Better Overwatch
under review
J.J
Overwatch is one of things that currently force players into Alpha-Striking - player is not able to deny space during AI turn, therefore its usually best to break line of sight instead of overwatching and getting one shot off.. While in beginning of the game, OW shots are OK, with late game, single burst is no longer viable option...
Therefore i think it would be best, if number of overwatch shots would depend on how many AP character had when Overwatch was activated. This way, Player could exchange his turn to act in AI turn via overwatch shots, which would allow him to set up defensive perimeters instead of focusing on alpha strike tactics..
Emmanuel Renquin
I see our world-saver soldiers way too often firing in walls and decor rather than the ennemy.
Can't they distinguish a wall from an ennemy ?
I understand overwatch triggers as soon as the soldier sees 1 pixel of the ennemy, but it should trigger with better sight and hit chance. For example if he can see 50% of the ennemy model and has 50% chance to hit.
Some people mentions slow motion which also shows that all soldiers fire one afte the other, and the ennemy has time to move.
While realistically they would all fire at the same time (providing they see the ennemy and ideally with some conditions as I propose above).
My proposal regarding this: the ennemy motion should pause while the soldier fires. All soldiers fire one after the other but the ennemy stays in place. You could reduce the accuracy in overwatch to simulate the fact that it is harder to hit someone who is running.
And finally, the overwatch area (the orange one) is confusing. Just highlight the borders of the area.
As it is now it gives the impression that the whole area is under overwatch, while it is only the part that has the, kind of, over-highlight, that is the actual overwatch.
So only draw the border and show the actual overwatch areas.
Carlos Eduardo
Emmanuel Renquin: You're wrong about the overwatch area, it's indeed the full area. If you have an enemy inside the area when you set it, the soldier will fire at it if it takes any action.
Rasyid
Improve overwatch. In the case of one target all triggering units, the unit should fire instantly once they triggered without each getting a cutscene.
nani Zab
maybe just having a setting on the menu that eneables a secondary type of overwatch where it goes into slow motion and hands the player the control of the firing cone.
Alvaro Rodriguez Tajes
also the slow motion on overwatch should be increased, or even better or the time to fire reduced so is more viable to perform multiple shots on overlapping overwatchs, something that currently does not work as the enemy moves when the soldiers are just waiting for their turn to shoot.
Don Tanton
If you could translate all AP from your turn to the enemy turn, for overwatch, I think the whole game would just turn into an overwatch fest.
Matthew D. Cleveland
Half the time my soldiers shoot at the wrong time, mostly late. Where they would have had an easily clear shot when the enemy jumped out, then to have them shoot the box next to them instead. Or worse, choosing the wrong angle and turning to shoot their allies.
Alvaro Rodriguez Tajes
Matthew D. Cleveland: Agree, overwatch time to shoot should be reduced or the slow-motion mechanic improved.
Drages Oversky
Stance is wrong at overwatch.. Until my soldier rise his weapons "at OW stance", enemy mostly run the map 2 times already..
N
Naylind
+1
s
sllowjoe
Soldiers should be in a 'ready to fire position'; what's the point of choosing overwatch and defining a cone if my unit stands like it is resting and when an enemy enters the watched cone the soldier has to embrace the weapon before shooting? This often results in missing shots i.e. when watching narrow corridors or spaces between buildings.
Lics Norgi
enemies should get some penalty if shot or shot at , making them less efficient even if survives the overwatch
Load More
→