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Additionally, Frost Legion Necromancers seem a bit overtuned? I got them on my third or fourth mission and their zombie spawns get 2 actions on the turn they're summoned (unlike the usual 1-move action), so I just get hit by cheap shots all game as the necro hides and it takes 2-3 shots to get through the shields of the zombie, let alone the necro and getting to them.
Other than that I have yet to run into any of the other Frost Legion Leaders but I do entirely love the design! Been waiting for something like this to spicy up games :D
I'll look into the zombie actions. Is it both abilities or just one that they attack during (necros have both a direct summon and a reanimation abiity)?
Wonderful to hear! :D
As for the necro what I was seeing was:
Necro = direct summon -> overwatch
Direct summon = move action next to me -> attack
I forget if the reanimation was also getting two actions or not, I'll do some testing later today to see.
In the meantime, I've had a least 2 incidents of the Frost Adder and the Frost Priest not triggering overwatch shots from my guys. Not sure if this is intended - could also be an overwatch bug in general.
In relation to everything I'll be stating below, I'm playing on Commander difficulty:
So far the difficulty spike for this mod feels more front heavy (early game) due to how frost shields and their regen work.
Necromancer hp and behavior aside - a single frost adder for example can kill the entire set of resistance fighters in a camp single-handedly due to the regen (meaning that on retaliation missions are usually fairly uninjured and haven't been slowed down by much each pod is usually Adder+Purifier). For me as the player killing adders usually takes ~4 shots with ballistic (B), and ~2-3 with magnetic (M) (this is without crits!) - in comparison to killing normal vipers in ~3(B) or ~2(M). Usually this means an entire extra hit is needed to neutralize an enemy with a guaranteed hit of bound + bleed frost, decent aim and regen (which usually ensures the need of another attack to kill). In a nutshell, frost adders which I seem to get a lot of in the late ballistic-early magnetic period, need a decent amount of focus fire per single entity, and a single miss usually means 2 shots are needed on the next turn rather than 1.
This difficulty jump honestly isn't that bad compared to vanilla (and there's a major argument to be made that you want the mod to increase the difficulty), this is all just something I've noticed.
Later on (currently on FL13), the regen really doesn't matter much, and I'm hitting so hard with either crit traits or early plasma that most frost units are dying in ~2-3 shots, which - with a larger squad size, higher aim, and multi-shot traits isn't as big of a turn investment.
Frost Hitman at this point in time have been a blast to fight against, having their big weakness of being an AA attacker and therefore weak to flashbangs, but also dangerous enough to warrant some degree of respect from the player unless you want everyone getting hit and chilled. Which is great considering that grenades damage-wise really don't do much of anything to frost shields.
The majority of the other leaders I've only ran into a couple of times so far and don't have an opinion on yet - except that they all look super baller and I love all the frost munition FX and it's all super dope. O_O Can't wait to keep playing!
the sustained ability effect has a "FragileAmount" property for the amount of damage to interrupt it. for regular vipers, it's 1. for adders, it's 99 (essentially never gonna happen without killing them)
Ah okay, cool. So other things that would break a bind such as disorientation will still do it?
Personally I think it would make them much more enjoyable to encounter if it was either made more clear that the Frost Zombies behave differently from any other variant of a PSI Zombie and stick around after the caster is killed, or if they behaved consistently with the other PSI Zombies and disappear/die if the caster is killed.
Multiple rockets of that freezing ♥♥♥♥ in such a wide AoE is just totally unfun. If i wanted to spend 3 turns not being able to do anything and watching my soldiers die i'd just press skip turn a few times.