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One Pandoran lair keep freezing the AI turns forever. I will try to re-assault it at some other time instead. I hope it doesn't spell the end of my playthrough.
Anyway, here are my findings:
I liked the lack of pod activation (I know, it is really weird that it feels like a genius feature, but sadly, in this day and age, it kind of is), and the fact that each engagement feels like a single large battle instead of 4 mini encounters. I like the difference of pace between fights against humans and aliens (many aliens are HP bags, while humans are usually deadlier, but die much faster). However, in the end, I found the "wysiwyg" aiming system more of a gimmick than anything else:
I should not be micromanaging the aiming reticle of each of my soldiers, and I always was OK with the TB combat system being an abstraction in the first place.
But what triggers me the most is to have a "realistic ballistic model" combined with a disabled head incurring some minor debuff. I don't know, last time I checked, a disabled head looked like a serious injury...
Many missions result in a net loss of resources, so getting farming up and running is pretty critical.
I really liked the geoscape feeling as alive as in X-COM: Apocalypse, but there were a few minor inconveniences:
- too many teams to shuffle around (I was at 1 interceptor and 3 squads only)
- It triggers me that haven are kind of randomly placed. There should be some territorial sense to it.
I really liked independent heavens feeling distinct (and even some faction ones having their own leader and event chains).
Overall, it feels like a mix of great and lackluster elements. I really look forward to a more polished sequel/successor.
Anyway, here are my findings:
I liked the lack of pod activation (I know, it is really weird that it feels like a genius feature, but sadly, in this day and age, it kind of is), and the fact that each engagement feels like a single large battle instead of 4 mini encounters. I like the difference of pace between fights against humans and aliens (many aliens are HP bags, while humans are usually deadlier, but die much faster). However, in the end, I found the "wysiwyg" aiming system more of a gimmick than anything else:
I should not be micromanaging the aiming reticle of each of my soldiers, and I always was OK with the TB combat system being an abstraction in the first place.
But what triggers me the most is to have a "realistic ballistic model" combined with a disabled head incurring some minor debuff. I don't know, last time I checked, a disabled head looked like a serious injury...
Many missions result in a net loss of resources, so getting farming up and running is pretty critical.
I really liked the geoscape feeling as alive as in X-COM: Apocalypse, but there were a few minor inconveniences:
- too many teams to shuffle around (I was at 1 interceptor and 3 squads only)
- It triggers me that haven are kind of randomly placed. There should be some territorial sense to it.
I really liked independent heavens feeling distinct (and even some faction ones having their own leader and event chains).
Overall, it feels like a mix of great and lackluster elements. I really look forward to a more polished sequel/successor.