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Good writeup, thanks.
Then I had my Reaper do a Bluescreen Rounds Banish for 6x15 damage and it died.
The Shadow Chamber letting you prepare for primes (you'll also see the gatekeeper and such coming on story missions) is actually an important element in their difficulty, I think. Being able to bring a frost grenade or stun ripjack that'll disable them (for sectoid/berserker/muton primes), Psy troopers to control or easily debuff them (archon prime with his low will), kill-based soldier that can easily clean up summons (death from above + darklance sniper for chryssalid queen, or death from above of any other class) or, for a super mech enemy like sectopod/gatekeeper, simply bring a Bluescreen Banish/Chainshot/Fanfire to follow up your rupture.
And I think that's another positive thing about the Primes. They make you want to use the Shadow Chamber later on to plan out your loadouts. In vanilla, other than bringing bluescreens for gatekeepers/sectopods, it was never that big of a deal. But when the right crowd control ability can nullify a 60+ HP super-enemy, it gives you a reason to build varied and tailored squads depending on the enemy you'll see.
On that note though, I'm doing ABC+ right now with the base 6-man squad, because you get so powerful late-game in beta strike that I need the extra enemies just to feel even a bit challenged. But the super-late game has always had that issue, once you're able to always have colonels with maxed weapons and near-maxed psy troopers. Loads of new features mean you're even more absurdly strong in the very end-game (ability points, stats from covert ops, chosen weapons, breakthroughs, faction orders, some of the new continent bonuses...) mean that without the non-beta strike risk of losing soldiers to freak critting accidents, it's pretty damn hard to get blindsided by the enemy.
One thing I'll mention as a mod I enjoy a lot on beta strike is bringing up cover bonuses to 30/45. I think it helps smooth out the earlier difficulty a bit, at the point where most enemies (and most of your guys) can't meaningfully bypass cover or its defensive bonuses, and gives you much simpler positioning-based methods to mitigate retribution. At a point where even a firefight against a single enemy pod can last a couple of turns.
The fact that this makes anti-cover tools more important on both sides is compensated for by the fact that the vast majority of these are charge-based, and thus naturally less powerful on beta strike. Earlier on, being able to strike multiple enemies out of cover at the same time isn't likely to mean you can actually kill them all.
First try: I set up everyone in overwatch and use Insanity on it that'll rupture it. The idea is that if it gets mind controlled or panicked, yay, and if it doesn't, then everyone overwatching it while it's ruptured will kill it. Insanity attacks it and mind controls it, inhuman reflexes activate... and it flies over my team and uses blazing minions, and yet none of them shoot it because it's technically under my control while doing so. ♥♥♥♥ that, quickload.
Second try: I provoke it normally to fly into my overwatch. It flies in, getting hit by a load of shooting and a blade storm. It's dead before it can get into the position it was going to pinions in. "Inhuman reflexes" appears over its dead body. Then a bunch of blazing pinion rockets instantly hit my squad... and then it moves to the enemy turn.
I have no idea what happened there.
The second one is just plain weird. Sounds to me like the visualisation was wrong here and showed you what happened in the wrong order (something that happens quite often in WotC). Presumably, you landed your Bladestorm in respnse to the Pinions and not the other way round.
You will be happy to hear that i planned on making Archon Prime unable to Pinions on reaction anyways, so that's just one more huge reason to do that.
Generally though, Prime Reactions have a lot of quirky situations happen that are just kind of no-win. If you let them react a certain way, it leads to a bit of frustration for the player (for the same reason that, say, a panicked enemy or Lost triggering a codex to clone would be), but if you don't, it gives players a way to trivialize them to some degree. Rushing a Prime with Bladestorm Katana/Rend is really powerful on beta strike, so I can only imagine that it's even better without it... the fact that the Prime at least reacts to damage from such counter-attack moves keeps it from being an easy way to bypass them. They're already quite vulnerable to mass overwatch, but the fact that that usually requires isolating them as the last enemy means it's not trivially easy to set up (requiring stasis or a frost bomb in the team to do easily from a distance, and obviously delaying you by a turn or two if you're on a timed mission).
But then you get situations like "prime shoots your templar, he reflects it into the prime... so the prime shoots him again." Overall, though, I think they fill their purpose. If anything, I would probably ask if it's possible to give them some degree of resistance against the easy disables. The fact that you can stasis a Sectopod Prime frankly feels a bit cheap. Even isolated it can still definitely hurt your guys, but it's nevertheless pretty much always worth it to do, and has a 100% chance to work.
It's kind of like how it's easy to shut down reaction-teleports from a Planeswalker Chosen or (I think) Avatar by frost bombing them, to the degree that I always bring it along against such enemies so I can do the usual "dogpile them with crits" strategy. I'm not sure if it'd be possible to make Prime Reactions force freeze/stun timers to tick down, but I think it would make disabling them a more balanced option. It's still possible to freeze them and ignore them, but it wouldn't be as easy to disable them and then rush them down. Trying to hack-shutdown a Sectopod Prime comes with the possible downside of making its inevitable retribution even stronger, but freezing or stasising it is totally risk free.
And that said, I'm playing on Legend, where rushing psi soldiers isn't too practical - they'll be taking XP away from the other classes you need to level while usually providing pretty specific utility, just due to how long the training time per-ability is. I imagine on lower difficulties they could be used to make beta strike easier a lot earlier.
--------------------------------
You can probably ignore a lot of this rambling if you want to. Ultimately, the game feels absurdly easy now that I've finished my run - none of my guys got below half HP on the final mission, and half of them never even took a hit. I had a team of Templar, Psi and one of each base class, and ALL FOUR of my base class guys had rupture loaded, with Ruler armours and Chosen guns, so it'd be kind of expected, but even with ABC+ I was blown away by how easy things felt. I did have soldiers get to around 1/4th HP a few times in the end-game, but that's not saying much, and it usually involved me playing a bit aggressively because I just wanted to hurry missions up. At the same note, when I did the last Chosen Stronghold (Warlock) I killed him (130HP 5 Armour in 2 turns, then killing the 160 HP Sarcophagus in 1 turn with a Bluescreen Pistol Sniper and Bluescreen Skirmisher with gold bond partners on point, and then blitzed him again the following turn when he respawned with only 40ish HP.
But the end-game is really clouding my judgement here. The funnest parts of X-Com have always been BEFORE you have a team full of colonels with maxed out gear, and during those parts beta strike with ABA worked well, not to mention making the game take longer during those sections, with more chances to make interesting tactical decisions due to longer mission times.
I'm not sure what I plan to do for a follow-up run. I'd probably do larger squad + ABC from the start, just to enjoy some team interactions that I otherwise wouldn't have had a chance to see (and with ABA's AI, I'm assuming the larger scale on beta strike will generally make it harder. On average, more enemies will survive your ambushes, but your soldiers will have the same amount of HP and thus be somewhat more prone to getting focused.) But even then I fear that I would have a significantly easier time. I made many impractical decisions due to not understanding a lot of things, both about the new classes and how the old classes would interact with beta strike or some newer gear/possibilities, not to mention I had no idea what the new autopsies did, or which research I needed to do to get the weapon upgrades for the new classes. I would also probably drop the cover buff to 30/45. While I enjoy it, the more cutthroat nature of having cover on 20/30 means you need to hunker and limit line of sight more often, and it means enemies which follow a strategy of "run in the open and shoot your guys" aren't at a significant disadvantage compared to the intended difficulty if caught at long range.
Don't expect I'm saying too much useful stuff here, just throwing out what comes to mind. If there's anything you're curious about before getting into Legend/BS/ABA combo yourself, I can probably answer it. That said, I'd be interested to hear recommendations on things to make my next run (whenever that'll be) harder (or at least different). I definitely enjoyed beta strike and would stick to it, having already played the alpha strike style for like 500 hours (not counting XCOM:EU, XCOM:EW and LW1). Ultimately, the "it gets easy in the super late game" is a problem not just with XCOM2, but almost every turn-based tactics game I've ever played. Unless somebody wanted to make an entire 4th tier of enemies with unique bonus abilities (which is possible, but also more work for less gain compared to adding interesting and varied mid-game enemies) I don't know if that'd ever change - and even then, the late-game challenge would come out feeling very different from the core challenge of XCOM, which is more about "work with what you've got" than pitting a super-optimized team against super-optimized enemies.
But as I said, this is just the issues of the late-game staining my memory of a lot of it. ABA definitely performed well, perhaps especially in beta strike, where the enemy's willingness to be ruthlessly aggressive is a must in an environment where poking from a distance has a hard time breaking through your soldier's beefy HP pools - and since they're going to end up flanked at point-blank anyway, they may as well get into that position on their own terms, getting the first shot on your guys. I don't feel the primes fail to perform their duty - they are significantly threatening enemies that I always make sure to account for - but the fact that most of the mooks supporting them are painfully underwhelming by the late game means it's painfully easy to gear up to focus on the primes (especially if it's a matter of disabling them to focus them down next turn), knowing that the rest of their allies will be dealt with easily off-hand. The only time I felt mooks truly worked to support a prime well is Sectoid Mindbenders + Archon Prime. He's easily dealt with by exploiting his low will, and their ability to cleanse him of will-related debuffs makes them scarily efficient partners.
I'll probably stop my rambling there for the moment. Thanks a lot for making my run a more enjoyable one - I really do appreciate it.