, and XCOM not wanting to hit their bound teammate, so both are aiming for the exposed extremities in the tussle and not the torsoes where all the vital organs are. Being snatched is still a problem, but not immediately lethal. In return, insta-killing the Viper responsible becomes harder, but any damage applied still breaks the bind and hitting them is no harder to do.
Nijugo-Cinq 27 Feb, 2017 @ 2:08pm 
Those are some good points, maybe make bound give + like 50% dodge to both the viper and the bound soldier
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