![]() They will order their turns to put units with certain ability types ahead of others.Įnemies who activate on their own turn will have a chance to take a ‘reflex’ action. They also have a broader set of options if they become aware a battle is underway, typically from hearing weapon fire/explosions or seeing dead allies.Įnemy AI will generally be more careful about cover and moving. This may include going to protect the objective or attempting to flank XCOM. Larger all-alien pods will almost always have more than two species.Įnemy pods will now employ certain tactics before they engage XCOM. They will start out somewhat stronger than in vanilla and end up far stronger.Įnemy pods may have up to 8 enemies. ![]() Reinforcements on many missions will appear at more regulated intervals, based on regional ADVENT strength. On Veteran+, enemy reinforcement flares do not appear to XCOM Pistols and SMGs are between shotguns and assault rifles in terms of accuracy at range ![]() ![]() LMGs are less accurate at point-blank range Shotguns are less accurate at medium and long ranges These don't really fit in a promotional blog post, but following the FXS stream, I thought I'd bullet point some of the tactical changes we've made in Long War 2: ![]()
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