svidangel Posted June 14, 2013 Share Posted June 14, 2013 Well, first time I've gotten to play a build with a working Combat.shield. Seems pretty great for my pistol play style. Anyone know the exact mechanics for it? It doesn't seem to interrupt every shot, but I'm not sure if it's been the angle of the shot, a % like cover (better when kneeling?) or maybe some of the damage bleeds through? Can I effectively equip two of them at once and run in to draw fire? Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 14, 2013 Share Posted June 14, 2013 They block 80% from the front, and 65% from the angles to either side (so 80% north, and 65% NW and NE). Or something like that, I'm not perfectly sure on the percentages. Quote Link to comment Share on other sites More sharing options...
svidangel Posted June 14, 2013 Author Share Posted June 14, 2013 Damn, I know it doesn't really make sense but I'd rather an 80% damage reduction from a direction than just a chance for a heavy plasma bolt to slip through the faceplate. Also, and related to other posts about armor, I think it would actually make SENSE for the shield to reduce your sight range like the Jackal armor does, wheras the Jackal armor should really only reduce the visible arc Quote Link to comment Share on other sites More sharing options...
svidangel Posted June 14, 2013 Author Share Posted June 14, 2013 OOOOOH, you can't jump fences with a shield. I'm curious how this will work with Sentinel armor. If Sentinel armor ever works. Quote Link to comment Share on other sites More sharing options...
Grazgul Posted June 14, 2013 Share Posted June 14, 2013 OOOOOH, you can't jump fences with a shield. I'm curious how this will work with Sentinel armor. If Sentinel armor ever works. Oh good, I simply thought I was retarded and couldn't figure out how to jump with sentinel armour. Does the shield have HP? Also what does the upgraded shield do? Also, Can I effectively equip two of them at once and run in to draw fire? I'm totally trying this! Quote Link to comment Share on other sites More sharing options...
svidangel Posted June 14, 2013 Author Share Posted June 14, 2013 Starter one has 120 HP. No clue about the later one. Quote Link to comment Share on other sites More sharing options...
Grazgul Posted June 15, 2013 Share Posted June 15, 2013 Looks like they both have 120hp. It's a pretty simple matter to double the assault shields. zero idea if the Assault shield blocks more often, I haven't come across those variables yet Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted June 17, 2013 Share Posted June 17, 2013 I'd rather they simply removed the vision restriction from the armours. Armours already have enough downsides without impeding sight range: - Armour's got a weight penalty. This is mitigated by strength gain, but at first it means an armoured soldier needs to leave equipment back at base. - It costs money. Even when we get some more breathing space in the geoscape, you won't be able to splash out on snazzy armour for all and sundry. - Armour can be destroyed. Since all armour has to be produced, that means it takes up workshop time to get replacements. And given the above point, you can't afford to lose many suits of armour. This is also the first version where I've really got to play with shields. I've got to say, they're cool as hell. They do need to have a drawback but I'd rather that if the chance of failure's removed, they don't replace it with a vision penalty. Limiting vision is a really harsh malus, and I'd rather they not go that route. Especially since like armoured guys, it's the frontliners you're going to give shields to, aka the guys who need the sight the most! If shields were changed to not be a % of failure, I'd say it should be something like a % of damage absorbed instead. For example, they could absorb 75% of damage from the front, and 50% from the sides. That way a shield guy still wants to use cover to avoid taking damage, but is a lot sturdier than an unshielded soldier because if alien fire does get through, it won't be a one-shot. Quote Link to comment Share on other sites More sharing options...
Korpah Posted June 17, 2013 Share Posted June 17, 2013 useless comment: the shields are awesome! Quote Link to comment Share on other sites More sharing options...
Dranak Posted June 19, 2013 Share Posted June 19, 2013 Are soldiers with shields equipped unable to jump low fences? And if so, is this intended? Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 20, 2013 Share Posted June 20, 2013 Yes, and probably. Quote Link to comment Share on other sites More sharing options...
thothkins Posted June 20, 2013 Share Posted June 20, 2013 I thought it was a nice touch. I'd expect the Xeno-armour with the highest protection also not being able to leap over walls. Through them like androns perhaps, but not over. Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 21, 2013 Share Posted June 21, 2013 I think Predator armour does that. I know you can walk through full walls, but not sure about half-walls. Quote Link to comment Share on other sites More sharing options...
ThunderGr Posted June 22, 2013 Share Posted June 22, 2013 I like shields. And I like pistols. They are both useful and work pretty well with eachother. Quote Link to comment Share on other sites More sharing options...
thothkins Posted June 22, 2013 Share Posted June 22, 2013 I agree thunderGr, they do. The shields appeared briefly in an earlier build. But, I didn't recognise the suppression possibilities of the pistol until someone mentioned it here. So, it's going to make another weapon type well worth having through the game. I wonder how they stand up to those plasma casters? Quote Link to comment Share on other sites More sharing options...
Solarius Scorch Posted June 22, 2013 Share Posted June 22, 2013 I've spoken with Max Smirnov earlier today and he had this neat little idea to allow shield bash - an attack that only deals negligible damage, but is very suppression-inducing. Quote Link to comment Share on other sites More sharing options...
thothkins Posted June 22, 2013 Share Posted June 22, 2013 While it's a nice addition, I do think that allowing Xenonauts to shield bash against an aggressive, close combat aligned creature like a Sebillian is a it unfair. Quote Link to comment Share on other sites More sharing options...
ChaseBears Posted June 23, 2013 Share Posted June 23, 2013 This is also the first version where I've really got to play with shields. I've got to say, they're cool as hell. They do need to have a drawback but I'd rather that if the chance of failure's removed, they don't replace it with a vision penalty. Limiting vision is a really harsh malus, and I'd rather they not go that route. Especially since like armoured guys, it's the frontliners you're going to give shields to, aka the guys who need the sight the most! IMO, Assault Shields should be roled for assaulting UFOs and indoor combat rather than protecting scouts as they venture across open fields. A vision malus suits this perfectly. Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted June 23, 2013 Share Posted June 23, 2013 (edited) IMO, Assault Shields should be roled for assaulting UFOs and indoor combat rather than protecting scouts as they venture across open fields. A vision malus suits this perfectly. They're so heavy that a shield user can't really carry much. If shields are only for breaching the UFO, then they'll be not be much use for most of the map. Indoor fighting doesn't happen a whole lot. I admit that I'm biased in favour of shields, though, since I enjoy using them and they look cool (yes, I'm shallow). I don't take a full squad of shield guys, but I always bring one or two. Edited June 23, 2013 by Ol' Stinky Stating for the record that shields look cool. Quote Link to comment Share on other sites More sharing options...
Mantaray Posted June 23, 2013 Share Posted June 23, 2013 indoor fighting happens much more often i've found, now that defensive aliens hold up in their UFO's it makes the shield amazing Quote Link to comment Share on other sites More sharing options...
thothkins Posted June 23, 2013 Share Posted June 23, 2013 yup, there are situations where I won't go near without an assault shield, even if it means waiting a few turns for them to get into position. Quote Link to comment Share on other sites More sharing options...
ThunderGr Posted June 23, 2013 Share Posted June 23, 2013 They're so heavy that a shield user can't really carry much. That. You cannot rely on the shield bearers for scouting. After you spot aliens' date=' you can bring them to assault the alien's fortified position. And, they are [b']very[/b] useful for exiting the charlie with minimal casualties. You should place them at the front line on the exit before taking off. Quote Link to comment Share on other sites More sharing options...
Solarius Scorch Posted June 23, 2013 Share Posted June 23, 2013 They're so heavy that a shield user can't really carry much. Oh, I don't know. They can carry a pistol and several grenades, which is basically everything they need (long arms wouldn't make sense anyway). Even my rookies have no problem with carrying this much with no penalties, especially since I don't use armour at all (except buzzards). Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted June 23, 2013 Share Posted June 23, 2013 Oh, I don't know. They can carry a pistol and several grenades, which is basically everything they need (long arms wouldn't make sense anyway). Even my rookies have no problem with carrying this much with no penalties, especially since I don't use armour at all (except buzzards). I find that's only the case when my soldiers have had their strength pumped up after several missons. I suspect we'll either see XP gains reined in or the number of missions per tier of UFO trimmed down (I haven't played a lot of v19 HF2 yet, so the new geoscape changes might have already had this effect for all I know). Recruits and other newbloods will have to exhange offense for defense, meaning that powerful shield users aren't expendable. I lost a high-ranking shield to a lucky harridan sniper shot, and man, it really hurt having to downgrade to a newbie shield. He could carry something like a shield, a pistol and one grenade without lowering his already naff TU pool. Quote Link to comment Share on other sites More sharing options...
thothkins Posted June 23, 2013 Share Posted June 23, 2013 How's the casualty rate with only having buzzards? Quote Link to comment Share on other sites More sharing options...
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