![]() *Let's return to that asterisk from earlier. ![]() But I don't necessarily like how Chimera Squad achieves it because. And you aren't always in control of the situation. A Python with nuke you with poison or bind one of your guys. If a Chryssalid gets a turn, its probably going to go straight for the first civvie and infest it. In these scenarios, it creates moments where the danger isn't missing shots, its whether you have the abilities to control initiative in your favor to even take those shots before the especially dangerous enemies get a chance to operate. ![]() Sure, at the start of a breach you can focus down a few Chryssalids, or knock out a Python or two, or even completely ruin the day of a single Andromedon, but there's a really good chance you miss a Chryssalid, don't have the DPS to hit every Python, and there are missions where you have two Andromedons in the room. In XCOM 2, these enemies are a terror inducing unknown that is entirely capable of ruining your day if you don't prioritize them immediately at the start of combat at the expense of all else. ![]() It provides when it works well, a fascinating challenge of times where you aren't always fully in control of what's happening once the action has started.* It also makes for a new and fascinating interactions with fan favorites like Chryssalids, Vipers(Python class with XCOM 2 abilities), Codex and Andromedons. Having played through and complete XCOM: Chimera Squad, its initiative system has many ups and downs. ![]()
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