Caught up with the latest episode, and I was yelling at my laptop sometimes – ok, a lot of the time – but fantastic work guys.
Things I wish I had been in the live chat to yell:
Sniper rifles get a major penalty to-hit when you’re too close! That’s why Fernando seemed nearly useless in the UFO run. This guy who did a major breakdown of all the to-hit math on reddit supplied a rule of thumb: “You shouldn’t be using a shotgun outside the blue range, and you shouldn’t be using a sniper inside the blue range.” (That post is amazingly detailed, and worth reading through if you have a few minutes and want to internalize some very good xcom knowledge.)
(Related to the above, I didn’t want to yell this, but it’s pretty amazing: shotguns get +40 at point-blank range.)
Second, your grenades are so low-damage now relative to the enemies you’re facing (and I know you know this), unless you’re hitting 3 or more enemies I don’t think it’s worth it anymore. Your guns are better. BUT, that new advanced grenade launcher gives you a +2 dmg and +5 range. I really think you should just load advanced grenadiers with as many frags as possible and shoot em like crazy.
And last thing: I think it’s totally worth it to run right up on an enemy when you’re finishing them off. If you know the tactical situation around you well, I think it’s a totally valid play to just run up, out of cover, and blast a guy from one space away. Pow. Even if it takes more than one person to do this. It eliminates any chance (assuming you get 100% chances) and should make tidying up go much faster.
So I guess the summary is: range == to-hit, gun types are unique, and maybe reevaluate grenade strategy now that you’re in a new phase of the game.
But then, I’m not the one who just got a flawless victory on a snake king map.
Oh and …
I love Mort.