nKoan
3701
I would always do run and gun with my assault guys when exploring. In fact, I’ve used it more for that than getting in someone’s face for a killing blow.
Alan_Au
3702
Yes, there’s an overwatch penalty, but it’s usually less than shooting at an enemy in cover. If I have the “opportunist” upgrade, that also negates the overwatch penalty.
I usually only activate run & gun after making my initial move, so that I have the tactical flexibility to retreat in case of emergencies.
Yes, there are ways to mitigate the problem with powers. I broke down why it limited maneuvering on a fundamental level. The game is still playable. I just wish it was better (different), like I wish I had an ice cream cone right now.
It has nothing to do with the free turn.
Tony_M
3704
During my first playthrough my instinct was to stay near one side of the map as I advanced forward, to limit the directions I could be flanked from. I’ve discovered that that can result in your squad missing aliens on the other side of the map, and then when you reach the spaceship those missed aliens flank you from the side or rear.
So counterintuitively, I’ve found the best way to avoid being flanked is to move up the center of the map. Occasionally it might result in waking up two sets of aliens from the “North East” and “North West”, but thats less dangerous than missing whole groups of aliens completely and then triggering every alien on the map just as you reach the spaceship.
Tony
robc04
3705
That might be one of the strategies that plays out differently depending on the difficulty level. On my normal play through I did well sticking to one side of the map. I started a half-hearted attempt on a classic play through. There is no doubt it is more challenging. The hit rates seem skewed in the alien’s favor for sure (didn’t verify this was true). I played 3 or 4 missions and did ok and then was screwed by teleporting snakemen after a successful bomb defusing mission. It took the wind out of my sails and wasn’t a fun way to lose some men.
There were some tense decision-making moments that were fun. For example, I was about to have a guy bleed out and to my knowledge there were 2 aliens left. One was mind-melding with the other. I used my assault troop to run and gun to the source of the mind-melder to kill him, which took out the other alien too. Luckily they were the last two and the mission ended, saving my guy from bleeding out.
As a whole though I still wasn’t feeling it. I wish you could tell if you were considered behind cover for the aliens attack against you. Sometimes I think I am but with the rate they hit me I’m not sure. The system seems too discrete (half, full ,none). It would be more interesting if you had the opportunity to use cover to sneak up on the aliens (and them to you). I wish I could put my finger on it better. I’ll have to give it another go on classic.
If your cover shield is yellow (rather than the blue color) than that alien has your cover beat.
Cover, particularly light cover isn’t magic. It’s -20 to hit. If the alien has 80 to hit (which probably many do in Classic), that they’re still at 60%, assuming no over factors (e.g., height, proximity) in play.
Light cover in classic is probably even odds for a hit for most shots.
Man, this is what I’ve been saying - the absolutely terrific 2D artwork in things like that spell book and the Quests in the game should be what we get for the units and the like, instead of the 3D models we have now. So good.
robc04
3708
Thanks for the shield color, I’ll have to look for that. Yeah, I know about the cover modifiers. It just doesn’t feel right to me. I didn’t know what the aliens base hit chance was on classic. Definitely better then my guys it seems.
For the Fallen Enchantress thread, I guess? :P
robc04
3711
Grrrr. Everytime I try to give it another chance on classic something that I don’t like rears its ugly head. I have no idea why this alien is considered in cover.
A = alien
P = player
My player is leaning around the corner and shooting at the alien, there isn’t any obstruction as the shot is clear. Why is the alien considered behind cover?
Even if I have my player move around the corner and stand right next to the alien they are still considered under cover.
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|A
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P
A is still considered behind high cover!
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|A
|P
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Screenshot is poor, but I’m right next to the bugger. Not sure why you have to right click to view the image.

No way, you guys are all posting in the wrong thread, I’m the only one who … sigh. Fuck it. Goddammit. :)
Arbit
3713
Did this happen to be near the bridge of a cargo UFO? I had a very similar problem: I opened the door and a muton scattered out the back door where my assault happened to be. He walked two squares past her and stopped along the same wall she was leaning against. Absolutely no obstacles between them, much like your second drawing, and the alien still had full cover.
robc04
3714
No, this was outdoors next to a truck trailer.
Is anything as pleasing as a reaction shot that connects?
Can you try uploading the picture again?
robc04
3717
I don’t have privileges to upload an attachment. I had to link to a picture hosted elsewhere. If you right click on it there should be an option to view it in a tab or something.
Looks like a bug. You’re clearly flanked by him (the yellow shield), but not vice versa.
I can’t tell from the picture: is there anything unusual about that trooper? Sniper rifle in-hand or something like that?
robc04
3719
Nope, I think it was the default rookie weapon. This was only two missions in I believe. I haven’t gotten a sniper yet.
This isn’t the first time I have seen weird cover resolution.
Does he actually get the cover bonus (i.e., not just a graphical glitch)? Did you click “more info” while targeting him to see the to-hit modifiers?
I’ve played a fair amount and have never seen this happen, fortunately.