Wednesday, 1 August 2018

X-Com Files 2

Back to X-Com. For anyone hoping to read something about fantasy books or writing here anytime soon again, I’m doing an interview with Cam Johnston, so it won’t be too long. But for now I must get this obsession out of my system.

I finally got that strong start on Long War 2 I was looking for and am now a few missions in. This has confirmed some of my suspicions about the class and tactical layout of the game while dispelling others.

The game has a squad function, allowing you to group soldiers together for easy reference. I’ve yet to use it as I’m constantly running hither and thither, and have an orbat that’s changing too fast to make hard decisions on who fights together. Nevertheless, I plan to use the system in the fullness of the time, if only because the game gives you a squad and named mine Sandman. Well, that’s just too good an invite to a geek like me. Sandman has been joined by Watchmen and Invisibles. Future squad name possibilities include Slaine, Lucifer, Inferno and Asterix. It tickles me pink to imagine an anti-alien resistance using comic book code.

That’s down the line but I’m trying to figure out now what make-up I want these squads to have. Here I have been influenced by D&D tactical theory, which tends to measure power by the number of different threats a character/party can take out, and Warmahordes tactic articles, that often talk about a roster’s ability to handle the different kind of threat.

As such, I’m developing my own X-Com scenario list - situations I want my squad to have a chance of covering. So far that list includes: numerous mechanical enemies, numerous biological enemies, soldier bleeding out/panicking, unexpected enemy activations, removal of very dangerous enemy in hard cover (spot removal), guaranteed finishing of wounded enemies, hacking remote systems and scouting enemy positions. Its a long list to stick on a small group of soldiers but that’s the job in front of us.

And to do a quick and dirty class break-down of the classes and where they fit in this:

Assault - The Run and Gun perk makes them good at dealing with unexpected enemy activations and spot removal. They’re also decent at finishing enemies, even if its overkill. They can be built to attack numerous times and have a decent anti-mechanical option down the line. I thought Assault wasn’t all that useful coming into the game but am dead wrong.

Grenadier - Their grenades make them great at dealing with numerous enemies and also spot removal and finishing, as grenades don’t roll to hit (and sometimes destroy cover too). Long range makes them decent for unexpected enemy activations too.

Gunner - I thought they were weak and I think I might be right. They’re great at numerous biological enemies and a decent anti-armour option, but they lack flexibility and accuracy compared to other classes.

Ranger - Strong at dealing with numerous enemies - the strongest in the early game - and their sawn off shotgun is surprisingly useful for dealing with armoured enemies too. Better than I was led to believe.

Sharpshooter - Extreme range makes them decent-ish for engaging unexpected enemy activations (can’t really do enough) and a decent executioner. I don’t think their perks make them better than their lack of mobility.

Shinobi - The only unit guaranteed to start in concealment and stay there once the unit is spotted. Strong spot removal thanks to running closer and hitting them with the sword. Maybe not as essential as I thought, but very useful.

Specialist - The only unit with a wide medkit reach and the only unit with hacking. Essential.

Technical - The rocket is fantastic for everything but you only have one. The flamethrower is awesome spot removal/crowd control if you can get if close enough (good luck with that).

I’ve started thinking in terms of a basic team of 4 with additional members added permanently or temporarily to slant the group a particular way. One member will be a Specialist. One member will be a Shinobi. I want the skills they offer that only they have. One member will be selected for their ability to make really big booms, which means a Grenadier or a Technical. I’m leaning towards Grenadier as they have more booms that are more accurate, but I’ll use a mix. The fourth member is for utility offensive power, which to me says Ranger or Assault.

5 seems to be the default squad size so that leaves space for a permanent wildcard. I’m still not sure what will be most useful here - that’s one for experience.

But what experience is teaching me is that the class structure is as unnecessarily limiting as I thought it would be. And I don’t like that. But I’m still hooked anyway.

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